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Fantasy AOA: Character Sheets and Cast

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The Alchemists of
Asteria
[/div] [div class="textbox one"] Welcome to the land of Asteria, a land that is focused on creativity and magic. In Asteria, alchemy has become quite popular in recent years dominating over wizardry though not without its flaws still making wizardry still popular among many. Due to its high popularity in both occupations, it has drawn many different races in from all over the world making Asteria the most diverse city and the most random. Any event can take place here at any time like that day it rained grape juice for three days straight. Many civilians clothes were stained that day. Thanks to its many intelligent civilians, Asteria is considered the most advanced for its time as "technology" has not made an appearance yet. Despite its peaceful status among the rest of the world, it doesn't mean evil can't find them or others and that is exactly what has happened. The civilians of Asteria are slowly disappearing without a trace and no one has been able to figure out way until one day, a mother of a lost daughter is convinced she saw her wandering around the city late at night. But after sending out another search party for the young girl, there were no traces of the girl and the case was closed. There have been many theories about the incidents but nothing has been proven. Asteria still moves on in it's positive, up-beat nature but many still do not forget the missing people of Asteria. Even a board has been placed in the marketplace with photos of the missing.

As a civilian of Asteria, you live life under the three principles;
  • Harm none, and treat each as you would want to be treated.
  • Do not disrupt the flow of life and summon not the dead.
  • Keep your faith pure and love unconditionally.
Live life full of laughter while trying to solve the cases of the disappearance of fellow civilians. Find partners to help you on the quest to solving the cases and digging deeper on matter. Besides, how bad could it really be in such a happy-go-lucky city? You'll have to investigate, travel, fight horrible monsters outside the city, and maybe.... find love along the way. [/div] [div class="textbox two"]Species/Races: Due to Asteria's high diversity within the city, there is no restriction on species or races. Meaning the player can create any sort of being of their imagination as long as it does not restrict the character from progressing through the story. Example: A mermaid cannot travel on land unless you can create a do-able method.

Occupations: There are two different types of "Occupation". You have Academic Occupation and Contribution Occupation.
  • Academic Occupation: Academic Occupation refers to either Alchemy or Wizardry (Witch or Wizard for the appropriate genders)
    • Alchemist - An alchemist is someone who studies the art of alchemy and can create various of potions, powders, and like-wise items that can result in various of different outcomes. Alchemy is a popular method among Asteria as it has the similarity of Wizardry but does not cause the same strain as Wizardry does on the body and allows the users to conduct a wider range of abilities. However, it takes much longer for the process compared to Wizardry.
    • Wizardry - A Witch or Wizard is someone who studies the art of Wizardry and can perform various of spells dependant on their studies in little to no time. However, unlike Alchemists, they are limited to how much the can perform per energy and are restricted to whatever they studied. In Wizardry, they can perform more powerful spells compared to Alchemists.
  • Contribution Occupation: As a rule of thumb in the land of Asteria, it is important to contribute to the community by donating your time for the need of others. This can be through running a shop, gardening, various of crafting, teaching, and so forth. The possiblities are limitless. There are no restrictions as long as it benefits Asteria in some way.

Faith and Religions: In Asteria, it is believed devoting yourself to a God or Goddess will bless you with a skill or talent. There are three in total, however if at anytime the character strays from their faith, they will lose their skill or talent along with becoming cursed with a disability (EX: Color Blindness). Characters cannot switch faiths but can also choose not to have one. Common ways of keeping your faith pure is by saying your blessings or keeping marks of your God or Goddess with you at all times.
  • Asteria or Titaness (Goddess): Asteria is the Goddess of nocturnal oracles and falling stars, who was also the mother of Witchcraft. It is believed Goddess Asteria created the city Asteria after falling victim to another God in order to protect her followers from such evils and suffering that awaited outside. Asteria is the most popular chosen Goddess due to the relation of the city and her magical blessings.
    • List of Blessings: "Mana Charge" Can perform magic longer, "Recovery of the Star" When you're feeling burnt out, may the stars light you back up, "Nocturnal Wisdom" You are able to process things a lot faster at night.
  • Enki (God): Enki was believed to be the God of Water, Crafts and Creation which makes him popular among Alchemists as the base of most potions is water.
    • List of Blessings: "Holy Water" Increase the effectivness of potions, "Hand of Crafts" The things you craft are better quality compared to others,
  • Orah (God): Orah is the genderless God who is believed to be in favor of love and intelligence. However, there is little known about Orah making it less favorable among many but may peek the curiosity of the curious.
    • List of Blessings: Because there is little known about the God, gives the believer a random Blessing of their choosing with a price.
[/div] [div class="textbox three"] Frequently Asked Questions:
How does the magic work in this world?
  • Think of it as your lifeline, the more often you cast fireball, the weaker it will become. It is mostly based on common sense to avoid complex or confusing systems.
What kind of government or council has taken place in Asteria?
  • Due to Asteria's peaceful circle, there is no hard-defined government as one was never sought to be needed. However, there is a council based on a balance of the highest ranking of the Academic Occupations. Players may choose to play these roles, but cannot participate in some activities of the RP. Your character will act as more of a guide or teacher in that Academic Occupation for others.
Why can't I brew a good cup of coffee but can make a healing drought?
  • Well, no one said you couldn't. Coffee is surely an item in the world but the methods of making it would be different.
What if I want to be a Council Member?
  • There are pro and cons to being a Council Member. There can only be one of Alchemy and Wizardy, plus one of Craftsmanship (jack-of-all-trades). Being a council member means you have perfected the art of said occupation and others look up to you. You are a teacher to those below you setting good examples. HOWEVER, being a Council Member prohibits you from traveling from the city and participating in certain events. You are also limited to how much magic and alchemy you can perform per day. It was not uncommon to see "young" council members.
[/div] [div class="textbox four"]Character Sheet:
!!! Please do not post your Character Sheet on the Interest Check thread. There will be a seperate thread for Character Sheets, but here is the template to get you started as I am sure you are all excited. (I hope) !!!!
Basic

Name
Age
Race
Gender
Sexuality
*An appropriately fitted image of the character above or an imagefloat=left or right code. This is an anime styled RP, try to stay in that art style. Please credit the photos if they are not yours.
Occupation

Academic Occupation: (Alchemy or Wizardry) You can use Witch or Wizard to match the gender. If you are a gender neutral character and do not wish to identify yourself, you can leave it as Wizardry.

Contribution Occupation: There is no real restrictions on this as long as it contributes to Asteria in some way. However, you cannot be President or any sort of high official EXCEPT a Council Leader. If you wish to be a Council Member, please refer to the Interest Check Page under FAQ.
Academic Specialty: (What is your character well-known for?) There are many different kinds of magic and I decided to let people choose their own as long as they balance it with pros and cons! However, there are a few I won't allow. - Freezing Time (But you can freeze people via ice or other means) -Summoning the Dead (You can conjure, but not summon the dead. Conjuring is limited to creatures and spirits of the dead for a short time. Not titans, gods, OP dragons etc.) +Please check about your magic interest before posting if you are not sure if it will "fly". Alchemists are not restricted to a specialty, but I advise finding something you are better in than others. Ex: Healing Potions/Powders, Transmutation Potions/Powder etc.

Academic Skills: Those who chose wizardry, please list your Skills based on your specialty while giving them a "con". Try to give enough detail so everyone can better understand your skills. Don't just list "Fireball" and go with it. How do they summon it, how big or small, how much energy does it take up, max number of uses, and so forth. Those who chose Alchemists, this is where it will get a little more in depth for you. Name your favorite brews and what they do with a total of three. Now, your favorite brews can have three different variants of it. List what those variants do and what made them different. EX: Healing Brew 1. Basic - a small basic brew to recover minor wounds. Base used was tintoberries. 2. Perfected - a perfected brew to heal the ill. Base used was dragon's blood. 3. Advanced - an advanced brew to bring back those from near death. Base used was unicorn farts. You can name the variants, don't have to be (Basic/Perfected/Advanced). Be as creative as you want. "Base Used" Means what ingredient brought the Healing Brew to that state. These three do NOT limit what other options you have but other brews may not be as effective. The can be goofy too!

Favorite Item and/or Weapon: Limit 2
Faith

Chose God/dess: Remember you can choose not to follow one but you do not get to choose a Blessing.
Blessing: You can only choose one! Refer to the list in the Interest Check!
Curse: Only implies if you broke your purity of the faith.
Personal

Personality- One paragraph minimum. Bullet points also helps.
Background - One paragraph minimum.

Racial Buff:
Racial Con:
Relationships

Everyone starts out as an Acquaintance to one another! That way no one gets left behind, as I know it sucks for some people. You can become friends, best friends, or lovers later down the road. You can also have siblings but they must be characters, not NPC.
You can add anything else to your Character Sheet as you see fit as long as you have the ones listed above! [/div] [div class="textbox five"]Other Notes: Thank you so much for reading through all of that, I tried to make it as simple as possible. This BBC isn't mobile friendly but you can still read it, I'll be making a mobile friendly spoiler shortly. I may be looking for a Co-GM to help me keep things running when I need a few days to myself as I do have some medical problems, but isn't for sure. Anyways, thank you for reading this and if you have any questions, I will be more than happy to answer them. Please note there will be a MANDATORY discord server. If you do not like using discord, please do not join. The Discord is for OOC, and side RP for when waiting on the main RP on RPN.
GM: LiviathRose LiviathRose
Co-GM: Open
Status: Open
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code by RI.a
Character Template and Cast

LiviathRose

Eliminating the Heart
It is not necessary to use BBC for the Sheet, however, please make sure it is organized and neat!

Current Cast:

Imogene Pascal and Viktoria DeVincenzo by LiviathRose LiviathRose
Gaia by NighttimeForest NighttimeForest
Elatha by ThatGuyWithSouvlaki ThatGuyWithSouvlaki
Ellory by WoolooQueen WoolooQueen
Elta by L Libero
Sir Helbretcht by Unwavering Knight Unwavering Knight
Sorn Kriston by fluticasone fluticasone
Varen Dominal by darkborn darkborn
Truth by Iamthemanfish Iamthemanfish
Selene Merseyles by Alteras Alteras
Alexius Ravigne by Feyrie Feyrie
Kindle Bandlebrook by Lekiel Lekiel
Estelle Emeria by Severia Severia


Character Sheet:

Basic

Name
Age
Race
Gender
Sexuality
*An appropriately fitted image of the character above or an imagefloat=left or right code. This is an anime styled RP, try to stay in that art style. Please credit the photos if they are not yours.


Occupation

Academic Occupation: (Alchemy or Wizardry) You can use Witch or Wizard to match the gender. If you are a gender neutral character and do not wish to identify yourself, you can leave it as Wizardry.
Contribution Occupation: There is no real restrictions on this as long as it contributes to Asteria in some way. However, you cannot be President or any sort of high official EXCEPT a Council Leader. If you wish to be a Council Member, please refer to the Interest Check Page under FAQ.

Academic Specialty: (What is your character well-known for?) There are many different kinds of magic and I decided to let people choose their own as long as they balance it with pros and cons! However, there are a few I won't allow. - Freezing Time (But you can freeze people via ice or other means) -Summoning the Dead (You can conjure, but not summon the dead. Conjuring is limited to creatures and spirits of the dead for a short time. Not titans, gods, OP dragons etc.) +Please check about your magic interest before posting if you are not sure if it will "fly".
Alchemists are not restricted to a specialty, but I advise finding something you are better in than others. Ex: Healing Potions/Powders, Transmutation Potions/Powder etc.

Academic Skills: Those who chose wizardry, please list your Skills based on your specialty while giving them a "con". Try to give enough detail so everyone can better understand your skills. Don't just list "Fireball" and go with it. How do they summon it, how big or small, how much energy does it take up, max number of uses, and so forth.
Those who chose Alchemists, this is where it will get a little more in depth for you. Name your favorite brews and what they do with a total of three. Now, your favorite brews can have three different variants of it. List what those variants do and what made them different. EX: Healing Brew 1. Basic - a small basic brew to recover minor wounds. Base used was tintoberries. 2. Perfected - a perfected brew to heal the ill. Base used was dragon's blood. 3. Advanced - an advanced brew to bring back those from near death. Base used was unicorn farts.
You can name the variants, don't have to be (Basic/Perfected/Advanced). Be as creative as you want. "Base Used" Means what ingredient brought the Healing Brew to that state.
These three do NOT limit what other options you have but other brews may not be as effective. The can be goofy too!

Favorite Item and/or Weapon: Limit 2


Faith
Chose God/dess: Remember you can choose not to follow one but you do not get to choose a Blessing.
Blessing: You can only choose one! Refer to the list in the Interest Check!
Curse: Only implies if you broke your purity of the faith.


Personal
Personality- One paragraph minimum. Bullet points also helps.
Background - One paragraph minimum.

Racial Buff:
Racial Con:



Relationships

Everyone starts out as an Acquaintance to one another! That way no one gets left behind, as I know it sucks for some people. You can become friends, best friends, or lovers later down the road. You can also have siblings but they must be characters, not NPC.
 
