The Eyes of The Emperor

Owl

Edgebabby
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Writing Levels
  1. Adept
  2. Advanced
  3. Prestige
  4. Douche
Preferred Character Gender
  1. Primarily Prefer Male
  2. No Preferences
This is the sign-up thread for the Eyes of the Emperor. Signups will be close by Sunday 25th of June or when 4-6 characters have been accepted, whichever comes first.

For information about this RP, see the lorebook. The lorebook also contains a listing of rules that apply when joining this RP. Please pay special attention to the posting rules.

Please use the template below for your character. You are strongly recommended to play as an Ashir since this RP will focus on them. However, if you so desire, you may also play as a human (magister) from Velora or elsewhere. If you do so, you will need to have a reason to be in Velora at the start of the RP, you may DM me to help you with this.

As per the lorebook, the world of this RP is dominated by humans. While there are some other races present, they are so rare that they may never be encountered over the course of this RP. For that reason, only humans and Ashir are playable races.

Because I strongly encourage player characters to have connections between each other, you may edit your character sheet after you've been accepted to reflect this.

Name: Please provide a first and last name for your character here. You are free to pick any first name you like. When playing as an Ashir, the surname must be based on a species of tree as per the lore (see Ashir->Names). You can easily look up what kind of associations certain species of tree commonly have and use that as a guide for your character.

Age: Please select an age between 10 and 80. When choosing to play as an old Ashir you may assume your character is more knowledgeable, however you are also likely to be more physically frail. Conversely if you opt to play a child or teen character your character will know and be capable of less than adult characters, but may have an advantage at select points in the story in terms of nimbleness, stealth or persuasion.

Magic: for a child/teen character, pick 1 magic. For an adult character, pick up to 2 magics. For an elder (50+) character, pick up to 3 magics. Please be aware that the number of magics doesn't have to determine how "good" your character is at magic. Your character can be a prodigal child or famed legendary Ashir if you want them to be, or they can have tried their hand at various magics and be meddling at them.

Gender: Please pick your character's (apparent) gender. Must be: "male", "female" or "androgynous". While you may create a character who does not identify as male or female, you must make clear what they look like to others using on of the three options provided here. Please see the rules for more information.

Strengths/weaknesses: Here you should list both personality strengths/weaknesses as well as give an indications what things your character excells or sucks at. If your character is physically strong, good with magic, highly persuasive, or a terrible liar, this is where you should mention it.

Appearance: please give a description of your character's appearance. Try to answer the question what another person meeting your character for the first time might notice about them. Do not solely rely on an image for your character's appearance. (1-4 paragraphs).

For an appearance image, please use one of the following: realistic (digital) art, setting appropriate photo (can be from a movie or show), AI generated portrait (can be photoreal or painterly). Please refrain from using anime, manga, cartoonish, or childishly drawn art.

Personality: please give a brief description of your character's personality. (1-4 paragraphs)

Guide: provide some information about your character's Guide. Does not have to be in-depth. Another player can be your character's Guide if you desire and both writers consent to this being the case. If your character is old and your character's guide is deceased, you may skip this entry. If you have a young character whose Guide has prematurely deceased, you would have been assigned a new guide and should provide some information about that new Guide here.

History: Optional. While you are encouraged to offer a little insight into your character's history, you are not obligated to flesh out their background completely and may choose to let their background emerge organically during the RP. You should put something here, but it doesn't have to be extensive. Just be aware that if you do not provide much of a history, you should not pull any crazy, unexpected twists without discussing with yours truly, the GM, first :)
 
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Here's my character sheet! Tell me what you think and if there's anything I might have overlooked in the lore that I forgot to take into account. ☀️☀️☀️







Serife Sila Aspenborn (The Siren)


35 years old | Female (She/Her) | Mentalism & Voyering

"I walked away hoping I had the strength to never look back. But every step I took, it was another step away from my heart."

