Tamsyn Trelawney

General Information
Full Name:
Grand Knight Tamsyn Trelawney

Nickname(s):

Tammy

Gender:
Female

Age:

Twenty-Five

Race:
Human

Sexuality:

Heterosexual

Allegiance:

Donwick and those everywhere who reject the use of magic.

Appearance:

If someone had to describe Tamsyn in one word it would almost certainly be scruffy. Standing at five foot and ten inches tall she has lean wiry frame and limbs that could most generously be described as gangaley. Her shoulder length red hair is untidily cut and after a few nights in the wild will often be caked with dirt and have twigs or other detritus tangled up in it. Her green eyes are normally surrounded by the dirt and grime that she uses as improvised camouflage.
Personal Attributes
Personality:
For the most part Tamsyn is an easy going and relaxed individual who tries her best to get on with everyone around her. She is confident enough in her abilities to not have a chip on her shoulder about needing to prove herself while at the same time being relaxed enough to not be arrogant. She tries to maintain a fairly sunny disposition and is the type of person who will inject a little humour into any situation no matter how dire.

That said everyone has their buttons to be pushed. For Tamsyn it's magic. Depending on the vagaries of her mood, the use of magic where she can see it might produce a huffy, disapproving silence or a tongue lashing that isn't easy to forget. Those who dare to use magic on Tamsyn will earn her lasting hatred and possibly shouldn't linger in open areas to often for a while.

Backstory:

Tamsyn was born and raised in a small and somewhat remote community on the western shore of Lake Larcer. Her childhood was as happy as it could be and largely devoid of incidents of note, the nearby Fort Larcer acting to help keep monster numbers low. What set Tamsyn's childhood years apart from those of almost every other child in the land was the deeply held belief of her community, namely the belief that the use of magic for any reason was gross breach of the natural order. People who believed otherwise were swiftly and forcibly if needed encouraged to find a home elsewhere.

Like any other child of the toiling classes, Tamsyn was put to work as soon as she was big enough to be more useful than a hindrance. Her parents owned a hunting lodge and she started her working life by helping her father prepare the carcasses her mother brought in. Having suffered from itchy feet almost as soon as she could crawl, Tamsyn found being stuck indoors boring and dull, living for the days when her mother would ask her to be her little helper.

Tamsyn took to hunting like a duck to water, and by the time her tenth birthday passed she was regularly accompanying her mother on hunting expeditions, lapping up everything that was taught to her. By her seventeenth birthday, Tamsyn was a tested and accomplished hunter in her own right. Even her own mother watched Tamsyn's exploits with a little envy. Life was good for Tamsyn and could have continued to be if not for her ever growing wanderlust.

Despite everything that she had going for her at home and the dangers of a world that Tamsyn now knew to be full of abominable magic users, the idea of being tied to this one small corner of the world chafed at Tamsyn. She tried accept the blessings she had been given, being able to live in a place free of magic, but still she wanted more. By the time she turned nineteen her hunting expeditions had grown excessively long, with Tamsyn spending weeks at a time in the forests around the lake. Sensing their daughter's unhappiness, her parents arranged for her to speak with the village chief. The chief encouraged Tamsyn to follow her heart and set out into the world, not just to wander, but also to spread the message of the absolution that abstaining from magic could bring. With a new purpose and fire in her heart Tamsyn set out into the world.

For the first couple of years, Tamsyn lived as a wandering missionary, hunting when she could and trading any excess for whatever else she needed at the time. For the most part, people were uninterested in the message she carried with her, although she would occasionally find a soul receptive to her message.

As the years rolled by, Tamsyn began to proselytize less and less. It seemed to her that the common folk needed magic as a crutch in what was a cruel and confusing world. Despite everything she knew about the evil of magic, she felt unable to ask them to give up anymore of what little they had. This lack of purpose left Tamsyn questioning what she was doing and she began planning to return home. Fate however had other ideas.

While she was making her way homeward, winter bit hard and Tamsyn soon found herself low on provisions and coin. With game of any kind scarce she found herself scanning village notice boards for any work that might make her a little coin. One scrap of paper that caught her eye offered a bounty for the destruction of a banshee that had been taking what little livestock still survived. Until now Tamsyn had left monsters to those who had sworn an oath to risk their lives but the gnawing hunger in her stomach was a powerful motivator. The knowledge of how to destroy the more garden variety monsters was something she understood well enough in theory.