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Imogene Pascal
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Name: Imogene Leilani Pascal

Age: 24

Race: Otherkin; Fox

Gender: Female

Sexuality: Bisexual

Academic Occupation: Witch

Contribution Occupation: Scroll Shop Keeper


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Academic Specialty: Conjuring of the Emerald Life
Long ago, a well-known archer named Esmeralda fought victoriously against an evil force of Gorgons. She was hired by the city of fire, Feuri to take on the task of protecting it's people from these evil forces and in return for her righteous deeds, the people of Feuri blessed her with a forever friend to accompany her throughout her adventures. This friend was the Emerald Dragnix, Alfarious who grew as she became stronger.
The duo shared many battles and conquered many feats, but only one of them would live on in constant reincarnation. Now, Alfarious has made a pact with Imogene Pascal accompanying her on her travels. Though he can no longer give the same strength he once gave Esmeralda.

Academic Skills:
Summoning the Emerald Life, Alfarious

  • Through focus and concentration, Imogene can summon Alfarious for approximately 10 minuets sharing the same life line. On her best days or with support, Alfarious can stick around for approximately 30 minuets or longer. Alfarious cannot attack people or creatures, but can give Imogene a boost. This boost includes increased agility and a bird-eyes view of long distances. Imogene can summon Alfarious twice a day.
Esmeralda's Arrow of Incarnation
  • In order to summon Esmeralda's Arrow of Incarnation, Imogene must already have a target in mind and focused on that specific point. There is no limit on to how many arrows she can summon, but the more often she does, the smaller the arrows will get. It is said that if an arrow pierces through a person or another being, it can cause them severe paranoia in addition to their wound.
Barrier of Life
  • In the flick of her fingers, Imogene can summon Alfarious concentrated aura to deflect incoming attacks. However, while the first or second attack may be completely deflected, she will soon start to receive percentile damage until Alfarious can no longer feed on her life force. If Imogene is not careful, the penalty of using the skill is death as they are sharing the same life force.
Favorite Items/Weapons:

Amulet of Asteria
  • The amulet of Asteria is one of the many trinkets representing the Goddess Asteria. There is no benefit from this trinket, it is only cosmetic.

Chosen God/dess: Asteria

Blessing: Nocturnal Wisdom
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Personality:
  • Quiet
  • Confident
  • Mysterious
  • Playful
Imogene is naturally mysterious and even mischievous at times all in good humor. However, despite being playful at times, Imogene tends to always have a stern expression making it hard for others to actually tell if she is joking or not. Only those closest to her can really differentiate between her moods and if she is being serious or not. She is also emotionally connected with others thanks to her ears picking up on different frequencies being able to sympathize and match another being's mood but can easily become emotionally unstable if there are too many various of frequencies in the room. Thus, she prefers to be in her quiet scroll shop keeping to herself instead of heading out most nights.
Aside from her playful, mischievous nature, Imogene is also a very confident individual and prides in her work. Sometimes, she may try to intervene and correct someone if she notices a mistake (and if she likes you enough). Overall, Imogene can be your best friend or your worst enemy and is respectfully loyal to her friends.

Background: Imogene came from a forest of various of Otherkin like herself living a fairly civilized life. However, magic was prohibited among them and she did not enjoy the "dull" way of living. This caused her to begin her own adventure of finding something exciting and fulfilling. After a few years of researching and studying about the different locations of the world, Imogene came across Asteria in her books. It sounded like a fairy-tale to her with alchemy, magic, and such a peaceful city. How could she not want to visit or possibly just live there? One night, Imogene packed up some of her books and rations setting out for her mission to get to Asteria. But Imogene never made it there initially and many thought she died in her travels. Yet, that was not exactly the case either.
During her travels, Imogene encounter a terrible fate with some aggressive Fae of the woods who struck her down as she was unprepared for combat. But something at the same moment in time was also beginning to suffer a terrible fate; Alfarious. The Emerald Life, the Dragnix. In the heat of the moment Alfarious proposed a contract for Imogene giving them both a second chance, however were to share the same lifeline in return. Meaning when one of them dies, the other will as well.
Now, Imogene runs a Scroll Shop maintaining secret scrolls of magic and recipes for Alchemists. She lives a quiet life mostly when she is not with her friends. Imogene has decided to help with the recent disappearing cases.


Relationships:


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Gaia : Acquaintance

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Viktoria : Acquaintance


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Elta : Acquaintance



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Elatha : Acquaintance


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Ellory : Acquaintance


Awaiting Cast List
 
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Elatha Mantis
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Basic

Name: Elatha Mantis
Age: 27
Race: Half Elven
Gender: Female
Sexuality: Pansexual

Occupation

Academic Occupation: Alcemist
Contribution Occupation: Travelling Priestess of Orah (Evangelist, healer, spiritual advisor, defender of the people.) and Artist

Academic Specialty:
  • Healing potions and poultices
  • Pigment and Paints for her art

Academic Skills:
  1. Perfected chameleon pigment- her trademark formula and much sought after by other. However she rarely if ever gives the secret away. It is a pigment that produces paint that changes colour depending on the direction viewed and the light thar shine on it. Ingredients includes a talking tree resin base and crushed dried "Orah's Grace" flower petals. Rest of the ingredient change depending on desired colours and character.
  2. The Lady's Mercy- advanced healing poultice- An all purpose healing poultice with the properties of a bio adhesive to help close cuts and wounds, a disinfectant and a natural promoter of the bodies healing ability. Does not cure on it's own but helps the body heal on it's own. Toxic if consumed but in very small doses can help with certain ailments. Required a base of unicorn horn.
  3. Orah Light- Basic Flashbang Potion- as it names suggest the potion produces flash of blinding light and deafening sound when its sealed containersis opened and the liquid is exposed to air. Used as a sort of grenade its base is phosphorus.
Faith
Chose God/dess: Orah
Blessing: Recovery of the moon
Curse: Only implies if you broke your purity of the faith.

Personal
Personality-
  • Hedonistic
  • Blunt
  • Humorous
  • Caring
  • Dedicated
  • Wise
Elatha at first sights appears to be the most dedicated of priestess to Orah. Wise beyond her years and embodying her patron gods values: Showing ntelligence in her working of her alchemist and love for her felllow people, helping out those in need whenever she can. Carrying herself with warm, humorous and frank manner which seems to inspire trust and attention. She is dedicated and loyal to those she believes worthy of her time and effort while fearsome to the close minded or evil. However her dedication to her god maybe unquestion unquestioned, her dedication to her order is a different matter. Her orders requires a priest to lead an ascetic life she often skirts the rules of her order both for herself and for the need, regularly indulging herself with a drink or the warmth of the other body. Still she is measured and controlled way, insuring it doesn't effect her work or crosses a line that floats the rules of her gods.

Background - Elatha was born from a whirlwind dalliance between a wood fae female and a human. Her mother was part of the forest enclave of wood elves deep in the rural areas of Asteria. Her father, a mercenary, left just before Elatha was born therefore Elatha was raised solely mother who sought aid from her people. Though the enclave due a long history conflict with the humans were not pleased to learn or the union as it was taboo. However did not reject both mother and child at first, they werent particularly warm towards them. They kept the pair at arms length and denyed them full aid of the enclave. Soon it became too much and both mother and child left the enclave to start a new life elsewhere.

Inexperienced with the world outside their enclave, the pair led a difficult and poor nomadic life barely getting by and encountering danger after danger. When Elatha was thirteen, she was seperated from her mother while trying to escape from bandits. Now on her own and looking for food and shelter, Elatha found a monastery dedicated to the god Orah and asked for sanctuary. The monks and nuns were kind, taking in the young teen and taking care of her, making her decide to stay with them and try to repay them and their god. The monastery was known for both their artwork and alchemical salves and potions and once Elatha dedicated herself to Orah educated her in their arts.

As she grew though, despite he appreciation of the monks help, she felt they were too passive and ascetic. Seeing what the the outside world was like in her journeys as a child she wanted to do something to help others who have been through the similar ordeals. She left the monastery aside and returned to the wider world as a travelling priestess helping where she can earning some recognition. In the same time she did not forget her mother and tried to look for her where she could.
Relationships

Gaia : Acquaintance

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Viktoria : Acquaintance


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Elta : Acquiantance



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Imogene : Acquaintance


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Ellory : Acquaintance



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Gaia : Acquaintance
 
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Viktoria DrVincenzo
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Name: Viktoria R. DeVincenzo

Age: 26

Race: Human

Gender: Female

Sexuality: Heterosexual

Academic Occupation: Alchemist

Contribution Occupation: Council Leader of the Alchemists

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Academic Specialty: Creating Runes and Creating Alchemy Recipes

Academic Skills:
Runes of Creation (only craftable by Viktoria)

  • Creation of Io - The Rune of Io, also known as the Rune of Crafts, is a rune that was designed to make anything a success even if every ingredient in the craft was wrong. It is said that as long as you can see what you want to craft, it will be done. However, it is forbidden to craft anything that can be used to harm others. (EX: Weapons) It only has two uses. The base ingredient to craft this rune is the "Tears of Enki" which can be obtained by a High Priest.

  • Creation of De - The Rune of De, also known as the Rune of Words, is a rune that was designed to empower magical chants by the multiple of three. This can make Potions or Spells stronger depending on the user. However, it cannot be used on dark magic (EX: Fireball) but works well on white magic (EX:Heal). It only has one use. The base ingredient to craft this ruin is the "Blood of Asteria" which can be obtained by a High Priest.

  • Creation of Fa - The Rune of Fa, also known as the Rune of Emotion, is a rune that was designed to ease the relationship between two people. This is the only rune that can have both negative and positive effects. Some have claimed to use the rune to make someone fall in love with them, others have used it to ease the sorrows of someone and so forth. It only has one use. The base ingredient is the "Brokenheart of Orah" which can be obtained more easily by followers who are suffering emotionally.
Potion of Healing
  • Charged Healing -
    • The basic formula for an advanced healing potion provides the "best" healing possible on physical wounds. Most beings can heal their wounds within minuets.
      • Base Ingredient: Dragon's Blood
  • Restoration of the Mind -
    • An alternative in the restoration line of potions is one for mana. This potion is based of the original Healing formula and is the simplest to make.
      • Base Ingredients: Mint and Lavender
  • "It's Just Medicine" -
    • Is the comical realism that this potion is just as it says, medicine. It can care most illnesses in 24 hours.
      • Base Ingredients: Wings of a Butterfly, Salt and Honey
Potion of Transformation
  • Shepard's Coward -
    • Shepard's Coward is a potion often given to those that cause bad omens due to selfishness. This potion turns anyone who even touches it into sheep. The only way to turn back to their original form is through the help of a Wizard/Witch or undo your wrong doings.
      • Base Ingredient: Sheep Tongue
  • Eternal Sonata -
    • This potion is one of Viktoria's signature recipes. Due to her sympathetic ways, she created a potion designed to turn the dead into a garden of flowers based on their souls desire.
      • Base Ingredient: Soul Essence

Favorite Items/Weapons:

Runes of Creation
  • Viktoria always carries her Runes of Creation, which are seven gem-like runes that grant the owner "supreme" power. However, that is also just a rumor. Viktoria worries that without her gems, she will be nothing and worthless among the people of Asteria. They are more of a curse than anything.

Chosen God/dess: None

Blessing: None
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Personality:
  • Brash
  • Sympathetic
  • Sassy
  • Intelligent

People often find Viktoria to be a bit "too much" and overly brash in some cases, at least when they first meet her. While it is true she can be brash, it is not who she is and often is brash when she's nervous or feeling unnoticed. Viktoria is highly sympathetic towards others, but often feels alone or the need to impress others just to be "liked" which can conflict with her emotions of who she tries to be and who she really is. The right person will know Viktoria for who she really is despite being sassy at times as she is kind and intelligent to all, yet unforgiving to those who wrong her or the people of Asteria.


Background:

Viktoria was born as Royalty in one of the neighboring Kingdoms, a young woman with the fate to be wedded to a Prince. But the story never went like that for Viktoria unfortunately as her Father looked down at her, deemed her useless to the family and unfitting at a young age. Every day, young Viktoria would try to impress her Father with just about anything should could fine from things she crafted to discussing the things she learned that day. No matter how much she studied or tried, she was never good enough to either parent. Her only friend was one of the personal maids who would wake her each morning for breakfast, cleaning her room and dress her getting her ready for the day. Though she was never able to leave the castle as her father was embarrassed of her existence.
By the age of 13, Viktoria declared that she was running off and never turning back. No one listened nor cared. Her "friend" packed her a bag of some things she could use to survive, mostly food, but sent her on her way as if she was nothing. Her incredible knowledge from her studies is what kept her alive as she finally made her way to Asteria, which was the nearest city from where she was from. At the gate of Asteria, a witch met her with a smile greeting her to the city. The two of them walked the streets as Viktoria would share her story, and she stayed with the woman as well for some time till she was about 16. Viktoria learned many new things especially magic but when she told the woman that she wanted to learn Alchemy instead, the woman was upset. After a few days, the witch sent Viktoria on her way to learn Alchemy with a parting gift, "The Runes of Creation" and explained to Viktoria the story behind them. Viktoria's eyes grew big as she tuned in on the story. "With these gems, you will always be loved and you will live a good life. No one will ever ignore you."
Time went on, and the Witch's words were true. However, as she made her way into Council due to her excellence, Viktoria decided to visit the Witch that once took care of her. But the hut that she remembered so well, was no longer there as if it never existed. She would ask about the woman but no one ever knew who she spoke of. Instead, Viktoria stopped speaking of the woman and tried to forget her. But Viktoria slowly learned that the gems were more of a curse than anything as she would start to feel no one liked who for who she actually was. Depression swept over her but she knew she had to move on. Now days, Viktoria's past is only mere rumors and has been twisted with many other rumors, however no one ever speaks badly of her. She is just merely misunderstood.