Strengths:
  • Ambitious – She seeks opportunities like a moth to a flame, always striving for more. Change is constant and she never wants to be left behind. Her work ethic and perseverance make it possible for her to chase her goals with the dedication of a man starved.
  • Cunning – Playing the game for so long, Serife has more than one trick up her sleeve and more than several ways to get what she wants. She thinks ahead and carefully lays out her plans months or even years in advance.
  • Charisma – Her intelligence combined with her silver tongue and well-kept looks help her convince almost anyone to do her bidding. She takes great effort into maintaining her carefully crafted facade and keeps the eyes of anyone who catches sight of her.

Weaknesses:
  • Stubborn – Serife is a woman set in her beliefs and convincing her otherwise takes a great amount of effort and tangible evidence. Even when the situation is dire she won't lift a finger unless she thinks it's well worth it to.
  • Prideful – She holds herself in high regard and refuses to settle for less than what she thinks she deserves. Not only that, she views others who settle for mediocrity in contempt and thus, fails to prioritize most common folk with no ambition who might otherwise be of interest or of use, though she'd have them believe otherwise.
  • Frail Body – Due to the nature of her work she often relies of her wiles and cunning or even magic as a last resort to get her out of tough situations. As a result her physical strength is somewhat lacking and it wouldn't take much to physically overpower her.
  • Tempermental – A trait she carries on from her youth, in rare instances when someone can get under her skin, Serife regresses and gains back her tendency of throwing wild fits to vent out her frustration. To make matters worse she perceives the slight against her almost as an act of war and causes her to be fixated on the problem or the person until the has reciprocated in kind.

Appearance:
Upon seeing the councilwoman for the first time, the first thing that catches anyones eyes is her intimidating aura and cold eyes that only turn warm when they snap into focus. Here stands a woman shaped by years of court intrigue into the perfect guise. Pretty, powerful and poised to kill at any moment's notice should she think you were a threat. Everything about her is carefully curated, from her long black hair she drapes over her shoulder in a loose braid to the fine silks that drape over her tanned figure and the intoxicating honeysuckle scented perfume she wears.


Personality:
Serife Sila, also known as the siren of the emperor's court is one of the most ruthless and efficient councilors to ever grace its marble halls. Her no nonsense attitude and almost domineering reputation preceeds. There is no price to be haggled with this woman who they say drapes over the emperors lap to whisper in his ear no better than a harlot.

She believes she carries the empires best interest at heart and keeps all those who would cause its downfall for their own pursuit of personal gain at constant bay. Even if it meant putting on a facade and freezing her heart. "Duty means doing the things our hearts may well regret." is what she would often say to her charge, Levente. Of whom, she treats no better than a palace guard or a master would treat his lowly servant at times. Foregoing sentimentality in exchange for excellency. Although, she was kinder to him when he was younger. Affectionately calling him 'Sweetling' until she deemed him too old to be coddled when he accomplished his first mission of his chosen profession.

Still, she is not without a heart. Behind closed doors and under black cloaks she sneaks around the city pretending to be an ordinary human woman. Her heart always longed for freedom, away from the council and magic. She wanted a normal life so badly even though she knew she could never have it. And she makes sure to watch over and guard the one she guides fiercely, caring for the one she guides in her own way, as if he was her own child. Just until she's sure he has all the skills he needs not just to survive in their field of work but to thrive.

Guide:
Her guide is an elderly Ashir named Lalita, aged 71 years old at the present date. Known to be harsh and strict with all she guides, Lalita made no exception to young ungrateful Serife. Of whom she did not allow the time to grieve and instead disciplined immediately for her foolishness. Viewing the young Ashir's actions as an insult to the order who gave her everything she could have needed. If Serife was the stone then Lalita was the sculptor who chiseled the stubborn rock into a solid figure worthy of her roots. Needless to say the two have a cold relationship and do not speak to each other unless it is needed.


History:
One of the first memories she has was standing in amongst her the other Aspenborns, her other "family" members and wondering why they had to be different and why they were born. From an early age they were taught about who they were and the duties they must uphold. "But why?" The question would always repeat at the back of her mind. A question that only hallowed in the back of her mind once she discovered what happened to the Ashir who chose to walk alone, away from the empire and away from Velora. She remembered the fear in one of the elders eyes when she asked "What if I don't want to do it?"