That night Tamsyn baited a field near where the beast had last been seen and settled down amongst some scrubby bushes and waited for her quarry. All night she sat, battling cold and sleep till just as the sun's light had started to creep above the horizon her quarry came into view. The very sight of the creature so close by caused Tamsyn's blood to turn to ice far colder than nature could manage, and she had to suppress the urge to let her arrow fly and run for safety. It felt like an eternity but Tamsyn managed to hold her nerve until she could see the creature's mouth which was when she let slip her arrow.

When she deposited the creatures head at the local village elder's door she was met by a reaction of joy and skepticism. The elder found it hard to believe this slip of a woman's claim that she had brought down the banshee by herself. Still, the evidence was there, and pleased with the her work he offered Tamsyn a few more tasks that she completed with relative ease. Once the man had no more work for her, she set off on a new mission, collecting the bounties on the monsters that the authorities didn't have the time, manpower or will to deal with. It felt good to be helping those who had been abandoned by their protectors; Tamsyn often only accepted a token fee instead of the amounts promised.

The first time someone joked that she should join the Hellhounds Tamsyn dismissed it out of hand, but the suggestion planted a seed in her mind that slowly germinated. While she liked what she was doing, part of her wanted to do more. There were plenty of other bounty hunters chasing down the less powerful beasts of the world; Tamsyn realized that by joining the Hellhounds she would have the opportunity to hunt the monsters that she could never face by herself. Her opportunity to join came when a minor noble found themselves financially embarrassed in the face of Tamsyn holding a bag of giant fingers as proof of work done. After offering her a plethora of stuff, Tamsyn named her price as a letter of recommendation.

Joining the Hellhounds was a mixed experience. While she was able to cope with much of the training, the martial combat lessons were tough for a girl who had never swung anything heftier than a meat cleaver before, and Tamsyn had to scramble to make the grade of just good enough. Additionally she was now surrounded every day by people for whom magic was a way of life whereas on the road she had been able to avoid the majority of magic users. While their flagrant violations of the natural order rankled deep in her soul, Tamsyn also knew the Hellhounds was where she wanted to be. She tried to appease her sense guilt of joining an institution where magic use was so rife by reminding herself of all the good she could do and by drawing new red lines of what she would and wouldn't accept.

Her recent promotion to the Rose Company wasn't something she had expected but welcomed as it gave a chance to make the biggest difference to the world and a chance to prove that abominable magic wasn't needed to fight the good fight.

Strengths:
-Sharpshooter extraordinaire: Tamsyn has been hunting small, fast, fluffy things for the better part of two decades now and she got pretty good at hitting them. While other use magic to aid their shots, Tamsyn relies on skill and years of practice to hit her targets dead on with the first shot.

-Moves like a shadow: Both monsters and animals generally have keen senses and if you are to have a chance of hunting them then you have to move as softly as a shadow across the land. Such is Tamsyn skill a disappearing into the background some have speculated if she utilises some type of magic to aid her which in equal parts fills her with pride and irritates her.

-Lands on her feet: A strong sense of balance and good coordination make Tamsyn quite acrobatic. She doesn't get knocked down easily and often springs up quickly if she does.

Weaknesses:
-Prefers to keep her distance: While her technical close combat skills are more or less adequate to the task of being in the Rose company, she in no way matches the level of sheer physicality that most of her compatriots display and in a close quarters situation she can quite easily be overwhelmed.

-Deep seated belief: Not only does Tamsyn not have any form of magical ability whatsoever, she also has strongly held beliefs that magic and its use is an affront to the natural order of the universe. She will not knowingly use magically imbued items nor willingly allow magic to be used on herself, including vitalis magic. If she gets injured she will only use "natural" treatments to tend to her wounds.

-Sorry, say that again: From as early as Tamsyn can remember she has had a ringing in her right ear. Most of the time it doesn't bother her, having long ago got used to it. However the ringing also means that her hearing in that ear is significantly worse than it should be. Stress makes the ringing louder and her hearing even worse which is just really great for someone in battle situations.

-Barely educated: Outside of hunting, Tamsyn hasn't had much of an education. She can butcher a pig and just about balance a business ledger if she uses all her fingers and toes but that's about it. As far as she is concerned great treaties or works of literature are just well packed sources of kindling or toilet paper.


Magic & Equipment

Magic:
Like her parents, Tamsyn has no ability to channel magic, not that she's ever wanted or tried to. As far as she is concerned the use of magic is a flagrant violation of that natural order. However her experiences away from the community she grew up in have caused her to largely internalize her beliefs.

Weapon of Choice:

A bow. Any bow.