Relationships:

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Imogene Pascal : Acquaintance

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Gaia : Acquaintance




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Elta : Acquaintance




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Elatha : Acquaintance




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Ellory : Acquaintance


Awaiting Cast List
 
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Gaia
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Name: Gaia
Age: 30
Race: Ent
Gender: Male
Sexuality: Pansexual
Academic Occupation: Wizard
Contribution Occupation: Gardener

Academic Specialty: One with the forest
Being able to manipulate and control while nourishing plants has become a well known for producing ingredient that can be used by aspiring alchemists. Often he is asked to help with crops or other plants that may need to be helped. Of course he can only do so much and even then he isn't a miracle worker. Despite this he often offers his services for low costs on the days he doesn't work on his own garden. Sometimes he'll even do it for free though it's not known what has him do this.

Academic Skills:

Natures aid

If Gaia can see a plant they can start to manipulate how it moves. Roots can come up and branches be made to smack into anything they choose. However it depends on how much he knows each plant for how easy it is to do this. If it's a plant that he has no prior interactions with before then it can take up to half an hour to get them to move. The upside to it taking longer is that it doesn't tire him out as much. On the opposite side if it's a plant he's taken care of and knows well then he can make it move instantly. Depending on how much the plant moves, it can make Gaia pass out. The range can be determined by how heavy the plant is and if he's trying to move the entire thing or not. Moving an entire tree to go out of the group and walk would have it take a few steps before Gaia passes out. Making flowers turn a different way doesn't wear him out that much.

Nurturing soil
Gaia's well known spell is to make plants grow faster. However it's not all magical, they need to make sure the soil can take the toll to make the plant grow faster. If the plant runs out of the water, nutrients, or sunlight that would be needed for the time period skipped then it would quickly die. Gaia often makes sure to over see and do this spell slowly so they can make sure that the plant can survive to where they want it to get too. It take a lot of time because of this, but the results is skipping months if carefully prepared. It's also limited to one plant at a time, he can go back and forth between plants if he has enough to keep them both healthy.

Radiant light
A spell that Gaia has yet to show anyone. Being in the sunlight makes it so he can absorb said sunlight. The longer he is outside the more he can harness. He can use the light stores to shine it where he wants. Normally he uses this for any inside plant that may not get the right amount of sunlight or for any special plants that require a very specific amount. He can also use this as a flashlight. He can only store up to twelve hours of light and even then it depends on how much light he produces. If he tries to light up a whole room it can run out in one hour or less depending on how bright it is. If used as a small flashlight that comes from his hands then it can last up to eight hours.

Favorite Item and/or Weapon:
A Staff that he often enjoys taking with him where ever he goes.

Chose God/dess: None
Blessing: None
Curse: None

Personality
Quiet
Cold
Serious

Gaia is not known to talk much and if he does it's often as short as he can make it. He doesn't seem to really show any emotions besides his neutral expression that he often wears. He often takes everything you tell him at face value and doesn't seem to respond much to jokes or pranks. Whether it's because he doesn't get them, doesn't care, or something else is unknown. However it seems if you've gotten to a friend like status with him he tends to stay around the person longer than he needs to. If asked at all about what he believes in he'll just say no. One known way to get him to talk longer than he usually does is to either show to talk about something he doesn't know much about. Even then it's a fifty fifty chance to get him to start asking questions or talking more than he normally does. He tends to have a soft spot for plants and seems to dislike anyone who doesn't take care of their own plants.

Background
Not too much is known about Gaia, at least not for the public. What can be found out is mostly that Gaia use to wander the forest, what forest and where isn't known. After a while they stumbled upon the city and at first they barely even talked. They did seem to understand when others talked to him though. They decided to stay and started to work in helping anyone who dealt with crops or other plants to get money for their own place. After a long while they bought their own land and house. They started to set up their own business of growing and selling ingredients to any alchemists that came into the city. Most of their day is spend in their garden though after that they usually walk around the city with seemingly no destination in mind. He does however seem to take his time when he finds any plants that live around the city. On the days he doesn't work on his own garden he offers his assistance to those who grow plants, whether it be for produce or privately for those who enjoy having plants around the house.

Racial Buff:
Water doesn't hurt him, in fact it can help to energize him.
Racial Con:
Fire however is very detrimental to him.
If he's in the dark for far too long then he can't use his magic as effectively.

Relationships:


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Imogene Pascal : Acquaintance

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Viktoria DeVincenzo : Acquaintance





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Elta : Acquaintance







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Elatha : Acquaintance





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Ellory : Acquaintance
 
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Ellory Quinn
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Name: Ellory "Elle" Quinn

Age: 21​
Race: Human​
Gender: Female​
Sexuality: Pansexual​
Academic Occupation: Alchemist​
Contribution Occupation: Apothecary​


Academic Specialty:
Antidotes and Spell-Reversal Potions
Healing Salves/Powders


Academic Skills:
  • True Love's Kiss-
    • A perfected potion used to nullify the effects of a love potion. If the person given the love potion has true feelings for the person who gave them the love potion, the potion will not lose effect until the two kiss. If the person does not love the other, the love potion will lose effect in 24 hours. Can be deadly if ingested in large doses.
      • Base Ingredients: Salt and Belladonna
  • Transformation Reversal Antidote-
    • An advanced potion used to reverse the effects of a transformation spell. This potion does not reverse the effects of transformation potions. As the transformation reversal process can be extremely painful, this potion has a painkilling and sedating effect. Takes 1-2 hours to complete the reversal process.
      • Base Ingredients: Chameleon Scales and Cat's Claw
  • Burn-Be-Gone-
    • A basic healing salve that speeds up the healing of burns. This salve also contains ingredients that ease the pain of burns. Must be applied twice daily until burns fully heal.
      • Base Ingredients: Aloe Vera and Phoenix Tears
Favorite Item and/or Weapon: An antique locket inherited from her grandmother containing a picture of her grandparents on their wedding day.

Faith

  • Chosen God: Enki
  • Blessing: Hand of Crafts
  • Curse: None
Personality
  • Modest
  • Cheerful
  • Studious
  • Compassionate
  • Ellory is extremely kind and compassionate, always willing to help others. Although quite proud of her work, she is quite modest and is not one to brag about her accomplishments. Ellory wants to do work that would make her grandmother proud, so she is always studying and working on her craft. Although she is great with people, she doesn't have many friends as most of her free time is either spent at libraries or in her alchemy lab. She is very religious and has an altar to Enki in her home, which she prays to every morning and night. She loves plants and has a small herb garden which she harvests ingredients from. She has a very spoiled Himalayan cat named Cashmere.
Background
  • Born on the outskirts of Asteria, Ellory was raised by her grandmother in the countryside. Her grandmother, an alchemist, ran a small apothecary from her home, selling her potions to travelers who passed by and helping those in need. When Elle was 12, her grandmother began teaching her about alchemy and how to make potions. Ellory spent her days studying and experimenting, quickly becoming a skilled alchemist. By the time she was 16, Elle had begun developing her potions and salves, with her grandmother keeping a close eye on her. She began selling her potions to her grandmother's customers, and slowly gained customers of her own. By 18, Ellory had mostly taken over her grandmother's business, always helping others with a smiling face. Shortly after her 19th Birthday, Ellory's grandmother passed away due to old age. Determined to uphold her grandmother's legacy, Elle decided to sell their home and move to Asteria to open her apothecary, where she has been working hard for the past 2 years.
Relationships

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Viktoria : Acquaintance




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Elta : Acquiantance





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Imogene : Acquaintance




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Ellory : Acquaintance





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Gaia : Acquaintance




 