Her disillusionment with her role worsened when her guide who she viewed as a father figure, died in service to the empire. They all hailed him as a hero. Serife just wanted him back. Being an Ashir made her feel like she was born to be a tool and nothing more. She wanted to be a human. She finished her studies at the age of 17, a whole 3 years later than most would. But 3 years was all she was given until she had to face reality again. So, with a heavy heart she reluctantly accepted her duties and finished her studies.

She ran away from her guide and join a band of sailors, in hopes that life at sea would give her more freedom. A the captain was a jovial man with a kind heart and firm hand that more often than not taught her life's lessons in the most interesting but often traumatizing way by throwing her head first into the fray or underwater. But, she never truly accepted the responsibilities that came with being an Ashir until she lost him. Another scar added to her weary heart. An event that was completely avoidable had it not been for her own folly. If she had taken her studies seriously, if she had been more dedicated to her duty, would she have been strong enough to save him? Haunted by their deaths she turned her life around and rose to be a councilor, one of the most influential roles an Ashir can have in hopes of honoring their memory and the lessons imparted to her.


네이버 웹툰 '하루만 네가 되고 싶어(Your Throne)' 시즌2

 
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Liam Alderborn
Voyer || Proferer


Age || 27
Height || 5'11"
Gender || Male
Physique || Fit
Hair || Black, curly, shaggy
Eyes || Brown
Complexion || Fair

Strengths || Loyal, Focused, Intelligent
Weaknesses || Pride, Secretive, Judgmental

Wild raven-black hair cascades in an untamed mess of locks reaching only just to his broad shoulders. He's a rugged looking man with his life's journey etched into a creased brow. Dark, piercing brown eyes reflect determination hooded deeply and pensively, and within the darkest depths of his gaze lies the weight of responsibility and the burden of action. His face is softly chiseled with stoic masculinity framed by the stubble of a beard trimmed neatly.

Under his standard attire is a lean physique honed from a life of necessity as a protector utilizing both magic and martial skill. He is an embodiment of the Ashir with a severe demeanor and proper posture.

There are perhaps unspoken sentiments that linger upon his lips, but he remains vigilant and obedient to keep his mind sharp for any task that arises. His mental well-being is tantamount and prioritized to the point where he holds little thought to strengthening relationships among those he tends to work with most. The bonds within his family are important to him to the same degree as professional relations. He may consider some friends, though does not take measures to know them deeply or allow them to harbor closeness. He is practical, logical, and is often dismissive of his own emotions yet believes he processes them correctly.

Pride in his magical abilities is perhaps his greatest weakness. His pride in how adept he has become within Voyering is the foundation of his logical mind and separation of emotional ties. There is a deeply rooted fear of the Mirror Realm his ego will no longer acknowledge. He is, after all, very good at his magic.

Proferement became a secondary focus born from not just the practical applications within Voyering, but in the interest of tackling a challenge. He has a mind that craves puzzles and problem solving that push beyond expectations. Boredom breeds a wandering mind, and a wandering mind would do him no good with his magic.

Liam's guide is perhaps his closest bond. Erimentha Alderborn, aged 64, has been Liam's guide since he was fifteen, and was the one who taught him the importance of a healthy mind and body.

Those who can recall any past with Liam would know magic did not come easily to him in his younger years. The boy struggled into his teenage years trying his best to cast at the level of his peers. It wasn't until after he was assigned a guide that he began to truly perform magic to standard, and has since proved himself a capable practitioner of Voyering and Proferement, particularly focusing on the procurement of information.
 
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Althea Cypressborn
muification || proferement



BASICS

nickname
thea
age
twenty-five
height
5'2"
hair
red
eyes
gray
build
slender
occupation
healer | herbalist
APPEARANCE

At first glance, Althea isn't a particularly alluring individual. While pretty, with fine features of a delicate nature, she appears the sort to blend into a crowd, rather than stand out - though it can be imagined this is an intentional practice, rather than a reflection of her physical characteristics.