Gear:
~A reflex bow complimented with a quiver of forty arrows.
~A forty centimetre degen sword.
~A dagger.
~A leather Cuirass and Cuisse (torso and thighs)
~A chain Hauberk (usually kept tightly rolled in old fabric)
~A Bedroll
~A water skin
~A tinderbox
~A length of rope

 
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{ Axilya Chadaen }

General Information

Full Name:
Lieutenant Axilya Chadaen​

Nickname(s):
Ilya​

Gender:
Female​

Age:
354​

Race:
Elf​

Sexuality:
Heterosexual​

Allegiance:
Eredien​

Appearance:
Ilya is short for an elf at just 5'11, but whatever strength of presence may be lost by her height she more than makes up for with the direct, intensely focused gaze of her deep brown eyes. Bestowed with fair, smooth skin and contrasting long dark hair, she might have been beautiful if her facial features had filled out to be sharper and more defined - but alas, nature saw fit for her eyes to be set too close to her nose, her cheekbones to fall flat, and her lips to naturally fall into a perpetual frown. Her posture is always straight and attentive, her build lean but compact. She tends to dress in muted shades of brown mostly comprised of light leather armour and heavily woven fabrics.​
Personal Attributes

Personality:
Axilya has unwavering confidence in herself and her own abilities; she has a sort of fierce determination that will carry her through to a successful completion of whatever she sets her mind to. Not one to meddle, she will often let others find their own way through life and it's inherent mistakes without much comment, even if she has been known to harbor private judgments. Although the personal affairs of others are something that she considers to be beyond the scope of her business unless asked, when something does concern her, she will not hesitate to take necessary action.

Talking and planning are things that she deems to be better suited to others - she is a woman of deeds and physical involvement more than a great thinker or theorizer, and will accept even orders that make no sense if she trusts the one giving them to know what is best. While this can make her somewhat blind to the flaws of those she admires or is obligated by duty to follow, she is unerringly obedient to her superiors, and a tried and true loyalist.​

Backstory:
Ilya's parents were countryside commoners of Eredien who led lives of no great repute. In all honesty, the only noteworthy aspect of their influence that has remained to shape the person she is today was their unrelenting dislike of even the tiniest religious indication. Throughout her early childhood, even the merest mention of gods or spirituality was vehemently quashed before she could properly grasp it, which led to an inevitable curiosity.

Her life might have followed in the common vein of her parents, but it would seem that fate had other plans. At a young age, her rare ability to command two opposing elements earned her the attention of several notable sorcerers who extended the offer of their tutelage, providing the opportunity for her to travel to Laeva and study her magic in earnest. With the blessing of her parents, she ventured out into the world and took to her training with aplomb as the apprentice of two sorcerers - one a master of fire, the other of water.

For the space of twenty years, she applied herself to nothing but the instruction of her mentors, developing remarkable skill and control. But, as the time and distance from her parents sank in, she found herself free to question subjects and ideas which had always been beyond her reach, and her curiosity grew. Resolved to determine the truth for herself, she abandoned her magical training in favour of seeking out religion.

The following decade became a defining period of her life. With all of her time and attention devoted to researching various religious practices, she eventually came to the personal conclusion that the gods were real, but gone from the world, and therefore not her concern unless they chose to reveal themselves once more.

With that as her answer, she began a new chapter in her life. Instead of returning to the study of magic, she applied herself to the service of her country by learning the art of combat and joining the Eredien military. For the next 200 years, she served in a variety of capacities, from keeping the peace to taking her place on the front lines in battle. While her disciplined, obedient nature never inclined her towards seeking promotion, her skill and experience were highly respected, and she was among the first to be sent to join the Hellhounds. Not long into her service, she was soon appointed to the Rose Company, where she has served diligently to this day.​

Strengths:

Light footed - Axilya is incredibly light and quiet on her feet; she's very good at slipping by unheard, and has remarkable balance

Quick - Her reflexes are frighteningly swift, and deadly accurate

Fast - Through decades of training, Axilya has built up remarkable speed and endurance. If necessary, she can run far and long with minimal tiring

Calm - Axilya is an incredibly moderate person; it takes a great deal to upset or anger her, and few who have tested the boundaries of her patience have found it's limit

Weaknesses:

Physically Weak - While her legs are strong from running, her arms are not. As a member of a race naturally inclined to delicacy, it's far more difficult for her to build up muscle than it may be for others

One Track Mind - Over time Axilya has lost her ability to multitask as a result of her training; she can only focus on one thing at a time, and if something breaks through that to distract her, she can be temporarily very confused and disoriented

Poor Hearing - Due to a few fire related mishaps as a child, Axilya has notable hearing loss

Blind Follower - Axilya isn't one to question her superiors, and will blindly do whatever she is told by someone who is above her. As a result, she is also not particularly good at giving orders of her own, as she is used to habitually deferring to the judgement of others. Similarly, she has difficulty abandoning the structure of hierarchy even under extreme extenuating circumstances.