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Elta Adelaide

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Elta Adelaide
Age: 25
Race: Human
Gender: Male
Sexuality: Heterosexual

~~~

Academic Occupation: Wizard
Contribution Occupation: Entertainer / Musician. In his free time, Elta enjoys playing his cello on the streets for Asteria for the locals to enjoy.
Academic Specialty: The Emperor's Last Song
Legends have been told about a famous emperor who treasured music above all else. The emperor spent his life studying music and finding a way to turn it into magic. After many years of researching and hard work, the emperor did not make any progress. His life was nearing its end and he still couldn't find a way to turn music into magic. It was moments before his death where he was finally able to complete his goal. The emperor was able to do it and thus, the magic of music was born. It is known for its wide range of healing and defensive powers. Knowing his life would end soon, the emperor played one last song to a trusted wizard and with the song, all knowledge of his research had been past on the musician. For many generations, the magic of music has been past along and each generation has managed to add more information. Now, the current holder is Elta who has been trusted to continue the tradition and pass on his knowledge for the next generation when the time comes.

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Academic Skills:
The Angel's Cry - This is a powerful skill and the only skill that inflicts damage in Elta's library of skills. The Angel's Cry allows Elta to immobilize a single target rendering them uselss. In order to use this skill, Elta has to play a short sad tune while counting down from ten to one. As more time passes, the song gets louder and louder. The effectiveness of this skill depends on how long the target has been listening to the tune for. The target's body will move slower for the same amount of time they have been listening to the tune for. However, if the victim has been listening to the tune for the full ten seconds, their entire body will be so weak they won't be able to move it for the ten seconds. This skill can only be used in short distances making it very hard to use the skill properly. Elta can only use this skill once as it puts a harsh strain on his body.

True Serenity - Elta is able to play a calm and slow song on his cello called True Serenity. When played, any allies that are injured and are able to hear his song will be healed. Cuts, bruises, and even broken bones will be healed. A music staff containing music notes will appear out of Elta's cello and wrap around the persons' injured area. Life threatening injuries will not be fully healed but will be healed to a point where it will keep the person alive for a short period of time. When this happens, the music staff will circle around the injured person. If serious treatment and help does not arrive, the music staff will fade and the healing will lose its affect causing the injury to become life threatening again. This skill doesn't take a lot out of Elta but if used repeatedly, the healing affect will become lessened over time.

A Paladin's Melody - An intense and motivational song is needed to be played by Elta in order to use this skill. When played, musical notes coming out of Elta's staff will start to turn into a blue shield that will appear in front of allies. The shield itself is very durable but can only block magic attacks and not physical. Arrows, spears, swords, etc. will easily pass through but magical attacks will be absorbed. If the shield is absorbing too many magical attacks at once, the shield will eventually crumble and Elta's cello will also take damage.. The more focused and concentrated Elta is, the stronger the shield will be. Elta can use this skill freely but once the shield is broken, he cannot use it anymore in combat until he repairs his cello.

Favorite Item and/or Weapon: Elta's divine golden cello that he houses all information about music magic and his brown, wood finished performing cello that he uses to perform for others.
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Chose God/dess: Asteria
Blessing: Recovery of the Star
Curse: Elta will become deaf if he strays away from his Goddess.

Personality: Elta can be seen as a kind and soft person. He treats others with respect and shows great interest when talking to a person. He can be portrayed as a gentleman at times because he will always rush to help others in need, even if he himself is busy. He has a pure heart and will often be seen in a good mood and a friendly smile. Elta doesn't get mad very often but when he is, he still tries to smile in front of others. However, when he's with someone he's close with, Elta becomes very honest about his emotions and will talk about what made him in a bad mood. After letting out his pent up feelings, he usually feels better and returns to his normal self. When playing his cello, he tends to forget about the world around him and will only focus on his playing until someone snaps him back to reality. Elta at times can also be described as fierce however. He's not scared to stand up for himself and voice his opinions loud and clear to others when needed.
  • Calm
  • Oblivious
  • Imaginative
Background: Elta was born in a very musical driven family. After all, his father was a torch bearer once for the magic of music. He was entrusted to keep the tradition going and fulfilled his promise when he passed on the torch to his son before passing away peacefully. Elta was very young at the time and didn't understand what his father passed on. After living peacefully with his mother in a small town, his mother told him what his father did before he passed away. After hearing the story, Elta was determined to also pass on the torch to the future generation just like his father. Elta wanted to become a wizard that excelled in music magic and made that his goal in life. After several years of self thought lessons and training with different mentors, Elta was finally a wizard that can use music magic at a high level. What was left was to find his successor and so, he made his way to Asteria in hopes of finding a person worth bearing the magic of music's torch. As of right now, Elta has been living a modest life by himself in Asteria for a couple of months. Occasionally during his community performances, he would overhear locals talking about the disappearance of people in Asteria. Elta has been curious about it and wants to help solve the disappearances.

Relationships:
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Viktoria : Acquaintance
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Ellory : Acquaintance


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Imogene : Acquaintance

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Elatha : Acquaintance
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Gaia : Acquaintance
 
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Sir Helbrecht
It is a knight's great work, to live the theme, to dream a gloriousely impossible dream.
9c04898dffe0022d0bfa81035df500bc.jpgName: Sir Helbrecht

Age: 20

Race: Walking Fairytale Figure, 'Amalgam'

Not really a race per se, but rather a very broad assortment of phenomena occurring in a world so upfilled with magic. They are not natural, yet not quite artificial either. Some are maddened and corrupted mixtures of beasts from legend given rise to by the thoughts and dreams of sentient beings all over the world. Others are the souls of ancient things that faded from existence, but spontaneousely found themselves reinvigorated by strands of chaotic magic running wild, often the products of spellcasts gone horribly wrong. Or perhaps horribly right, in some cases.

Fairytale Figures springing to apparent life are only one of the many subsets of these chaotic and nonsensical occurrences. They embody the parables of their stories, their flesh and mind shaped to the serendipitous tune of allegorical platitudes. It is for this that learned individuals know them by another term, 'amalgam', as they are not just the product of one tale, but several forced together. Their origin stories usually follow certain themes, such as hope, despair, apathy and bravery, whatever ideals, morals and messages the tales are meant to convey. Often, their bases are mortal souls robbed of identity, feeding off the many different sentient fantasies found in the dreams of mortals in a mindless attempt to attain sanity, to fill the gaping void of their own existence.

Theirs is a horrid reputation. The maddened sorts are consumed by the pain of living. Too many tales forced together create ill-fitting bodies that are little more than mismatched parts thrust and contorted into barely liveable shapes of twisted flesh and ever-breaking bones. In their self-loathing anguish, they frequently claim many lives before they are put down. The saner kind, often endowed with inhuman attributes, seek to shape reality more towards their fairytale-like perception of the world. This usually ends with great devastation and strife, owing to the fact that the saner creatures can be hard to spot, their alien mentality often betraying them only when it is too late.

Few become older than weeks after springing into existence. Most die of infection and sickness following unwitting self-injury, being unused to having to struggle with the laws of physics. Common amongst them are sanity-defying capabilities, such as strength so overwhelming that it tears their own muscles apart and speed so blinding that it rips their sinews in full run. Theirs are the self-indulgent fantasies that were made to slay dragons, keep armies at bay or even charm the mountains themselves.

Gender: Male

Sexuality: Bisexual - feminine preference

Academic Occupation: Wizard - of a sort
Contribution Occupation: Questing Knight Errant

Academic Specialty: Nominally a quintessential fairytale knight, bound for selfless service to the penniless, the weak, and whoever else asks in need. The implications are lofty, the reality is harsh.

This knight is a living weapon, encased in scarred armor and imbued with raw, superhuman might. Having shed the concerns of petty mortality, he dons the mantle of war in the name of his illusive lady, his life that of unending battle. Carnage is his only comfort, the non-existent affections of his hollow patron his only joy. Strife is his nourishment, romance is his muse. Perdition is his cradle, bloodshed is his bed. Subsumed in the din of his unending task, he stalks the land as an instrument of deadly chivalry, implacable as his faith in the one he seeks. He takes the abstract and makes it concrete, his flesh sustained by the very acts of waring and triumphing. Driven ever on towards the brink, he charges unabashed, faithful the abyss shall blink.

Academic Skills: The nature of his being confers minor reality-warping powers. Many of these are not actively usable, but rather rely on a careless instinct, a distinct ignorance of sorts.

Questing Instinct
  • He has a natural compulsion to arrive at the right time at the right place. Usually it will be to save people in dire need, abandoned in some remote location. Sometimes he arrives earlier than the 'right' time, at a place where he has the vague feeling that some manner of malady will happen. On such occasions, he will opt to wait in place for days, even weeks. Often still like a statue, his only sign of life being the baleful red stare emanating from his helm, though recently he has taken up playing the withered violin he diligently carries with him, stating that he is rather bored upon being asked. This has earned him the additional reputation of being a harbinger of bad luck, but few would dare to try dislodge him. Fewer and fewer however seem inclined to try and speak with him, a matter he finds lonely.
Weapon Master
  • He is capable of using any weapon/weapon-like object he lays his hands upon with skill. He has no favored tool of war, all are the same dispassionate objects to him.
erehehas.pngDragonslayer
  • Knighthood's greatest calling! To charge such titans, lance low to pierce! No dragonhide can impede his blade, and should the creature flee he can pursue it at blinding speed until it tires and falls from the sky if need be. The lethality of its fire is greatly diminished when enveloping the knight, a shield will outright block its baleful flames. Whatever wounds he strikes into the beast won't heal unless magically treated, and even then they will leave scars.
  • In the presence of such creatures, the knight becomes aggressive and incensed, the essence of his innermost being impelling him towards a chivalric frenzy. To calm him from this state is difficult, though possible.
Ceaseless Drive
  • His being derives sustenance from the very acts of questing, battling and slaughtering. So long as he has a target to fight, a villain to pursue, a deed to fulfill or needy to defend he will suffer no need for rest or nourishment.
Red Gaze
  • All of villainous bearing fear a knight's judging stare. Should a guilty creature be identified and locked in his baleful sights, no amount of veils, distance, walls or enchantments will hide them from his view and he will pursue it to the inevitable end. The individual must be identified by either eye-witness accounts or foul deeds done by the creature within the knight's sight. The ability is fallible, for it relies on the knight's faith that what he is targeting is in fact guilty. This has led to tragedy, and the knight has come to doubt mere testimonies through repeated misery.
Favorite Item and/or Weapon:
243541.jpgIt is nothing special by any measure, just an instrument of modest wood, though certainly professionally crafted and spun. A gift from a charge, and he has carried it with him ever since, though his efforts of keeping it from the elements can only go so far. As such, the wood looks withered. Naturally, he has taken up playing it on his unceasing march, finding the tune increasingly pleasing. His skill with it is somewhere around a novice's, but he delights in it nonetheless.

Chose God/dess: None.
Blessing: He has faith in finding his lady. He is allowed to retain sanity.
Curse: A knight without lady will keep his armor in the black of shame. He will display no heraldry, for he may have no fame. All may treat him without kindness until he proves his worth by deed. He will never find his lady, a person that never existed in the first place. His is a desperate chase for an empty dream that will never find fulfillment. His kindness will become naívete, his courage will become foolhardiness and his efforts will have no reward.

Personality:
  • Audacious
  • Curious
  • Quixotic
  • Obsessive
  • Energetic
  • Lofty
  • Passionate
In a way, it might be simple to sum up the knight's being: A towering guardian. A restless errant. An eccentric estray. A merciless avenger. Yet, despite appearing as a superficially distant figure, he becomes talkative quite easily if he is allowed to approach, and many a traveller has found the melody that heralds his violining march to be pleasing. When given a task, no matter how modest or trivial it might be, he will fulfill it with utmost enthusiasm, his mammoth form twitching with barely-contained vigour. He will save a kitten from a tree with the same glorifying excitement as he will charge into a monster's gore-gristled lair. The impression can be bizarre, but the energy can be infectious.
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Few care to find out more and rarely the knight has reason to remain in one place long enough to divulge further. As a pure ideal he sprang into life, but in a reality that has little kindness for such. His is an existence that, from its very conception, was girded towards pursuing a futile goal, his mind kept near a semblance of sanity by way of a sweet delusion. He set out towards prosperity and vindication. His path led to decay and futility. Each and every limping, sagging step a painful revelation of his vulnerability. Cough after pus-sodden cough a miserable compulsion towards self-loathing. Senseless seems his striving, fit only to embody the helpless need of mortals to impose meaning upon an uncaring void.

Indeed, once upon a time, the knight despaired. He pondered on how to make better a world in which evil brought profit and virtue none at all, in which lies and deceit mingled so easily with truth and sincerity. He brooded and brooded and brooded until finally, he tired. He laid down the melancholy burden of sanity and instead conceived the strangest project - to become a perpetual errant, to raise up the weak and those in need, to launch a lone crusade. He would treat the world as he would have it be, as if the ideal were real.

Such is the sum of his essence motleyed with existence, the-ideal-that-was gnarling with the-paradigm-that-is: To the knight, all things, no matter how solid and permanent they might seem, are liable to physical corruption. Indeed, the very processes of construction and creation foreshadow destruction and decay. The palace of the today is the ruin of the tomorrow, the maiden of the morning is the crone of night, and the hope of a moment is but the foundation stone of everlasting regret. What is his response to this undeniable and inevitable futility of life? Is it to lie down, accept death and the coming to nought of every endeavor? Of course not. Faced with the inevitability of death and failure, what answer can there be but to run through life at a breakneck pace, cramming each day with hope, laughter, noise and bustle? Thus, happiness and endeavor are sired by a coming to terms with decay and futility.

All living know they will die, and the knight knows that he will live with misery, disease and torment, yet he drives this knowledge into a corner of the mind and keeps it pinioned there with all manner of dreams and activity. This realisation is the key to understanding why Helbrecht is doing what he does, however contradictory or even perverse as his nature appears to be. The vitality, the energy with which he treads his road and casts himself at quests, comes from defiance born of despair and hopelessness.