Shorter in stature, she carries herself with an air of quiet confidence, not born of bravado, but simple acceptance of who she is. The only aspect of her that might call attention in a crowd is a crown of bright red curls, but even these are generally kept tied up in a pile atop her head. She wears simple enough clothing - linen dresses that can be easily cleaned and brown boots, all with very little ornamentation - and a pair of thin gloves which she's almost never seen without.

PERSONALITY



Driven, Compassionate, Patient, Capable | Clinical, Overthinking, Passionate, Haunted​

Althea is, by very nature, a healer. Found beneath the Cypress, this trait is both innate and well-learned. The brunt of her magical education focused heavily on muification of the body, learning well to knit skin and bone, while at a young age she also began the process of training herself in the practice of traditional healing - largely those things her magic could not cure.

While this can make her an exceptionally compassionate caregiver, Althea also has a habit of being regrettably analytical, tending towards a clinical mindset in lieu of close knit relationships and companions. Althea hates failure, and because of this, has a tendency to overthink, but her intense focus and drive lends to sometimes inhuman patience.

Because it is in her natural instinct to fix, Althea can become overly passionate and even a little temperamental when it comes to those things she thinks are important - in particular, when there is a problem to solve and someone too stubborn to let her solve it.


GUIDE
Lyra Cypressborn was a brilliant Muifier, gifted and kind and well regarded amongst most in Velora. Something of an unconventional teacher, she regarded Althea's training as secondary to the familial bond she formed with the young, eager girl. Unfortunately, with only a few months left in her mentorship, Althea's guide was tragically killed - bitten by a poisonous snake on a Field Study with her student. Her memorial stands in a courtyard within Velora's fortress walls.


KNOWN HISTORY

Althea was discovered beneath a Cypress on a hillside on a cool winter night, already a mess of red curls and fire. She began tutelage with Lyra Cypressborn when she began to show an aptitude for muification, which she continued, even following the untimely death of her Guide. By eighteen, Althea has learned enough to surpass apprenticeship at Velora's infirmary, instead becoming one of the youngest fully fledged healers within the confines of the city and eventually earning herself an esteemed reputation. Around twenty, tiring of the static of the infirmary, Althea opened her own shop and clinic, taking on clients both ordinary and Ashir, defining her reputation further. Currently, she is regarded as a gifted healer, if not a bit of a recluse otherwise, working in a clinic just outside the city walls..
 
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LEVENTE 'LEVI' ASPENBORN
Male | 17 | Muifier
Occupation:
Assassin (primary), Bounty Hunter (secondary)

Strengths:
Intelligent & Analytical ┃ Awareness & Danger sense ┃ Fit ┃ Combat trained ┃ Stealthy ┃ Transmutation

Weaknesses:
Perfectionist ┃ Lone wolf ┃ Youthful confidence ┃ Drawn out fights ┃ Being taken by surprise ┃ Being outnumbered ┃ Inexperience

Description:
Levente stands at 5'10, and has a lithe, wiry form. He has a striking form of ghostly pale complexion, snow white hair, and sky-blue irises, which is rather eye catching even from afar. He is long limbed but not gangly, as he has a decent yet compact musculature. He walks with ethereal grace, and nearly soundlessly. While Levi acts in a relaxed manner (unless met at a critical point on his mission), there is a certain efficiency and pragmatism to him, as there are little to no wasted movements in his actions or words. His delicate appearance is belied by a subtle air of danger; while in day-to-day life, most will not feel anything amiss, those with keen senses would know that not all is as seems.​

Personality:
Levente is an adventurous soul, and despite his macabre profession, at times exhibits an almost childish wonder. He enjoys simple things, like seeing amazing sights, having good food, exploring cities and nature. The unknown and unresolved mysteries of the world inspire his curiosity and delight. Sometimes, he wishes he were freer, but Levi is an Empire's man through and through. He is dedicated and duty-bound, never asking needless questions. On the one hand, he views what he does as a necessity; a job someone has to do, and he just so happens to be very good at it. On the other, he genuinely believes that he is working towards what is good for his nation.