Magic & Equipment

Magic:
Elementa: Fire & Water
Axilya has rare control of two opposing elements - fire and water. Despite the apparently endlessly useful applications of such a talent, it poses an equal number of challenges. She cannot channel the two simultaneously, and will instantly lose control of one upon switching to the other. While this may sound simple in theory, in practice it requires an astronomical amount of focus to ensure she uses the right timing, and that everything she casts is stable and controlled enough to stand on its own before moving on. Through practice and discipline she has become adept at transitioning between her two elements, but in the heat of battle caution is still warranted, as if her focus is abandoned for even a split second, there could be disastrous consequences.​

Weapon of Choice:
A pair of daggers, allowing for throwing at short range as well as hand to hand combat​

Gear:
-Two silver pieces
-Light leather armor
-A heavy cloak that can double as a blanket if needed
-Sturdy leather boots
-Pair of daggers
-Waterskin
-Small leather-bound journal and pencil
-A whistle that hangs around her neck

 
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Trade Winds;
Gamnuri Balgron


General Information

Full Name:
Gamnuri Balgron​

Nickname(s):
Gammy​

Gender:
Male​

Age:
49​

Race:
Dwarf​

Sexuality:
Heterosexual​

Allegiance:
Donnwick​

Appearance:
Gamnuri is fairly average height for a dwarf, just over five feet tall. What he lacks in vertical presence, he makes up for in being physically bulky. He's been described as a boulder of a man before, and it's very accurate. His heavily muscled form is both stocky and craggy enough to fit the description, thanks to the scars that mark his face and body. Despite his otherwise ragged appearance, Gamnuri does make an effort to keep his long brown hair and beard nice and tidy.​

Personal Attributes

Personality:
A grin and a laugh are never far from Gamnuri's mouth, even in situations where such things would be horribly inappropriate. He finds humor in all things, and as such he's generally unwelcome at funerals. For all his laughter though, he is not incapable of taking matters seriously, it's just very uncommon for him to take them so seriously that he wipes the smile off of his face. Even in battle he can be heard cracking jokes and laughing at his foes. He is, at the very least, a pleasant presence for the sake of morale.

One oddity that doesn't seem to fit in with Gamnuri's constant humorous demeanor, or modern society at all, is his religious beliefs. Religion is one of the few topics that can easily bring seriousness to his face, and he is indeed a devout believer in the divine. He has been known to blame the monsters on the fact that mortals turned their faces away from the light of the gods, that they are a punishment or test of some sort imposed upon a world turned astray. He vehemently rejects the notion that the gods are dead and gone, and he spends time each day in silent prayer to them.​

Backstory:
Gamnuri was born and raised in Delphos, one of many children of the Balgron clan. His father, Dorin, was a scholar who worked to collect knowledge for the Consilium, and his mother, Marnis, was one of the guards of the grand library. She was a powerful Elementa user, and Gamnuri was the only one to inherit her gifts. His childhood was particularly unremarkable in a world filled with monsters, thanks to the fact that those creatures stayed away from Delphos entirely. His training in the use of his magic began when he was but a child, after accidentally burning the face of another kid he was fighting for no good reason.

As Gamnuri's great strength with the art of Elementa sorcery became obvious, the path of his life seemed laid out clearly before him: learn to control the power, become a guard for the Consilium, and live out his days in relative peace. He managed to make it through the first two steps with ease. His mother was a fine teacher, though she was also helped by a few others of the Consilium guards who were gifted with the affinity for Elementa, and two months before he reached his twentieth year Gamnuri was accepted into the ranks of the Consilium guards. He was mostly content with this for a handful of years, though he had some incidents of getting into pointless fights that earned him reprimands. Things started to change once he was granted permission to use the knowledge of the Consilium for his own good, to advance his sorcerous abilities in order to better guard the knowledge, and his superiors not-so-secretly hoped that it would cool his temper and improve his discipline. It did indeed, but not in the ways they hoped for.

For two years, Gamnuri kept his studies strictly to the works of Elementa masters and writers who focused on a more general magical theory. This helped him to better understand his magic and to figure out how to mix the elements to greater effect than could be achieved with a single element. In the course of these studies, he delved into some of the most ancient tomes available on the subject of magic, approved and encouraged by his superiors after seeing his diligent study lead to improved behavior as well as improved magical prowess. In one such book Gamnuri found a story that started him on a path that changed the way he viewed the world: a tale of how mortals were granted magic. A goddess, nameless in this telling of the tale, gave mortals a small fragment of her own essence so that they would be able to understand and interact with the power of creation that had been the domain of the gods alone. It was a simple story, presented as a mere factual aside, but it resonated with the sense he'd always had that magic was something special and precious.