Background:
Once upon a time, a knight awoke. His oldest memory that of a dusty, web-strewn wall of stone. As befitting any proper knight, his very first action in existence was to turn his head to and fro in search of his lady. But he found nothing, no trace, no hint, not the slightest clue. Slightly perturbed, but full of vigour, the knight set out to what would surely be a wondrous adventure. He made his very first paces, led with the utmost might to set himself into full, bounding sprint. What happened next he is loath to tell anyone.

He exited a ruined tower of run-down granite, the earth all around barren and charred. The land was a waste, the lone ruin abandoned long ago. Mostly limping, sometimes crawling, the knight's mind was filled with distress, for he could find his lady nowhere. It was imperative for any knight to serve a lady. A knight without lady was like a body without soul, a tree without leaves. To whom would he dedicate his conquests? What visions would sustain him as he sallied forth to do battle with evil and giants? Every knight must serve a lady, that only he might name. To each a secret hiding place where he might find his haunting face to light his secret flame.

Driven into a fearful frenzy for the whereabouts of his lady, the knight staggered into the world in heedless search. For twenty years now he has been searching, finding no trace. As befitting a knight, he rendered service to the needy, protected the weak and succoured the meek. Faithful though his service was, his quest remained forever unfulfilled. Around a year ago, though the time passed only dimly in his mind, his aimless search carried him to the curious land of Asteria. Its people, though hesitant at first, were kind to him unlike so many others, and for the first time in many years the knight felt a weariness settle in his heart. The ache he felt was not a discomforting one and for months now, he has been striding around the capital's outskirts, doing his usual knightly work of aiding the needy. Few truly needy there are in this fortunate realm, and the knight has become something of a local amusement with his antics of carrying water for the elderly, saving kittens from trees and taking part in theatrical epics cast by children pretending to slay dragons.

Hearing of the disappearances was more withering to him than he liked to admit. Was the strange, yet comfortable emotion he felt in this land really just his natural compulsion to be present for calamity? He was bound to find out.


gheheh - Copy.pngRacial Buff: Incredible martial capabilities, supernatural speed and strength. Few are the creatures of the world that can hope to survive an all-out-battle with a knight that emerged from fairytales, his being a concept of man's self-beloved hope made manifest. Pity then, that he will rarely have access to his full mettle...

Racial Con: A poorly developed immune system makes the imposing knight prone to sickness and infections. What hulking monsters or wily wizards can not accomplish, the most minute of creatures just might. In part, this is due to the nature of his genesis, for he is a being that sprang into existence without gradual attunement to the world's natural bacteria and virii. Another reason is a product of his allegorical existence: Many are the tales of knights that waste away from the sorrow of being without their lady.

Adding to that, full usage of his preternatural attributes will result in his body ripping itself apart, for even a quasi-human body was never meant to bear the strain of superhuman strength. This naturally feeds into his sickliness and it took him a long time just to learn to move without injuring himself. Consequently, his way of moving is unsightly, adding to the repulsive effect he has on some. Either he strides at a slow, ominous pace, one ironshod foot set slowly and carefully after the other, or he charges with velocity so rapid that the ground shakes beneath his thunderous steps. Sometimes, he looks about with mechanical precision, like a puppet devoid of strings, while on other occasions his motions bear a primal fluidity, belying the clear heft of his mammoth form as he jumps and swerves with the dexterity of a professional dancer. The impression of the whole can be disturbing, akin to an uncanny valley effect. The human brain is compelled to think that this knight is something that apes humanity, but in a way that is deceptive and artificial.

There is also a certain gullibility. Outright lies and material deceptions such as bribes and offerings to do small evil for supposed greater good won't find purchase with him. But, should his opposite assume his strange logic and offer plausible hints as to the whereabouts of his lady, he will be quick to offer his service, perhaps to the detriment of all.

Relationships
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Viktoria : Acquaintance

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Ellory: Acquaintance

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Imogene: Acquaintance

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Elatha: Acquaintance

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Gaia: Acquaintance

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Sorn : Acquaintance

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Varen: Acquaintance

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Truth: Acquaintance

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Selene: Acquaintance

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Alexius: Acquaintance

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Kindle: Acquaintance

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Estelle: Acquaintance
 
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Sorn Kriston
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kriston [/div] [div class="information"] [div class="info"]twenty-seven (27)[/div] [div class="info"]human[/div] [div class="info"]male[/div] [div class="info"]asexual[/div] [/div] [/div] [div class="overflowContainer"] [div class="slidingFlex"] [div class="pfp"] [/div] [div class="navArea"] [div class="navBtn basicbtn"]basic[div style="display: none;"]-[/div]s[/div] [div class="navBtn occbtn"]occ[div style="display: none;"]-[/div]upation[/div] [div class="navBtn sornbtn"]sorn[div style="display: none;"]-[/div][/div] [/div] [div class="textBG"] [div class="textAreaFlex"] [div class="backToNavBtn"] [/div] [div class="scrollboxArea"] [div class="scrollbox basicTab scrollboxHide"] [div class="sInfoLine"] [div class="meta"]name[/div] [div class="sInfo"]sorn kriston[/div] [/div] [div class="sInfoLine"] [div class="meta"]age[/div] [div class="sInfo"]twenty-seven (27)[/div] [/div] [div class="sInfoLine"] [div class="meta"]race[/div] [div class="sInfo"]human[/div] [/div] [div class="sInfoLine"] [div class="meta"]gender[/div] [div class="sInfo"]male[/div] [/div] [div class="sInfoLine"] [div class="meta"]sexuality[/div] [div class="sInfo"]asexual[/div] [/div] [div class="sInfoLine"] [div class="meta"]art[/div] [div class="sInfo"]yuiga satoru[/div] [/div] [div class="divider"][/div] [div class="sInfoLine"] [div class="meta"]god[/div] [div class="sInfo"]none[/div] [/div] [/div] [div class="scrollbox occTab scrollboxHide"] [div class="sInfoLine"] [div class="meta"]acad occ[/div] [div class="sInfo"]wizard[/div] [/div] [div class="sInfoLine"] [div class="meta"]cont occ[/div] [div class="sInfo"]archaeologist[/div] [/div] [div class="divider"][/div] [div class="sInfoLine"] [div class="meta metab"]academic specialty[/div] [div class="sInfo"] [div class="p"] Sorn's senses are highly attuned to magic. Where most might only see the physical effects of magic, the archaeologist sees the very essence of it, how it flows in the world around him. He can smell it before it even comes to life; fire magic smells of char, water magic carries the scent of the ocean. Where magic may lack, the temperature almost seems cooler. Where it thrives, a ghostly warmth. [/div] [div class="p"] As a result however, Sorn's physical senses are dulled. His eyes and ears are constantly bombarded by magic stimulation. Nothing has flavor, as all his tastebuds can do is recognize magic. His own magical capabilities are lacking. Oversensitive to its presence, he's unable to push it past a certain threshold lest he incapacitate himself in some way. [/div] [/div] [/div] [div class="divider"][/div] [div class="sInfoLine"] [div class="meta"]skill[/div] [div class="sInfo"]efficiency[/div] [div class="sInfo"] [div class="p"] Sorn is generally much more efficient with his magic, tiring at a much slower rate in comparison to his peers. This is because he's intimately aware of how magic flows, and can adjust so the energy uses the path of least resistance. [/div] [/div] [/div] [div class="sInfoLine"] [div class="meta"]skill[/div] [div class="sInfo"]magic analysis[/div] [div class="sInfo"] [div class="p"] Sorn's field of expertise. Using his specialty, he's able to make educated guesses on the possible when, what and who of a magic-related incident. [/div] [/div] [/div] [div class="sInfoLine"] [div class="meta"]skill[/div] [div class="sInfo"]recreation[/div] [div class="sInfo"] [div class="p"] Using the information from his specialty, Sorn has a better success rate than others when attempting to recreate a spell that was used. This, however, is limited by his own capabilities. Sorn can only really attempt up to mid level intermediate spells. [/div] [/div] [/div] [div class="divider"][/div] [div class="sInfoLine"] [div class="meta"]item[/div] [div class="sInfo"]journal[/div] [div class="sInfo"] [div class="p"] He often writes notes on anything he might find interesting. Unfortunately, they're written in a personal shorthand that will take some time to decipher if the one reading isn't Sorn. [/div] [/div] [/div] [/div] [div class="scrollbox sornTab scrollboxHide"] [div class="sInfoLine"] [div class="meta metab"]personality[/div] [div class="sInfo"] [div class="p"] Sorn's a cheerful individual who never pays attention to his surroundings. With his head perpetually in some problem and his senses dulled by magic, one often has to literally shake him to call his attention. He doesn't ignore people intentionally; it's more like a combination of the two factors above. He enjoys company, and would partake in more conversation if he wasn't always so distracted by other things in his life. [/div] [div class="p"] Easygoing and more relaxed than he probably should be, Sorn looks content to be freewheeling through life. He never seems to know what his plan for the day is. Spontaneity is a key aspect of the archaeologist. Unless he personally deems it important, expect it to be moved down his list of things to do. [/div] [div class="p"] That being said, he isn't one to shirk from responsibility. He's simply selective about the duties he elects to take. They're few and far in-between, but Sorn does keep on top of them in his own way. Just don't expect people management to be amongst them. He likes other people, but he finds them too chaotic to deal with on a regular basis. [/div] [/div] [/div] [div class="divider"][/div] [div class="sInfoLine"] [div class="meta metab"]history[/div] [div class="sInfo"] [div class="p"] Sorn was born and raised as an only child to a normal family in Asteria. Both his parents were magic users, but neither were particularly gifted in the craft. Made enough to get by, but not enough to grow famous for their skills. That didn't deter Sorn in the least. His parents taught him what they could, which he absorbed with a greedy curiosity. He wasn't satisfied with simply learning the spells. His questions extended to the inner workings of magic. [/div] [div class="p"] These inquiries went beyond what his parents could do. Pleased that their only son was showing an aptitude for magic greater than their own, they sent him off to learn under the tutelage of wizards and witches greater than themselves. Sorn appreciated the thought. He really did. But as his studies expanded, he began to realize he had little interest in the application of magic. He was much more interested in how magic worked, how it interacted with the world and how each spell came to life. [/div] [div class="p"] At some point in his late teens, he shifted away from defined spells and like and moved to the academe. It was here when he began to develop his current specialty. Eventually he gained a reputation for reverse-engineering spells and making them more efficient for everyday use. Occasionally he would act as consultant for investigations, like that one time he was tasked to figure out who spawned a giant sunflower in the town square. (The answer was the herbalist's child, trying to master the sizing spell.) [/div] [div class="p"] While these incidents were interesting in their own way and helped pay the bills, Sorn was much more interested in the origins of magic. This is why he's chosen to delve into the history of magic and of Asteria in general. He visits Asteria's many ruins and explores rarely trodden paths, documenting each step of the way in an effort to unlock the secrets of the arcane. [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div]
 
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Varen Dominal
Dadooey.png

Basic


Name:
Varen Dominal

Age: 24

Race: Human

Gender: Male

Sexuality: Heterosexual



Academic Occupation: Wizard


Contribution Occupation: Warpriest of Orah


Academic Specialty: Blessings of the Faithful-


Varen is skilled in enchanting- whether it be allowing companions to achieve great heights of skill and abilities in situations, or enhancing armor so that it can withstand the tests of the world. Varen can enhance the physical abilities of an ally so that they can withstand the harshest of blows, deal the most devastating of strikes, or achieve the highest acts of derring do. Furthermore, he can enchant objects, including weapons and armor, to achieve essentially the same results- whether it be causing armor to negate normally deadly blows or being less cumbersome, or causing weapons to glow in a holy light, and for their strikes to be guided.


Academic Skills:

Rune Magic of the Forgemaster- Varen can grant any piece of equipment a rune, which in turn gives it a certain ability, designated by Varen when he casts it. The ability granted cannot grant inherently mortal wounds (Such as Vorpal or Death affects), however, it can bolster a weapon’s damage against a certain type of creature, or allow the weapon to veer towards its target. It cannot allow a weapon to deflect crushing blows, such as from a giant’s hammer; however, it can force a weapon to veer from vital areas, can make armor weigh lighter and have less restrictions, and can cause offensive spells to lose their vigor against the person wearing the armor. Varen can only maintain three such enchantments at one time; and each enchantment is weaker than the one before it. Varen can maintain such an enchantment for one hour, but will be unable to perform any other such enchantment for the rest of the day, unless in some other way revitalized.


Blessing of the Champions- Varen can also enchant a person’s abilities. Namely, this is restricted to physical attributes, such as strength, dexterity, and constitution. However, in rare cases, Varen can tweak an ally’s aura so that the ally seems more...charming, in minor ways. When used for physical enhancement, the blessed gains an increase in that ability, gaining superior strength, weight bearing, melee weapon damage dealing, and other such activities; superior dexterity, where the blessed can land on their feet more often, aim ranged weapons with more precision, and (not sanctioned by Varen, of course) can perform acts of subterfuge better; or endurance, where the blessed can weather all kinds of perils and harms, whether it be from diseases and poisons, weapons, or exhaustion. Varen can only maintain two such enchantments at one time; and each enchantment is weaker than the one before it. He can maintain such an enchantment for about an hour, but will be unable to perform any more such enchantments for the rest of the day, unless in some other way revitalized.


Judgement- Varen can call forth a beam of light to damage his enemy. Pretty straightforward. The damage dealt is a moderate amount, but more than that, it slows the target for a minute maximum, yet simultaneously avoiding its effects on perceived allies. Each use is weaker than the last.


Favorite Item and/or Weapon:

His Warhammer: What would a warpriest be without his/her warhammer? Dead, that’s what! And so each warhammer is a work of art- and Varen’s is no different. Engraved with Orah’s holy symbol and text, lined with silver, this two-handed warhammer is actually less ornate and more practical than many other warhammers of its type, yet still retains its elegance.


Glasses: While many in the world have glasses, Varen considers his a necessity for his work. Which can vary between reading texts to seeing the enemy in the middle of battle. As such, due to the stress his glasses can go through, he has had his glasses magically enhanced to handle the rigors of travel and adventuring, in addition to putting a loop around the temple tips of the glasses. These well designed glasses don’t often fall off, but still, Varen can’t help from time to time pushing them up the bridge of his nose; old habits die hard. It also is the only thing to a connection to his past: this silver and gold-filigree pair of glasses hint at wealth, yet, also functionality.


Faith


Chose God/dess:
Orah

Blessing: Conversion of the Defender- The chosen is blessed with the passive ability to convert spent magical energy into vitality, and used energy physical energy into a magical reservoir. However, with each swing of a weapon or block of a shield, or casting of a spell, some of the energy regained is lost. The amount of vitality regained is half the magical energy spent, while he regains a quarter of magical energies of the energy used physically.