Either way, he has no issue acting as the heartless killing tool when required. It can be quite eerie when Levi gets into his assassination state of mind. He is calm, cautious, and calculated, yet fiercely intent as he focuses on one thing and one thing only; ruthlessly extinguishing the life of his target. The contrast when he returns to his 'normal' self is rather startling. He doesn't seem bothered by the killing at all, though won't exactly discuss it either. Levente clearly has his own goals and desires, but pursues them within the boundaries of what is permitted to him as an Ashir and as a subject of the Empire.

He is fairly causal when interacting with others. Levi has always considered himself special, as even among his own kin, he's proven exceptional. Because of this, he may come across as impolite, rude, or arrogant. He sees little issue with that, as he feels his competence more than makes up for it. Levente has a cheeky and mischievous side to him. He may tease, offer biting comments, or even play petty pranks. Of course, he knows the time and place for antics. When he has to appear professional, he can adopt a poker face like no other. However, he is at his most serious in life and death situations, where his change in disposition becomes obvious.​

Guide:
Serife is an adult Ashir woman, whom Levente had been assigned to upon his graduation at 13 years of age. She's a strict woman, but he's always appreciated that. If anything, the short period when she'd treated him more warmly, practically coddling him as if he were a child, was far stranger for him. He has always assumed that his first accomplished mission is how he'd earned her true regard. Nowadays, she often acts as if he were her subject, but he knows he can talk back some as long as he gets the job done. She is one of the very few people he considers a superior. However, since she's declared him independent, he's been pushing to be treated as an equal. Sometimes, their prideful natures clash, but Levi usually ends up giving in sooner or later. He does admire his guide, after all, though is reluctant to admit it.​

Bio:

Levente was found beneath an aspen in a cold, mountainous area during winter. His finder unearthed him with the help of a group of pilgrims. Even with the Elders predicting there might be Ashir in that area, those who'd sought him out had no easy task. It was a miracle he was discovered alive; a few hours more, and he might have been as dead as the other two foundlings next to him. The unfortunate souls were buried, while he was taken to a nearby shrine, and taken care of.

The adults, especially his finder, saw that he clung to life with an unbelievable determination. He sucked up all the care, milk, and warmth given to him as if he were a dried-out sponge met with water for the first time in a century. In fact, it seemed that his body had learned how to most efficiently thermoregulate with the aid of his innate magic. For his perseverance as he'd overcome unlikely odds, and due to his finder's joy that he, at least, had made it out alive, he was named Levente. A name which signifies and celebrates his very existence.

In his education, he was visibly ahead of his peers. He was clever, curious, active, and independent; if he had something he wanted, he went chasing after it, because he's never been the kind to wait for others to catch up. Levi showed an intuitive sense for muification of the body. Given his magical specialization, his physical training also received special attention. Academically, he was taught anatomy in depth, for his teachers believed this would aid him in the future.

He has always believed he was special, and was set out to prove – to himself and all others – just how far he could get with talent and skill both. He graduated a year early, at thirteen. He was assigned a guide, a woman who both looked after him, and forged him into a thoroughly efficient assassin. A role that was predetermined for him, and one which he'd been prepared for as much as one can be. But it was his guide who readied Levi for his first kill, and who was there for him afterwards.

He was deemed independent at sixteen – personally, Levente thought his guide was being overprotective, and could have termed him mature sooner. Either way, they still remained side by side, living and serving the Empire together.

At 17 he accepted and accomplished the mission of hunting down a young rogue Ashir. Levi doesn't remember the details of it; all he knows is that he was given the choice of doing it. He'd also agreed to having his memories altered – though he is aware that would have been done even if he hadn't. His memories and impressions of that target, the encounter, and any intel related to the mission are all very vague and faded, mostly 'forgotten', as if it might have all happened in a dream he doesn't care to recall.