Gamnuri spent the next few years seeking further information about the gods. With the Consilium at his disposal, this was not a difficult task. The challenge came mostly from trying to piece together facts while sifting out the fiction. He could never be sure which was which, of course, but he managed to piece together corroborated stories and some names, and over the course of it all it evolved from a curiosity into a matter of deep personal interest. By the time he finished those years of research, Gamnuri had a religion all of his own cobbled together, and he knew without being told that he would be viewed as a madman for it. Even so, he began praying to the gods each day, not asking for anything, just thanking them for all they had done to create the world he knew and loved. He thanked the god called Cateus for forming the basic essence of Eymia upon which all else was built; he thanked the goddess called Sinera most of all for her creation of life and granting mortals the use of magic; he thanked the goddess called Idia for her wisdom in imposing death upon the living for the sake of creating a natural order; he thanked the god called Pamus for granting mortal beings sentience and free will, a boon near equal in his mind to magic; and he thanked the god called Fasion for watching over the opposing forces of the world and ensuring lasting balance between them, particularly in the cycles of the sun and moon. Much of what he had read about the gods said that worshiping the gods somehow enhanced their strength, and if it was true then he was happy to contribute to what was certainly an unimpressive amount of worship being directed their way these days.

It did not take Gamnuri long to decide that the common thoughts that the gods were dead and gone were in fact lies. At worst he supposed they might be weakened to the point of no longer being willing to interact with the mortal world in an open fashion, but they had to still exist and have a hand in the operation of the world at large. The sun and moon still rose in the sky without fail, creatures and people were born and lived their lives until the natural order of death claimed them, and of course magic still existed. He could not fathom why these things would remain true if not for the gods making sure of it. Further consideration of the current state of the world brought him to a rather depressing conclusion: the monsters were the manifestation of the anger of the gods, set loose upon a world that had spurned its creators and caretakers. Who else but the gods would have the ability to create such horrifyingly powerful entities, especially the Reaper that decimated Kiallan? Gamnuri learned this was a very unwelcome point of view when he first voiced it to a colleague, and after word spread that he had become a religious fanatic the old problems of starting fights got worse than ever before. He stayed for less than a year after that first altercation over religion, and his departure was heralded with a mix of sadness and relief: sadness because he was a rather powerful sorcerer who added some extra weight to the defenses of the Consilium, but relief because his religious inclinations were seen as the product of a disturbed mind. He set out into the world with the intent to find others who could see the truths that he had seen.

Six years of wandering through the land turned up exactly zero others who were willing to accept Gamnuri's religious beliefs as more than a curiosity to be laughed at. Those few who still did believe in and worship the gods either had vastly different conceptions of who they were and what they did or utterly rejected the notion that they were alive and responsible for the monsters. The fiery fervor eventually settled into just a warm coal of belief in his chest, plenty to warm him but no longer demanding to be spread. There were a few run ins with monsters in those years, two banshees and a giant, but he managed to destroy the banshees and hobble the giant enough to escape without serious injury. Gamnuri never thought of these feats as anything special until one evening when he joined a crowd of armed folks in a tavern and shared his tale. The armed folk turned out to be a mercenary group that called themselves the Dawn Brigade, formed to help defend a handful of small towns in Donnwick from the monsters that plagued them. They didn't believe his stories about his encounters with monsters, so he joined them in order to show them what he could do.

Gamnuri spend two years with the Dawn Brigade, and in that time not a single non-combatant from their protected towns died by a monster attack. Their previous battles had often been forced into the towns themselves, which meant casualties, but the dwarven sorcerer was strong enough to prevent that. The Dawn Brigade dispatched a handful of banshees and three giants in those years, some with the help of the Queen's Army and some just by their own devices. They got to the point of actively seeking out monsters to kill rather than just protecting against those that came close to one of their towns, a strategy made possible by Gamnuri's presence. His efforts did not go unnoticed, and after they killed a giant just a stone's throw away from the local lord's estate he was forced to act as the face of the group when that lord requested to speak to his saviors. He offered the lot of them recommendations to join the Queen's Hellhounds, for their deed that day was proof of their worthiness. While Gamnuri would have liked to decline and keep on doing as he pleased rather than being beholden to the whims of some fancy army officer, his friends of the Dawn Brigade accepted on his behalf and eventually badgered him into actually making use of the recommendation. They managed to convince him that his abilities would be put to the best use in the Hellhounds. This was also helped a lot by the fact that they used his religion against him, saying that it was clearly the will of the gods that they happened to spot the giant and deal with it before it could destroy the lord's manor, thus this recommendation had to be their will as well. He couldn't argue with that, but he made it very clear that if he didn't get in he was going to come right back here and pummel the lot of them for manipulating him like that.