Curse: Varen’s spellcasting is actually diminished; in addition to losing his blessing, his spells actually are halved in potency, and his magical endurance is reduced by the same amount.

Personal


Personality-


-Intelligent


-Zealous


-Quiet


-Caring


-Oblivious


-Good Cook


-Obsessive



Varen is a strange one for a warrior-priest. Many of his peers tend to be zealous, and uncaring about the petty details of religion, caring only to purge the threats from the faith, and to remind others to keep that same faith. While Varen can be just as zealous as others, and just as quick to remind others of the necessity of faith, his outlook on life is a little… different. In fact, some might even call it a complete opposite end from what other war-priests are like.


Varen is a quiet soul, one who prefers talking over screaming and shouting; even in the midst of battle, he ensures to make sure each movement is efficient, and chooses not to waste energy and air shouting out senseless prattle to the world who probably doesn’t care anyways. Rather, he focuses his talk to more mundane matters, such as debate, theory, and other things that don’t involve shouting.


If one hasn’t guessed it by now, Varen is a highly intelligent individual who puts his formidable brainpower to many uses- whether it be to study, memorization, strategizing, arguing, helping others out, and even trying to guess other’s motives- though he can get a bit creative on that last subject. A major reason- or perhaps result- of his intelligence is that he can become focused on a task. Sometimes, this is a good thing, other times, it becomes a bad thing. For example, it would be good if Varen was focusing on translating a treatise that no one else could understand, because that allows for a speedier translation. However, it's really a bad idea to let him get focused on the same task in the middle of a dungeon or a fight, or something. Though he has the luck of the devil when such an event happens- for some reason, no enemy seems to focus on him when he’s focusing on something else.


When found in a normal setting, Varen can be seen either writing a detailed journal and history of what happened, studying books on various topics, or cooking, perfecting this one culinary craft, and attempting to help and encourage others. One interesting thing to note about Varen is that he is oblivious to the advances of girls. Which is rather infuriating to girls that may like him. Yes, this even applies to enchantments, and the like. Even magic can’t make a dumb man realize the subtleties of courtship and innuendo. Another thing he may be found doing is forging. Because, why not? Every man needs a way to vent his anger, and Varen found his in making things. And he is skilled in blacksmithing- he takes a particular joy in forging swords.


One other interesting thing of note about Varen is that he loves to read mystery book, and attempt to solve mysteries. Now, while he isn’t too prying into matters, he still, when attempting to solve a mystery, asks questions that might seem intrusive. Same thing gaining evidence. While he isn’t going to lockpick someone’s door, neither is he going to object when someone does it for him. And while he can be a bit creative on other’s motives, that tends to be when he’s...not in the mood. It’s almost like a personality shift- one moment, he’s a quiet, kind, and slightly banterous person, the next, he’s an intense, inquisitive, and even slightly intimidating man.


Background -


Varen was born an orphan, and the church of Orah in the Alaneron distric found him on the steps of their little temple. He was wrapped in a blanket, inside a little basket. In a small package next to the basket, a pair of glasses was enclosed, in addition to a small note saying, “Father will be with you.” Needless to say, these were the words that kept him going his pre-adolescent years. But more of that later. Varen was taken in by the kindly priests, namely Ariada Cirrun as his surrogate mother, and Geladian Sothris as his surrogate father, and in his youngling years, learned the ways of Orah and many other things, such as literacy and math and the other basics normally reserved for nobles or those who were able to afford a private tutor. It was an innocent time, when he was able to play with all the other children in the community without sadness.


Then, in his eleventh year, Varen learned the truth: how he was dropped off at the church, and that he didn’t have a true father or mother like everyone else. Too add insult to injury, his eyesight was starting to grow blurry- he was nearsighted. With this combination, he began to feel depressed and...different from the others, and began to withdraw himself. Cirrun and Sothris could only look on with sadness as the boy began appearing out of his dorm for less and less, not eating as much as before, and generally wasting away. It was during this time that Varen discovered the note left behind with him, and he kept it with him throughout the night, hoping in vain that his father would come to take him, to resolve everything. But nothing happened. Nothing happened for two years.


After two years, a new family arrived in town: the Aulderns. A married couple with an albino, but fiery daughter named Evelynn, aged thirteen, and a pair of twin infants, one male, one female. Needless to say, Evelynn made many friends- in addition to enemies- and found out that there was someone who wasn’t playing with her. As soon as she found out there was someone who was holding himself up in his room, she marched in Varen’s room, grabbed one of his books, smacked him on the head with it, and proceeded to drag him out of the temple- by ear, at first. After playing with everyone, Varen realized his self perceived impediments were so bad, and began to recover out of his depression; however, it's still a subject of teasing amongst his fellow villagers that a sprite of a girl managed to pull a gangly youth out of a building.


On his fourteenth birthday, Varen received a gift from Sothis: a pair of ornate glasses. When he asked how did they get this, they simply said it was a gift from his parents. So, Varen being inquisitive about these implements, put them on. Suddenly, he could see much better! It was as if a curtain had drawn back from the background, and he was able to make out the whole picture, not just a blur in the back, and had to get close to see anything. It was also this time that Varen began to attract the attention of a certain son of a Squire- Cadennan Tolin and his “henchman” Johnathann Bounderson. They began to make his days miserable. They spent every time they could in the neighborhood tormenting him- which, actually, wasn’t as much as anyone expects from a bullying episode. Why? Evelynn, that’s why! She would not put up with bad behavior towards her new best friend, and the fireball stood up to the pair; they couldn’t stand against her, so they never had as many chances to bully Varen as they liked.


The time was fast approaching on whether or not Varen should become a priest of the temple, or be allowed to set off on his own. His magical talents began to develop, and the priests began to heavily push for him to be either a priest, or a wizard. Which meant either inducting into the temple, becoming distant from all his friends, or apprenticing to a wizard, thus travelling to a school, away from his friends. Varen was torn. He wanted to do what his caretakers wanted him to do, but he also wanted to stay friends with everyone. Especially Evelynn.


Especially her.


Unfortunately, fate has a funny way of deciding things for people, don’t they? Shortly after Varen turned seventeen, an incident occurred where he and Evelynn were forced to hide in the sewers from Cadennan and Johnathann. While the two were playing their game of hide and seek, goblins ambushed the whole group, and Cadennan and Johnathann became separated- Cadennan ended up with Varen and Evelynn. After hiding for a few tense hours, Cadennan finally began to open up to the two, and revealed that he was a bit jealous of the two. After a heartwarming decision to forgive him, Varen said that Cadennan could join their group anytime. Unfortunately, before the three got out of the sewers, the goblins attacked. This time, Johnathann was showing them the way. After a horrified silence, the three lept to action- much to Cadennan’s chargin. Eventually, however, the group was forced to flee from the overwhelming numbers. They had almost made it out the sewers, across an artificial chasm with a rickety goblin made bridge spanning it, when Johnathann caught up with them. Grabbing Evelynn, he pulled her back to the goblins, where, in front of the horrified boys eyes, he cut the bridge connecting the two ledges, and disappeared into the shadows.


A bedraggled pair of boys ran up to the town guard, and told them what happened. Cadennan, being a Squire’s son, helped speed up the process in forming a group to kill the goblins, apprehend Johnathann, and save Evelynn. There was no trace of them anywhere. Yes, there were bones here and there, and a giant ritual seemed to have happened in the sewers, but other than that, there was not a living soul in there. Eventually, the posse had to give up, and with heavy hearts, both Cadennan and Varen conceded that Evelynn was gone. It was during this time that the two became fast friends. Here, Cadennan confessed to Varen that he always liked Evelynn, and was simply jealous of his relationship with her. Varen, unsure himself of how he felt, stayed silent in that regard, but still, accepted Cadennan’s heartfelt apology for bullying him.


Mere six months later, Cadennan found a knight who wanted him as a squire, and he bid farewell to Varen. However, he promised Varen that he would remember him, and that they would meet again. And when that happened, Cadennan owed Varen a drink. With yet another departure, the neighborhood seemed… empty. In that six months, Varen busied himself by building up his strength, and learning how to cook with Cirrun- yet he still could never get his cheesecakes to match hers. After six months, a warpriest stopped by the district, following up on a lead of a monster ritual that was instigated by a rogue inquisitor. While the warpriest was there Varen saw something that could combine both of his love of travelling and the priesthood, and begged the man to take him as an apprentice. Upon seeing his magical skill, intelligence, and being somewhat pacified with his physicality, Gaerin Sade took Varen in as his apprentice. And then the two set off onto a hunt- to hunt down the Inquisitor who helped kill Evelynn.


Unfortunately, the warpriest never did find that inquisitor; after two years of relentless searching, Gaerin had to give up. The inquisitor was a ghost. Yet, during that time, Varen had learned many skills necessary to be a warpriest. And yet, there was still more to learn. After those two years, Gaerin spent two more instructing Varen on specific dogmas, tenets, and specific fighting styles and counters to them. Yet, after those two years, the two were called on a quest- an alchemist had begun to murder people, and was on the run, yet he had a force of goblins at his command. Gaerin and Varen were called to deal with the matter. It took them six months to track down the goblins and kill them all- a strange deed in of itself- but when they found the alchemist, he was dead. Killed in a ritualistic manner, it seemed. By a rogue inquisitor. Gaerin took immediate interest. However, things turned more personal for Varen when he discovered two things: evidence of Johnathann’s presence, and a lock of Evelynn’s hair.


Then, for six more months, the search began in earnest. But this time, Gaerin focused on a different tactic. Instead of cutting the head off the snake, he was going to cut off the arms off the octopus. He began focusing on the activities the inquisitor had set up, and systematically shutting those operations down. This plan was effective, but it attracted the Inquisitor’s attention. On Varen’s last mission with Gaerin, a band of thieves summoned a demon by a scroll gifted to them. Via an individual who seemed to know much about religion. While the two managed to beat off the thing, it broke Gaerin’s arm, and nearly crushed him entirely in the process. Varen managed to save Gaerin, and banish the demon where it came from. With Gaerin on the recovery, things seemed hopeful. They could resume the hunt. However, Gaerin decided that Varen had learned all he could from him, and pointed Varen to the nearest chapter-house of the warpriests of Orah for his testing. He, on the other hand, needed to lie low for a while.


After a fortnight’s preparation, and journey Varen arrived at the chapter house. He was told he had to undergo several challenges in order to pass, then wait for a superior’s decision. It took a week to prepare for the challenges, another to complete them, and another two weeks for a superior to accept his ordination, and come down to oversee the ceremony. Add in another week of celebrating, a month of sabbatical, and then Varen set out on one last visit. To his district of Alaneron. After celebrating another week with old friends, Varen began to get to work. He began performing small quests to start off with, in order to earn income, but also because he was a new war-priest. However, after six months, worrying reports began to appear that people were disappearing from Asteria. Varen then decided that he had to help investigate the reports. After gaining the approval of his superior, he set off to investigate just how, why, and where these people were disappearing to. This is his first major mission. It may be a life-changing quest.


Relationships

WiP.
 
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Truth
Name: Truth
10165_1132203600.jpgAge: 199 (appears 13)
Race: Idearian
The Idearian people are an extremely long lived race hailing from far to the north of the city of Asteria. They're most notable features include, glowing with a faint inner light, being innately magical, they age in bursts seeming to age ten years every century, and every single one of them is completely blind. Well not exactly blind they just don't see like the other races do, they can instead read the ambient magical energies of the world around them almost like a form of magical echolocation. The race's origins are somewhat of a mystery as they've been around longer than almost any other of the known races, this combined with there long lives and outward appearance has led to some lost souls claiming they are descendants of the gods themselves. Now of course the Iderian's (along with any sane person) dismiss these claims as little more than superstition, they claim that they're species evolved rapidly from the very thoughts and ideal's of the other races due to some mysterious magical cataclysm in the distant past. While this may seem even more fantastical than the claims they are some sort of angels, there is evidence to support it. For example, each member of the species has an ideal they are connected with like honor, or love, or truth. These ideals seem to form the core of they're being.
Gender: Male
Sexuality: Pansexual







Academic Occupation:
Enchanting/ Rune casting

Contribution Occupation:
Armor smith

Academic Specialty:
Defensive and supportive runes/enchantments.

Academic Skills:

Rune Of Gal-Berath;
A common defensive rune used mostly because of it's flexibility, not it's strength. Any item imbued with this rune will see a mild increase in durability and minor elemental resistance. Unlike most Runes this one does not require any magic past casting to activate. The base for this Rune is a shard of common deep stone.
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Rune Of Berkana; This Rune is a favorite of armorer's makers as it imbues an item with a mild form of self repair. As is common with most Runes, Berkana requires magic to activate the more magic one pushes into the Rune the faster the self repair works. This Rune can be overloaded, either by to much magic being forced through it or the item imbued with it taking to much damage, if this happens the Rune will break causing a magical explosion. The base for this Rune is southern creeper vines.
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Rune Of Thurisaz: This Rune allows the storage of a seemingly endless amount of inanimate objects regardless size or weight. The only limit seems to be how much magic the wielder can pour into it. The base of this Rune is hockster stones, a strange crystalline rock found randomly throughout the world, they are exceedingly rare. The Rune must be carved directly on to the hockster stone.
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Rune Of Algiz; Advanced Rune of defense against magic, the base for this Rune is a shard of true granite.
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Rune Of Kenau; Advanced Rune of fire, prized by weapon makers for obvious reasons this Rune is a common if very expensive sight amongst the warriors of Asteria. The base of this Rune is obsidian glass.
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Favorite Item and/or Weapon:
A cherry wood staff imbued with many Runes, one of which is a Thurisaz Rune holding all of the tools he might need to forge or repair an item when he's away from home. His favorite hammer imbued with a Rune of Kenau, to avert the need for a fire when forging in a hurry.


Chose God/dess:
N/A
Blessing: N/A
Curse:
N/A

Personality-

  • Naive
  • Polite
  • Formal
  • Intelligent
  • Driven
  • Honest (duh)