This happened only a few months ago, and though he can't remember much of it, Levente considers it his proudest accomplishment yet. In the present, he is faced with another momentous occasion; the arrival of the Emperor in Velora.​
 
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Name: Serra Yewborn

Age: 33

Magic: Attunement

Gender: Female

Strengths:
Serra is an excellent hunter and archer, a silent stalker and an unerring shot. Despite her slender frame she is as strong and hard as the yew whose name she bears, not just physically but mentally and spiritually as well.

Weaknesses:
Serra has never bothered to learn much about the finer courtesies of society. She's honest and blunt to a fault, incapable of dressing up the bare truth as she sees it. She knows that her words can hurt, and so she keeps them largely to herself rather than risking the feelings of others.

Appearance: The first impression that Serra gives is stillness. She has a way of holding herself that makes her seem as if she is meant to be wherever she is - as much a part of her surroundings as a tree in the woods or a pillar in a castle. But blink and she's not there any more, having slipped to the next place she means to be without a trace.
In motion she's as supple and graceful as a lynx, gliding almost bonelessly through the undergrowth or a narrow alleyway.
Her voice is low and raspy from little use, issuing from deep within her chest.

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Personality: Serra is as simple and direct as an arrow through the heart, or a knife through the throat. She lives in a world where things are as they are and people are merely things as well. To her, a rock or a river has just as much personality as a primped and perfumed courtier, and is much more pleasant company besides.
That's not to say that she is naive or foolish. Indeed she sees much that others do not, and knows much of which she does not tell. Precisely because she trusts her eyes and ears more than the words of others, she goes to the heart of things - often to the discomfiture of those more used to honeyed words and airs and graces.
She doesn't much care if they don't like her. The rain falls on the just and unjust alike, heedless of how they feel about it. There is much to do, and she will do as she does, and the world will turn, and the seasons change. And these are what will happen, come what may.

Guide: Patroclus Ashborn, an old one-eyed warrior who's taken more heads than Serra's had hot breakfasts. The two have an odd but close relationship - he doesn't seek her out, but nor has he ever been absent when she's needed him. They talk little, and often cryptically, but somehow they understand each other. They sometimes spend days or weeks in silence, the only outward communication between them a curt gesture or grunt to say what chore needs doing. But by the time comes for Serra to leave, she's wiser and more learned in the things that matter to them.

History: There's little to say. Patroclus himself found Serra all those years ago, and the taciturn grognard raised her with the help of Alma, a kindly wetnurse who had her own reasons to seek solace in the lonely forests of Mohsal. She left when Serra was old enough to get on by herself, and neither Patroclus nor Serra has seen her since.
 
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Name: Shen-Ur Stonetreeborn ("Shen")
Age: 16
Gender: Female
Magic: Attuner
Tree: Petrified forest tree ("Stonetree")

Guide: [OPEN to anyone willing to volunteer as Tribute. Otherwise:] Shostak Redwoodborn is a towering bear of a man with bright red curly hair and a majestic beard. He is a gregarious, gentle giant, an iconoclast who was willing to take in the odd child with a Treebirth many consider to be an ill omen, and an origin that tends to attract suspicion.

Appearance: With her half-moon spectacles, bright eyes, and subtle smile, Shen can seem like an innocent, curious young girl, or an ageless being who has been around far longer than she actually has. Her eyes are particularly striking, one blue and one green, matched by blue and green streaks that stream side by side through her raven hair. In shadow or at dusk, the streaks can look grey or white, conveying a brief illusion of advanced age.

Whenever possible, Shen-Ur keeps her uniform neat and pressed, to meet the standards of the Ashir Order. Apart from accessories required with her uniform, she wears no visible adornment. She wears her hair down, or in an unassuming ponytail or bun. Out of uniform, Shen dresses in simple robes, dresses, or tunics and trousers in a tasteful minimalist style.