The process of joining the Hellhounds proved shockingly easy in some regards, but horribly difficult in others. Gamnuri breezed through displays of physical and magical aptitude, but discipline and taking orders proved to be challenging. Even so, at the end of the training period he was told he'd made the cut and was welcomed into the Queen's Hellhounds; apparently his abilities had been impressive enough to make up for the fact that he was less a soldier and more a rowdy bar brawler in temperament. He was, in the words of one fellow present for the evaluation, like a raw gem pulled straight from the earth and in need of some cuts and a good polish. That process took a few years, but it certainly worked: Gamnuri found that life as a soldier wasn't so bad, and that following orders was easier than trying to find his own path in life. When he was first offered a promotion, a good long while after most would have been made a Paladin due to all that struggle to learn proper military discipline, he rejected it with claims that he wasn't ready. The second time, he said it still didn't feel right. The third, he outright rejected it and said he didn't want to move up the damned ranks. Some of the officers tried to force it on him after that, but when he dug his heels in and said they could keep him as a Grand Knight or make him a Paladin and watch him walk out the door never to return they relented and allowed him to retain the lower rank.

Gamnuri remained a Grand Knight of the Queen's Hellhounds for a little over twelve years. He was absolutely capable enough to move higher, and he'd seen plenty of his superiors empty their positions by way of dying or being promoted themselves, but he didn't want it. He had come to the conclusion that he was there in the Hellhounds to fight the monsters in order to learn about them, and in so doing learn about the wrath of the gods and how to appease it. He felt he wouldn't be able to attain that understanding if he was burdened with responsibility beyond fighting when called upon, and so he did everything he could to avoid that burden. However, this dodging of responsibility was not enough to keep him down among the grunts forever. He'd earned a reputation among the Hellhounds, a mixed bag of praise for his skills and amusement regarding his distaste for promotion and disdain for the religion he didn't bother to hide, and it was apparently enough to catch the attention of Crown Princess Artemis Carrow not long after she took over the Hellhounds. He was quickly pulled into the Rose Company, a promotion of sorts that Gamnuri did not fight against for two reasons: as far as he could tell it did not include becoming responsible for ordering around other soldiers, and being part of the most dangerous and important missions seemed the best way to improve his understanding of the monsters and the reasons the gods set them loose upon Eymia.

He has been part of the Rose Company for nearly two years now, and he is still seeking answers regarding the monsters and the will of the gods.​

Strengths:
Gamnuri is an Elementa sorcerer possessing such raw strength that, were it not for Crown Princess Artemis Carrow existing, he would be a contender for the strongest such sorcerer alive in a contest of sheer might. His skills with fire and wind are top notch, and he is also adept with earth, but the other elements elude him. However, it does come with some limitations, specifically that he trained all his life to use it almost exclusively in a melee-oriented fashion. Rather than hurling magic outward and wasting some energy in the process, Gamnuri prefers to condense it all around his fist and slam it right into an opponent's face, using his mastery of the elements to keep them from lashing back and hurting him as well. This means that so long as something get in range for him to punch it (which is made less of a struggle by his mobility-enhancing use of air magic), it's going to take a hell of a beating from fists and fire alike. Gamnuri is extremely strong and very skilled in the art of unarmed combat, to the point that he has been known to handily defeat armed foes without much of a struggle. His scars are proof of his hardy physicality, and it generally takes a lot of punishment to put him down for the count.​

Weaknesses:
For all the strength he possessed, Gamnuri's lack of ranged offense is often a problem. While he can use his magical skills in a ranged fashion, they are significantly weaker than his melee uses, to the point that damn near any sorcerer worth their salt that has made it into the Hellhounds would beat him in a ranged duel of magic. While he is naturally very sturdy, he doesn't wear much armor into battle because it would hinder his movement, meaning that piercing teeth and claws don't have too hard a time finding a home in his flesh. His very straightforward fighting style is in large part a product of a lack of strategic skill: if something doesn't go down when hit with full force, Gamnuri's general approach is to just try to hit it harder. He also has a penchant for fighting in general and takes insults very personally, which has often lead to scraps with fellow soldiers who thought to mock his height. He also possesses a peculiar sense of honor, and while that doesn't preclude smashing someone over the head with a tankard in a bar fight, it does mean that he refuses to sneak up on enemies or ambush them rather than facing them in a fair fight.​