    Truth is still relatively young for an Idearian, so despite his actual age he still sometimes has a tendency to act like a child if something or someone catches his interest. That something generally being a new Rune design or armor composition. He also has an unfortunate habit of blurting out the truths that he sees at the most inopportune moments, something that understandably gets on other peoples nerves very quickly. Most of the time however he does act his age coming off to most people as a well spoken and polite journeyman armorer.


    Background - Truth was born far to the north of the city of Asteria in his people's only city, Soulverien, the hidden underground birthplace of the Idearian people. As per tradition Truth was taken from his parents shortly after birth to be raised in a communal school. He spent the first decade of his life there learning about his people's history, special traits, and connection with magic. The boy's ideal became apparent very quickly, he could tell when someone was lying to him, see the items bound inside raw materials, even discern the meaning of a few Runes just by observing them for a while. With the discovery of his ideal also came the elders decision on his name, Truth. On his tenth birthday he graduated from the communal school and was placed with his permanent family, an expert armorer by the name of Diligence and his wife Trust. The pair took to the boy instantly loving him intensely the moment that he joined they're little family. Over the next twenty years Diligence taught Truth everything he knew about armoring, while Trust practically poured her extensive knowledge of runic magic into the young Idearian's head. On his thirtieth birthday his parents presented him with his hammer and staff officially giving him the title of journeyman armorer and Rune caster, then again as per tradition they tasked him with going out into the world to learn and master the secrets of his two arts. That was one hundred and sixty nine years ago, since then Truth has traveled the world slowly building his knowledge and skills, eventually settling in Asteria deciding it was the best place to master his skills before finally returning home.

    Racial Buff:

    True sight; Truth can perceive the world around him through his magical senses up to twenty feet, he can see basic truths about objects and living beings if they are within five feet of him, additionally he can focus his sight on a singular person in order to tell if they are lying. Similarly he can focus on an object to discern its basic components.

    Aspect of Truth; Truth's "eyes" are very literally windows to his soul, to the very truth that forms the core of his being. To look into his eyes is to be faced with the truth of who you are, and the truth always hurts. He wears an enchanted cloth strip across his "eyes" at all times to avoid any accidents.

    Racial Con:

    Blind;
    Truth is completly blind in the normal sence of the word, his magical senses can't help him read or wright or see color or peoples faces.

    Aspect of Truth;
    Truth can't lie, he can't even imagine the concept of telling some a lie, or even half truth it literally goes against his very being.

    True Sight; He can only tell if people are lying to him if he makes a conscience effort to do so, and even then only if it's a true lie. Every good lie has a spark of truth.


    Relationships

    Wip
 
Selene Merseyles
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flex: 1; width: auto; overflow: unset; [/class] [class name=subtitle] width: auto; position: relative; font-family: 'Playfair Display'; font-size: 1.75em; line-height: 1; color: #896143; margin-top: -.25em; margin-bottom: .25em; margin-left: -5px; [/class] [class name=scroll] flex: 1 1 0; position: relative; width: 100%; height: auto; padding-right: 250px; overflow-y: scroll; overflow-x: hidden; font-family: 'Philosopher'; font-size: 1em; color: black; box-sizing: content-box; line-height: 1.2; [/class] [class name=scroll maxWidth=1199px] overflow: unset; [/class] [class name=highlight] position: relative; display: inline-block; background-color: #b8916d; color: white; padding: 2px; font-size: calc( 1em - 3px); margin-top: .25em; [/class] [script class=tab version=2 on=click] (removeClass "selected" "tab") (addClass "selected") (removeClass "show" "content") (addClass "show" (getText)) [/script] [div class=root] [div class=insideroot] [div class=bg][/div] [div class="grid flex"] [div class=name][div class=nameinside]Selene Merseyles[/div][/div] [div class=image][/div] [div class=container] [div class=tabs] [div class="tab selected"]Persona[/div][div class=tab]Ability[/div] [/div] [div class=divide][/div] [div class=contentholder] [div class="content Persona show"] [div class=box] [div class=subtitle]Basics[/div] [div class=scroll] [div class=highlight]Name[/div] Selene Marseyles
[div class=highlight]Age[/div] 23
[div class=highlight]Race[/div] Otherkin; Fox
[div class=highlight]Gender[/div] Female
[div class=highlight]Sexuality[/div] Bisexual [/div] [/div] [div class=box] [div class=subtitle]Personality[/div] [div class=scroll] [div class=highlight]Personality[/div] Imaginative, curious, and carefree, Selene Marseyles is a lover of beauty, whether it be in art, songs, stories, people, or even magic. Driven by her artistic desires, she paints whatever she wishes with a light grin. From her travels, she has come to sympathize and understand others, knowing the many ups and downs of life. She lives life at her own pace, oftentimes painting her emotions into her journal. Sometimes though, she comes off as a bit too aloof and ignorant of other's problems, though a wonderful painting to express her care for said plights often clears up the misunderstanding. [/div] [/div] [div class=box] [div class=subtitle]Backstory[/div] [div class=scroll] [div class=highlight]Background[/div] Selene's life has been joyful. Blessed with a strong imagination and a wonderful curiosity, she grew up listening to her parents' tales of distant lands. Her parents, who had traveled a lot before having Selene, would often tell grand stories and heart moving tales, filling the young girl's imagination with vivid detail. This eventually fueled her drive for creating works of art. As she listened to more and more of her parents' tales, and soon the tales of other residents and travelers in the forest of otherkin, she created more and more detailed and realistic works of art. Likewise, while listening to these tales, her sense of exploration and the need to leave the comforts of the forest grew.

Eventually when she became an adult, she left home in search of adventures of her own to paint. With her carefree nature, she wandered the lands, going from town to town, creating works of her own from varied dangerous encounters, she kept hearing about the magic of Asteria. Of course, for her, magic wasn't something she had ever used, a taboo from the forest. But nonetheless, she grew curious enough to make her way over. Upon arriving at Asteria, she was awestruck by the beauty and fantasy of magic, so much so that she sought a teacher within the city's fine walls.

Through her search, Selene came to be taught the basics of alchemy. She had attempted wizardry herself, but any magic she did suceed in creating was without any meaningful, and sometimes dangerous, effect. The alchemical potions she made were standard and normal in comparison to others. So one night, while thinking on how to improve herself, she decided to take a break and paint, a first after a long time. In the midst of her work, she recalled a saying among wizards, "Magic is all about Imagination." With a curious epiphany, she brewed herself a magical potion and proceeded to paint with it. When the work was complete, she was thoroughly surprised to find the landscape within it moving with life. As such, she proceeded to make more and more potions to paint with, leading her to find a way to use her paintings as her spell method.

At the present time, as an established artist within the city, Selene Merseyles has decided to support the search of the recent disappearances with her realistic artwork. [/div] [/div] [/div] [div class="content Ability"] [div class=box] [div class=subtitle]Occupation[/div] [div class=scroll] [div class=highlight]Academic Occupation[/div] Alchemist
[div class=highlight]Contribution Occupation[/div] Artist, Painter

[div class=highlight]Academic Specialty[/div] Picturarum Phantasia (Paintings of Fantasy)

Selene Marseyles specializes in the creation of magical paintings and drawings. Using her skills in the arts, she creates extreme vibrant and gorgeous pieces, often containing some kind of magical purpose based on the drawing done. Her paintings can even be animated, such as one piece in her abode that has animated wild horses grazing on grassy plains within the painting's frame.

Most of her creations are actually meant to be single use effects, similar to runes, creating whatever magical effect is depicted on the piece. There are two main ways of activating any such work, either by pouring one's own magical power into it or by simply tearing the piece in half. The effect will take place, and will leave the remaining work void of its power, oftentimes dulling in color to gray. [/div] [/div] [div class=box] [div class=subtitle]Skills[/div] [div class=scroll] [div class=highlight]Brew[/div] The Princely Paints of Asteria
[div class=highlight]Variant[/div] Azure Truth
A deep and calm blue paint that contains elements of water oriented magic. The base is the Myosotis asteris flower that grows on the mountains surrounding Asteria.​
[div class=highlight]Variant[/div] Golden Justice
A prideful yellow paint that contains the elements of earth oriented magic. The base is the sulfur sourced from the core of the mountains surrounding Asteria.​
[div class=highlight]Variant[/div] Carmine Strength
A violent red paint that contains the elements of fire oriented magic. The base is the blood of wyverns roosting at the base of the mountains surrounding Asteria.​

[div class=highlight]Brew[/div] The Animated Paints of Life
[div class=highlight]Variant[/div] Joyous Comedy
A joyous paint, with a tint of orange, that allows for the magic within the work to manifest outward with intention into the real world. The base is the blood of sea cucumbers.​
[div class=highlight]Variant[/div] Heartrending Tragedy
A depressing paint, with a tint of purple, that lets the magic within the work to manifest only within the piece, animating the characters within to the artist's intentions. The base is the tears of a princely frog.​
[div class=highlight]Variant[/div] Stoic History
A truthful paint, with a tint of green, that emits the emotions of a piece toward onlookers. The effect lasts longer depending on the composition of the work. The base is the wet wood of a great oak tree.​

[div class=highlight]Brew[/div] The Philosophical Paints of Man
[div class=highlight]Variant[/div] The Possibility of Birth
An opportunistic white paint that invites people to create things upon it. It enhances the magical aspects of whatever it is painted on. The base is the rare white ashes of a pheonix​
[div class=highlight]Variant[/div] The Finality of Death
An all-consuming black paint that punctuates the hidden words within a piece. On its own, it acts as black paint, but when used with other paints, it prevents the magic of others from merging into one another, acting as a ward. It can be used as an actual magic ward by drawing a large circle around something. The base is the black decay of destroyed works.​
[/div] [/div] [div class=box] [div class=subtitle]Faith & Items[/div] [div class=scroll] [div class=highlight]God[/div] Enki
[div class=highlight]Blessing[/div] Holy Water

[div class=highlight]Favorite Item[/div] An Elegant Quill
An enchanted quill that stores whatever liquid the feather touches into it. At the user's control, it will let flow whichever liquid was intended.​
[div class=highlight]Favorite Item[/div] The Wanderer's Journal
A magical journal that Selene always keeps with her. A memento from her parents, it never seems to run out of fresh paper.​
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Alexius Ravigné
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alexius ravigné
Age:
14
Race: Human
Gender: Male
Sexuality: Heterosexual

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Academic Occupation: Wizard
Contribution Occupation: Apprentice / Toymaker
Academic Specialty: Animus' Sentiment
There have been myths and legends concerning an individual who had once saved the Spirit King back when he was still just a young prince. The Spirit King then had promised the individual that as long they remain the same kind-hearted individual that saved him, then he would always find a friend among the spirits and they would come to his aid. However, if he were to use spirits for ill-intentions or intentionally kill them then he would lose favor forever. Rumors state individuals who tend to be more favored by the spirits have all descended from the same individual who had saved the Spirit King however there is no evidence regarding the matter.

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Academic Skills:
Spirits’ Favor - Xiu has a natural physique that is liked by spirits, that consequentially makes him more favored by spirits compared to majority. He is also liked by creatures such as animals as a result as well. This skill is mainly passive with him having little to no control over it. Spirits tend to fall under a grey area where he is both liked by the good and bad, however being clung by them takes a toll on his body. The more spirits there are hovering around him close, the more the burden on his body grows. Since Xiu is liked by them, they are more than willing in indulging him if he has requests, with majority being low-level spirits whose capabilities are limited. An example would be a wind spirit is only capable of helping him dry one plate. It is possible, however, it is possible for their power to grow with an increased number of spirits as well. He is unable to see them and can only sense their presence. He is only able to properly interact with them once they are bounded in one of the stuffed animals that he has created. Xiu has yet to have an encounter a high ranking spirit as they are more scarce compared to the low-level spirits that are abundant and almost found everywhere (in the places that he has traveled).

The Quintessence Of Animation - from which he spins magic into the thread as it forms into a unique stuffed animal. It allows spirits to host the toy within them for a short period of time. The spirits gain a tangible body that would allow them to interact with anyone without the need for a special sight. Once the spirit is bound, the toy essentially comes to life for about two to three weeks unless Xiu revitalizes the attachment. As the spirits are fully aware and conscious, merely taking the stuffed animal as a host. They are usually the ones choosing who they would go home with. Xiu does accept special orders to make the animal of preference as he binds the spirit who is willing to follow the individual. It is popular with children as they not only gain a friend but it also helped serve as pseudo-guardians that would protect them. He stuffs the toy animals with flowers along with other herbs as a form of aromatherapy as well to help improve moods or sleep.

Healing - Moderately, he is capable of healing others through this skill however he does not often practice this as it is not necessary with healing potions around. His healing capabilities would best be considered as band aid solution with Xiu only capable of healing superficial wounds as though to appear that the injury is not there. The most advantageous asset of this skill is attributed to his wand to be able to use thread like magic in order to sew broken bones together or if someone were to almost lose a limb then he’s able to bring sew it back. Considering both the person and the limb are still alive. Xiu, however, can never ever be allowed to sew a dead person back together as the death would contaminate his magic which is mainly centered on the aspect of life.

Favorite Item and/or Weapon: Xiu’s most prized possessions are:

  • Mr. Bear - A white stuffed bear that he carries with him wherever he goes. It was a collaborative present made by his grandparents when he was just an infant on the first birthday they spent together which he quickly took a liking to. There is a zipper in the back that allows him to carry things with it,
  • Golden Dream Needle - It is essentially a wand that allows him to use thread like magic and breath life into objects. This was the only object that was found together with him in the blanket when his foster family found him. He usually places the Golden Dream Needle inside Mr. Bear.

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Chose God/dess: Asteria
Blessing: Mana Charge
Curse: Spirits and Creatures would turn against him if he ever strays from his faith.

Personality: Xiu mainly seen to be a taciturn young boy. He is a reserved person that most people would sometimes confused him to be mute due to how reticent he is. Compared to an average male, Xiu has significant feminine traits that he had picked up from his grandmother. However, Xiu knows where his interests lie despite the disapproving looks others would give him from time to time. His hobbies include baking, sewing and sketching. He likes laces and ribbons. Due to his young age, his experiences with the world are still very limited and he still has so much to see. Although since he was mostly surrounded by those around by those older by him, he has calmer temperament compared to his peers. This does not however exclude him from the occasional temper tantrum or rebellion. This is evident when he does not like being treated like a child and become excluded in the adults’ conversations. His grandparents had imparted many important life teachings that he can practically memorize by heart but he is still unable comprehend their true essence.

  • taciturn
  • effeminate
  • innocent