Personality: Shen-Ur is an "old soul." She possesses an eerie mystic wisdom, like a mountaintop guru or lifelong monastic. She is quiet and contemplative. Shen speaks rarely, and when she does, she often uses cryptic or esoteric koans and metaphors, almost as if Treespeak is her native language, and she has to translate her thoughts into words. Even when she does speak "normally," she employs an idiosyncratic vocabulary that she considers to be more comprehensive and accurate than conventional speech.

Solitude is her natural state. She can meditate in nature for hours, or deep dive into the most arcane tomes. In social situations, she will fade into the background. Shen will happily offer counsel, comfort, or help to those in need, but she is not a good choice for Inspiring Leader or a favorite at parties.

Shen exudes an aura of deep serenity, even in the face of adversity. She is self-reliant to a fault, willing to suffer in silence, or if the pain is too great, shed her tears in solitude rather than disturb another's tranquility with a cry for help.

She tends to stay out of arm's reach of others by instinct. Giving and receiving physical affection is very difficult for her. Instead, she will show affection and care by using Treespeak to immerse the recipient in beauty and warmth from nature. Those with magical ability or otherwise extra sensitive can receive a direct experience of love, compassion, or friendliness that feels as if Shen is simply a conduit drawing these things down from the Cosmos itself.

Shen-Ur is utterly uncompetitive. She would much rather help someone get better at something than set out to beat them at it. She is not troubled if she excels over others or if they excel over her in ordinary situations such as academic studies or physical exercise, but the notions of being "better" or "worse" than them, or of "winning" or "losing" does not enter into her calculations.

She despises slavery and similar forms of exploitation, especially when children are involved. It is one of the few things that can bring out her capacity for anger.


Strengths:
  • Magical Talent: Shen-Ur is a prodigy at Attunement magic. She is able to Treespeak at a level far beyond her years, and even act as a psychopomp for someone else who has gotten "lost" or "overwhelmed." Her ability to commune with the natural world extends beyond organic nature to stone, metal, chemistry, natural and physical processes, and even to cosmic subjects such as astronomy/astrology and sacred geometry.
  • Endurance: Shen has remarkable physical stamina and pain tolerance.
  • Quiet Determination: Faced with a difficult challenge, Shen will pursue it with an understated resolve as rugged and enduring as her patron tree.
  • Intelligence: She is highly intelligent, and well ahead of her peers in academic achievement. She is curious and loves learning.
  • Wisdom: Due to the depth of her connection to the natural world and many hours spent in deep meditation and study, Shen-Ur exudes the wisdom of an enlightened sage.
  • Stealth: Shen is very good at moving silently and making herself "invisible" (non-magically) in just about any environment. She can fade into the background at a social gathering or vanish into a crowd like nobody's business.
  • Inner Peace: She is able to stay calm and "in the moment" under stress.
Weaknesses:
  • Bad at Combat: Though she is able to perform her martial-arts Forms and sword flourishes with grace and skill, Shen will freeze up when faced with a hostile opponent. With considerable difficulty, her Guide has been able to train her to mount a somewhat passible defense so long as she is focused on protecting others. If the threat is to herself alone, Shen will seek to exit the situation, employ non-violent resistance, or simply endure the attack.
  • Can't Ask for Help: The act of asking someone else for...pretty much anything at all to meet her own needs goes very strongly against her grain. It is not a matter of pride. If the need is small, it is not worth troubling someone over. If the need is great, it is too much to ask. She can (very reluctantly) do so if the matter is life-threatening or could result in permanent, incapacitating injury. However, Shen will endure a great deal of pain or emotional suffering before she will even consider bringing her needs to anyone else, even her Guide. This only applies to herself; she has no difficulty asking someone to help another if she can't do it alone.
  • Alienation: Shen is virtually incapable of things like working a crowd, being the life of a party, or attempting to seduce someone. Even in something as simple as a "gathering of friends," Shen will slide into the role of silent outside observer. As for actually making friends, "good luck with that!" applies. She has no problem offering selfless care and compassion to others. She sees herself as a conduit for the Cosmic outpouring of love and kindness in the same way that the Sun gives light and warmth without asking or expecting anyone to give it light and warmth in return. Receiving tokens of care, such as gifts or physical affection makes her deeply uncomfortable.
  • Invisible: The shadow-side of her talent for stealth: Shen-Ur has great difficulty drawing attention to herself when necessary, such as a "Come! Follow me!" moment or stepping up to a podium to rally a crowd.
  • Draws Suspicion: Due to her strange Treebirth, her early upbringing (see History), and her solitary nature, Shen-Ur tends to attract distrust from her fellow Ashir. For non-Ashir, her unusual behavior amplifies any negative attitudes they might have toward her as "one o' them magic folk."
  • Can't Compete: The concept of seeking advantage or domination over others is simultaneously repellent and alien to her. Thus, she will not compete against others for prizes, money, or a prestigious position.
  • Farsighted: Shen-Ur needs spectacles in order to read or perform other tasks requiring perception of close, small objects.
History: Shen-Ur was born under a petrified tree in a vastly ancient petrified forest in the Sumir Desert not far from the border of Khoros. However, she was not found by the Ashir. A powerful and ambitious Khorosian slaver lord named Maruk Khagan sought to covertly create his own order of brainwashed and fanatically loyal Ashir with the ultimate aim of seizing the Imperial throne and establishing his own ruling dynasty.