Magic & Equipment

Magic:
Gamnuri is an extremely powerful Elementa sorcerer. He is a master of fire and air and moderately skilled with earth magic as well. His particular fighting style is anathema to the average magic user: he gets up close and personal with the enemy and quite literally punches them in the face with his magic. He has honed all of his great strength into reinforcing his natural inclinations as a brawler, and this is possible thanks only his extraordinary strength and skill allowing him to redirect the explosive impacts of his melee magic blows away from himself to avoid injury. Gamnuri uses his air magic in order to enhance his ability to get in punching range with an enemy by way of pushing himself along at high speeds only the ground or "jumping" great distances (which is really just throwing himself and cushioning the landing with more air magic).

Gamnuri is at his most dangerous when he makes mixed use of the elements under his command. The combination of two such aspects tends to have freakishly powerful impact. Air and earth do not combine well inherently, but they can make for one freakishly fast dwarf thanks to pillars of earth shooting up beneath him to launch him into an air-propelled dive toward an enemy. Fire and air are a devastating combination, with the air working to fuel the flames into more potency than mere flame magic would allow. The most deadly combination however is fire and earth, for the molten stone formed of such a combination is so hot that it can burn through steel in an instant.

The downside to such combinations of magics are that they are much more volatile than using one element alone. The combined aerial launches are not very volatile since they are a use of earth then air rather than a true combination, but they still tend to be less accurate than leaps made with air alone. The superior flames created by air and fire working together are damned hard to control, and given Gamnuri's style of fighting so close to the impacts of his magic that means that he tends to get hurt by each strike to some degree, moreso the more tired he is. Trying to punch someone with a fist covered in molten rock is of course suicidally stupid, and he has never actually attempted it. His melee-oriented magic is also a major downside in and of itself due to the lack of range and the difficulties that can cause in a fight.​

Weapon of Choice:
Fists. Weapons are for chumps.​

Gear:
Light leather armor
Knife (for cutting food and such)
Basic supply pack (bedroll, rations, waterskin, flint and steel)
Coin pouch (contains exactly 52 copper pieces)​


CREDITS: Background image by FantasyStock on Deviantart, character art by Ruloc on Deviantart.
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{ Ivalize Stralla }

General Information

Full Name:
Grand Knight Ivalize Stralla​

Gender:
Male​

Age:
28​

Race:
Human​

Sexuality:
Heterosexual.​

Allegiance:
Rynal - Donnwick​

Appearance:
Ivalize stands at about 5'8", his wholly unimpressive height rendering his presence a bit innocuous. His muscles are deceptively powerful, wiry sinew and easy posture giving him a pantherine sense of strength; there is a sense of potential about his nonchalant motions, of impetus withheld. His visage is boyish and fair, and notably unblemished given his profession.​
Personal Attributes

Personality:
Ivalize is all the brightness of geniality, the practised manner of aristocrats turned into veritable performance art. He is known by some as a master of acquaintances, his easy smile, unthreatening humor, and inviting body language like hearthfire in the storm. Seldom, however, do his acquaintances become friends; eventually, his first impression unravels into a quality that is rather 'other'. Gaze carefully enough, and one notes that Ivalize looks into and not upon, and that his words are pretty generalities masking incisive questionings - he is as if some sort of otherworldly chronicler, attempting to catalogue the various minutiae of one's character, their every drive and mandate.

Ivalize is also prone to romanticism and, indeed, falling for the idea of romance. The latter is the source of some angst, as he is incapable of consummation or the furthering of his family. Close ties with women are insecurity and turmoil for the knight, bringing to the surface feelings of shame, inadequacy and his endless longing for court-and-companionship.

His romanticism is secondarily captured by his idolization of 'the pinnacle', and those who have reached it in their respective craft, be they sorcerers of varied schools or singers and flutists. He considers his own foundational craft to be the craft of fighting monsters, one he finds doubly beautiful as a manuscript into the glory of humans, the glory of elves, the glory of orcs, the glory of dwarves and all those who stand within the shadow of terrors. Artfulness, panache and grace in combat is a particular mandate of Ivalize Stralla.​

Backstory:
Life was easy, even pleasurable, for the second son of the Stralla family, a noble of Rynal. The first son had come years before him, pressed into military service to fulfill the family's obligation. Ivalize, then, was more or less free, although from a young age he had resolved to never fall prey to doldrums. Finding the ways of the world's polymaths to be aspirational, Ivalize took to scholarly endeavors as well as martial ones, before deciding that specificity held more spice than breadth - from then on, the young noble opted to pursue the attainment of martial prowess.

Strangely, such an endeavor was not accompanied by a compulsion to join his brother in the ranks of Rynal's armies; he preferred the field of combat as a sort of academia, the motions of skilled warriors as if treatises. His introduction into the martial world was detached from the horrors of combat, and perhaps his chosen vanity reflected as much; he indulged in a wholly esoteric style, more theater and dance than the grit and fundamentals required for war. With little else to do in his privileged life, he became a master of motion and, later, a master of illusion and imagery without having fought a single battle.

Eventually, Ivalize accepted that academia was a thing furthered by demonstration. Thus, he decided that he would become a warrior.

He was a prodigy, and shone brightly. It must be said, however, that Ivalize was almost coddled upon the battlefield, with lesser soldiers demonstrating an inordinate commitment to guarding his shadow, and skilled tacticians wracking their minds for battleplans to mask his various shortcomings. When utilized adequately, he was a whirling dervish of steel - illusory or otherwise - capable of carving through entire bandit brigades in moments. He found romance in his profession, of artisans matching their craft against one another.

Success in combat, however, seldom revolved around a single warrior, and Ivalize was not always the most able of his peers. He had been less guarded in a routine excursion to purge a particularly well organized band of brigands, the operation centered around a triumvirate of superior combatants. Though a maelstrom of blades unto himself, the enemy - sly and perhaps fortunate in equal measure - had come upon him, capturing the noble before making a fortuitous escape.

Held for ransom, he learned - perhaps later than even most nobles - that battle was bleakness. His father had agreed to paying the price, although had instead opted to personally lead an incursion to wipe out the 'presumptuous scum'. He, perhaps, had taken on the Warrior King's uncompromising will as his own mantra, even to the detriment of his son.

Ivalize was saved, his kidnappers found and killed. Before they had left the mortal coil, however, they cut him. Deeply.

Left dejected by his mutilation and, perhaps, the realization that battle was not simply a romance of artistes, Ivalize floundered in his craft and prowess. Momentarily, he had even taken on the mantle of retirement. He searched within himself, desperate to find rekindled light in his life's passion.

When he re-emerged, he decided that he would become a foremost slayer of monsters.

Some time before the present, the Kingdom of Rynal had sent Ivalize to serve the armies of Donnwick, considering him an expendable asset. Quickly, he leapt upon the welcome opportunity to earn his way into one of the greatest monster-slaying contingents in the known world.​

Strengths:
In body control and spatial awareness, as well as overall natural athleticism, Ivalize is world-class. Even aloft, Ivalize is in total control of each of his extremities, able to adjust to developments in the space around him near instantaneously. He leverages his considerable natural gifts and training to partake he what he calls 'the Dance', a marriage of acrobatic movements with audacious tricks of the blade.​

Weaknesses:
Ivalize's style of combat was not designed for doing battle with monsters - indeed, it was not even designed for doing battle with persons of more congruent stature. The Dance is primarily showmanship, ridiculously gaudy maneuvers and ill-advised juggling, tossing of blades that would be wholly unsuited for conflict if not for Ivalize's immense talents.

Despite the man's alterations, the fact remains that the style is flawed. Fundamentally, it is overtly rooted in outrageous feats of acrobatics, maneuvers that become impossible to perform as the muscles tire.​
Magic & Equipment

Magic:
Illusio: Ivalize is an exceptional practitioner of Illusio, his prodigious talent in the craft informing his entire style of combat. His modus operandi invariably involves creating and maneuvering numerous illusory copies of himself and his blades - a rather one-note tactic on the surface, but with far more depth than often credited. As it happens, Ivalize is a practitioner par excellence when it comes to 'fine-tuning' his illusions and their effects on all five senses; aside from the obvious usage of inflicting illusory pain, he is able to portray minute details such as the scent of blood-stains on steel, or the intricate patternings of sunlight reflecting off a maelstrom of blades - in this way, his illusions are capable of finding purchase against even the monsters of the world.

With his high degree of spatial awareness, he engages in 'The Dance' with his various wraiths, mapping out the locations of his illusions and adjusting the fine movements of his intricate martial art to work in tandem, creating a seamless masquerade of phantom warriors. The level of detail his illusions require, however, are difficult to reconcile with the focus and concentration his martial art demands. There are limited periods of time, moments of prime alertness, magical potency and wakefulness, where he is able to make the best out of both - after enough time, his performance in one, if not both, of the disparate fields becomes noticeably sloppier.​

Weapon of Choice:
Twin blades, curved in similar manner to scimitar or shamshir.​

Gear:
His trusty curved blades, a variety of daggers fitted for easy throwing, rations, leather armor.​