To that end, he created a corps of Magister diviners tasked with predicting Ashir Treebirths so that his elite corps of slave-catchers could get there first. This was an exceptionally dangerous game, but Shen-Ur's case was one of the times they succeeded.

For their infancy and early childhood, captured babies were given into the care of wetnurses who were told they were orphans. At the age of six, Shen was taken from her wetnurse in a faked adoption and brought to Lord Khagan's secret training facility. There, she and a small number of fellow captives were subjected to a brutal military-style training regimen.


Since their instruction in the magical arts would have to come from Magisters, a piece of each child's birth-tree was taken by their captors so that it could be made into a Teller, in case such would be needed. Shen's was fashioned into a petrified wood pendant that she wears under her shirt, out of sight of others. The Tellers turned out to impede rather than assist the development of the captives' magical ability, and their enchantment faded as the children's powers developed. Shen-Ur kept hers, because it is her only link to her origin. It no longer operates as a magical focus but holds sentimental value.

Attempts were made to force Shen to learn magic that would be useful in combat. She quietly defied her instructors, finding refuge from the cruelty of her life within the secret confines of her own consciousness, and small scraps of joy in fleeting encounters with animals and plants. Through a combination of intuition, talent, and an urgent need to connect with anything living that was not an enemy, Shen-Ur began to develop the ability to Treespeak.

At first, it simply gave Shen a wonderous new realm to hide in. She believes that realm also gave her a "True Name," Shen-Ur, a gift from the Cosmos itself. She secretly treasured this name in her heart as something genuinely hers that she did not owe to her masters.

As her abilities grew, she began to encounter messages from distant places, a hidden world of other beings communicating with one another. Though she did not truly understand the messages, or who or what they came from, she was determined to explore the mystery, and learn how to communicate with the "entities." Over time, the "entities" she was communicating with were able to get her to answer, "Who are you?" and "Where are you?" in ways they could understand. Shen had no idea that the beings were people with the power and will to come to her aid.

The Ashir mobilized a rescue force that infiltrated Khagan's facility. The failure rate for his fiendish experiment was high, so only a few children survived to be brought to Velora, but Shen-Ur was among them. [Anyone whose character could have been recruited to a "special forces" operation seven years ago is welcome to be one of her rescuers.]

Immensely grateful to her saviors and the Order they represented, Shen-Ur poured herself fully into her studies and her training. She quickly caught up to her peers in academic studies and physical conditioning, then surpassed them, especially in the intellectual realm. With proper instruction in Attunement, her talent flowered.

However, she was never able to fit in with other Ashir her age and had considerable difficulty finding a Guide who would accept her upon graduation. There is concern among some of the Elders, and other adult Ashir aware of her Treebirth and origins, that she might be a "bad seed," destined to become a threat to the Order, or perhaps even a sleeper agent.
 

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