Background: Alexius was born an orphan. No one knew where he had came from or what had happened to his parents. The unexpected cries of an infant brought his foster grandfather to the door where they had found him. He had caught sight of a wolf lurking in the trees as though watching him. The wolf did not appear to leave until he had carried the infant back home. The elderly couple had discussed that perhaps it was the wolf that brought him there but dismissed the thought later on. The couple ended up raising him as they did not have a child of their own. His Grandfather, Dulais was a retired wizard while his grandmother, Eifiona was a retired apothecary. They had both moved from the city of Asteria to a quiet place in the countryside to live the rest of their lives. However, Xiu had a frail body that was prone to having fevers and nosebleeds every now and then. They took care of him to the best of their knowledge but they were struggling in finding the root cause of his illness. In the end, it took some time for them to find the issue since they could not be compared to the time when they were in their prime. The couple had eventually found that the boy contained an abnormal amount of mana within his body compared to a normal person, especially one for his age. An analogy would be that his body is a glass and the mana would be the water that is practically overflowing that it’s making cracks on the glass. Since he lacked proper control over the mana in his body, his grandfather started teaching him magic. Eventually, Xiu had gotten an idea to mix his hobby together with his magic. With his creations, he is able to release his mana so that his body is able to contain a bearable amount that also improved his overall physical condition. Despite his youth, his elderly grandparents did not want his entire world to be focused on them as the remainder of their life is not long. He had been taught that the cycle of life and death was a normal experience as he had yet to experience death from someone close. The stuffed animals that he had created always undergo through that but it was not the same. If they wanted to, he could always bring it alive again with the same spirit. Though they had taught him necessary life skills, they did not wish to see their foster grandchild become alone when their time has come to pass. They had called in an old acquaintance in the city of Astoria for Xiu to work under them as an apprentice, but it really feels as though he had become an errand boy.

Relationships:

 
Kindle Bandlebrook
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[div class=openbutton]KINDLE BANDLEBROOK
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유 BASIC 유

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Name: My name's Kindle... Kindle Bandlebrook!
Age: I just turned Nineteen seasons last spring!
Race: Papa says I'm a halfling. He thinks my mother was... a dryad, a fae of the woodlands... before she.... *the girl's voice trails off as her eyes grow distant*. My father was human, of course... I-- I don't remember much about them.
Gender: What?! By Enki!! I don't look enough of a girl to you!? I have my curves *cough* if you'll excuse me. You just can't see them beneath my... uhm... thick coat! Yes... that must be it.
Sexuality: Somehow... somehow... I find the less aesthetically pleasing half attractive... hmmm...
Appearance: I stand at a glorious 5 feet tall! Long brown hair that reaches the small of me back and bright blue eyes.
Credit: Pinterest
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유 OCCUPATION 유

Academic Occupation: I'm uhh... I don't dabble in poofs and fizzles. But I make thingies! I can also give them a little magical sparkle and- What was that? Just get to the point??? Pooh! You're such a bore. Fine. You could call me a Witch... of a different kind.
Contribution Occupation: I MAKE TOYSSSS! Would you like me to make you one!? <3 I could do it really quickly!! Oh... also, come by the ole' fountain square at the 9th hour tonight, I do puppet shows for the street kids! FREE. OF. CHARGE. How 'buh dat huh!?Toymaker & Entertainer

Academic Specialty: Marionette's Menagerie!! The petite girl begins to nod vehemently, as if in full agreement of the fantastic sounding name which rings no bells within your head.. It's also the name of my shop! She further adds, sidling up to you somewhat abashedly with shining eyes. She blinks..

Poohhh, you meant the name of my *ahem* artful marvelous amazing magical craft? I call it... Spellweaver's Craft! It's a good name right ^~^Papa gave me the idea don't tell anyone. It helps me make all sorts of wooden toys, the pimples that buys them say they never break! I hum a tune when I make thems and this binds magical threads into the wooden grains. This lets me control thems with magical strings! Not too far off of course.

Academic Skills: The girl looks at you oddly when you request details about her skills. She narrows her eyes as if in deep consideration, before slowly reaching into one of her many pockets and drawing out a scrap of paper, all without breaking eye contact. You glance down at the scrap of parchment and read: Merriwinkle's Blueberry Preserves. Finest in all of Asteri-- *cough* The girl rolls her eyes at you, and tilts her head side to side. You finally realize you're supposed to turn the parchment over. There, written in childishly irregular handwriting you finally find her skills listed in immaculate order. Though why in all Asteria would she carry such a list around puzzles you many times over.

1. WOODEN TOUCH. The amazing Kindle can strengthen any pieces of wood up to three times its normal strength whenever she works with it. The skill of course, only applies to wood and curiously, only that which she has used her woodworking tools upon. She cannot simply pick up a piece of wood, mutter a few choice curses incantations, and OHMYGODENKI DA WEWD IS SO STRONKER! She can work on wood very quickly, but she must work it, before it feels her wooden touch.

7. SPELLWEAVER'S CRAFT. The astounding Kindle can work and shape woods with astonishing precision and speed. As she works, she hums a tune from the deep recesses of her memory perhaps taught to her by her mother, a song about weaving and talking to each and every grain of wood beneath one's fingers, encouraging them to grow stronger and to heed the Spellweaver's call. Though she works with files, mini-saws (cause her hands are small) and various other woodcrafter's tools, observers swear that her song bends and shapes the wood pieces. The result: a complete marionette puppet that would take ordinary carpenters hours or days to make, takes her several minutes. This is of course, subject to how complicated the final marionette will be. That being said, she would feel extremely sleepy afterwards, especially after large projects. Her magic allows her to greatly shorten the time required to work wood, but it only does a little to reduce the exhaustion that comes with such refined craftsmanship. An example of a Mastercrafted Pierrot Marionette.

E. STRINGMASTER. Undeniably, the bestesterest toymaker in all Asteria is also an amazing marionettist! By weaving iridescent magical threads from her fingers, she can bind any inanimate object up to fifteen feet away. She can bind up to three objects, however, all three must have been made by Spellweaver's Craft and she would need the aid of a puppet control bar. The spellthreads allows her deft control of the object, able to perform delicate tasks such as making the marionettes walk, run, climb and grip objects. Using Stringmaster on an item not made by Spellweaver's Craft only allows for basic push and pull motions and she is also limited to only 1 object, smaller in size than her. Currently, her push/pull strength is only slightly stronger than her own physical strength, though it may get stronger as her magic grows.

Favorite Item and/or Weapon:
1. KINDLE'S KRADLE. Really just a magical pouch. Not much larger than a standard coin purse, it nonetheless can hold as much as a gunny sack while helping to reduce the weight. Fits a small adult or large child, though she primarily uses it to store some tools and supplies when she has to travel. It is named kradle cradle because it was where her adoptive father found her in.
2. Pointy hat and Gargle. Kindle's two favourite headgear (I know this makes the total 3 :< pretti please? Pointy and Gargle always go together D=). A shabby patched up witch's hat, and a pair of dust-stained goggles. Nothing special.

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유 FAITH 유

Chosen God/dess: Enki I follow!
Blessing: Hand of Crafts!
Curse: Kindle never no wants to make Enki angry noway! Never dunnit, never known no cursings!
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유 PERSONAL 유

Personality: Kindle is spirited, bright and an unusually optimistic individual especially when it comes to sharing the joys of her crafts with others. She is also generally a spirited, bright and unusually optimistic individual when not distracted by her crafting or showing off her toys. The only difference is she talks and rambles on way too much; sometimes to the point where even the walls attempt to slap herwouldn't that be amazing if she could really do that!?

For someone who talks a lot, she is reticent about her innermost feelings and thoughts, perhaps due to an unconscious sense of reality denial. At some points, her optimism can almost be seen as just a desperate attempt to ignore the dire reality in a dreadful situation.

Kindle is more of a careful planner, often running thought experiments in her mind about how she would react in different situations. This allows her to pull extraordinary feats out of her derriere, whilst simultaneously making it look spontaneous. However, this trait may not be ideal in unfamiliar situations or if she is faced with an enigmatic foe.

She can also be a surprisingly bossy person, more out of a general mindset that everyone should do their best to help everyone, the latter everyone being mostly applied to her.

Background:
Kindle is vegetarian. Just thought I'd put this out there first ^3^

Kindle's memories of her biological parents are sketchy. She remembers that her father was a traveling merchant of sorts. Merchanting his wares from the City of Asteria and out into the surrounding far countryside. He had fallen in love with what was apparently a Forest Dryad during one of his many trips, supposedly while lost in thick wild forests. Fernwe also remembers bundling up in large hooded cloaks where she and her mother would sit during the nights they stopped the caravan to camp, watching the crackling embers as her mother's haunting songs lulled her mind to sleep.

One late autumn, her father decided to take a different route back to Asteria in an attempt to get home before winter struck. Though the locals warned against traveling the route especially at night.

Kindle only remembers the terrified screams of their porters, and the hushed whisper of her mother as she laid herself over her daughter protectively. Be still and be quiet, her mother had said, as she ushered her eight year old daughter into a sack to hide. The sack was closed up shortly after and Kindle lay quiet obediently, not moving for hours even when she thought she heard her mother's pained scream.

Polt Bandlebrook recalls coming across the scene of carnage during one of his patrols outside Asteria. A small merchant caravan savaged by perhaps bandits or some unknown beast. Everyone had been mutilated and killed, some beyond recognition. He has told Kindle how his patrol had combed the area, did their best to bury the dead which was when he chanced upon a little leather pouch that inexplicably caught his eye. Approaching it, he opened the pouch and was amazed to find a little girl inside. She appeared very much shaken and pale, but could somehow still offer a relieved smile up at the then, young guardsmen's face. Polt Bandlebrook brought the girl home and eventually adopted her as he and his wife could not conceive a child. He named her Kindle, as she reminded him of a small kindling flame, bright but alone amidst great darkness. Kindle doesn't remember anything about that day, somehow blocking it out due to the intense trauma. She only knows about it from the one time she asked her Papa, who hesitantly told her. She never asked a second time.

Not many years later, Polt took an arrow to the knee and had to retire from his guardsman duty. Thankfully, he came from a line of craftsman. Smiths, carpenters and similar ilk and was still well versed with the trade, especially that of carpentry. The skill was passed on to his precocious daughter, who took to it like a duck to water and a tikitooth to briarberries. It was during her time learning that Kindle suddenly found out that some of the tunes from her memories ignited something in her blood, giving her a more magical touch. With her newfound skills, she crafted various puppets and entertained the children in her neighborhood with puppet shows. Sooner than later, the locals began asking her to make them toys and puppets, willingly paying in whatever way they could, though Kindle never really wont for money. But upon her Papa's encouragement and help, she eventually opened her very own toy shop at the age of 16 where she sells her creations, taking just a little more than her cost. Sometimes she'd even give out toys to the street children for free if they could salvage wood from the trash of richer neighborhoods.

At certain nights, she fixes a little ramshackle stall by the local square and entertains passers-by with marionette shows. Other nights, she hangs around outside tavern windows (her Papa would never allow her to go inside) eavesdropping on adventurers telling tales of their resplendent doings. Tales of great adventure and intriguing mystery which she recycles and incorporates into her own humble theatrics.

All was quaint and happy until one night, she noticed that little Tilly hadn't shown up to her marionette show!

Racial Buff: Kindle has cute stubby horns on her forehead, barely poking out of her hair. She keeps them hidden under her goggles or hat. Perhaps due to her size, or perhaps because she is part fae, Kindle is rather nimble (see what I did there?) and can wiggle and struggle her way out of almost anywhere surprisingly quickly. Basically, high agility and reflexes with a generous dash of high clumsy.
Racial Con: She would never grow taller than 5 feet in height. Gets extremely sick when eating meat and has low (re: zero) alcohol tolerance. Obviously, being small puts her at a strength disadvantage as well.
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Character Theme: tbc
Picture Links: Link 1
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Relationships:
I shall properly do this up soonest!
 
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Estelle
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Basic

Name:
Estelle Elmeria
Age: 56
Race: Half-elf
Gender: Female
Sexuality: Heterosexual

Occupation

Academic Occupation:
Craftsmanship
Contribution Occupation: Council member

Academic Specialty:
While Estelle can brew some common potions and use a basic wizardry to some degree when she tried, she lacks the prerequisite talents to excel at either path. Instead, she has mastered a variety of non-magical skills such as communication, psychological trick, business dealing, strategy forming, and even something deemed worthless by most people in Asteria like physical combat. In terms of magic, she truly shines in craftsmanship, an art of creating, repairing and modifying items as well as infusing them with various runes and enhancements.

Academic Skills
Instant Enhancement

In the world of crafting, if one want to make a magical item with special abilities, then runes or some other form of enhancements are mandatory. However, during her time in the assassin guild, Estelle has a limited amount and quality of runes to work with. Therefore, she has developed this skill through repeated trial and error. As long as she has knowledge of any rune's appearance as well as what it can do, she can immediately apply its effect to an item without requiring the rune itself or any of its base materials. The replicated effect only lasts for a few minute and there's a limit to the number of times a regular item can receive this method of enhancement before it no longer works. The only exception being her personal rapier that is tweaked and modified countless time and is now able to withstand consecutive enhancements. Later on, this skill is highly regarded and is the main reason she was elected for a council.

Crafting
Even without any use of magic, Estelle has a high proficiency in handicraft, able to create, repair and modify any piece of equipment and weapon. If given enough time and materials, her works could be said to be nothing but sheer perfection.

Insight
Despite having no talents for alchemy or wizardry, Estelle has a vast knowledge about magic and a keen observation skill, able to thoroughly understand the basis and effects of potions and skills just by observing the changes they cause. She can also analyze an item's properties and is able to obtain the information of runes currently used on it.

Favorite Item and/or Weapon:
- Her personal rapier
Estelle's first successfully crafted item and since then never left her side. In addition to temporary abilities from her skill, it also has some permanent rune infused, allowing the weapon to repair itself as well as return to Estelle's hand from distance.
- A cloak Estelle always wears a long cloak that cover her entire petite body with ease. With her Instant Enhancement, it is possible to apply a rune that boost defense or speed or even allow invisibility to this cloak.

Faith

“If you have time to pray for some unseen being just for a talent or two, then why not spend that time to improve yourself and become better at whatever that talent could give you instead? If you can do that, even if you're still a talentless girl, you're not a hopeless girl anymore.”
Chose God/dess: -
Blessing: -
Curse: -

Personal

Personality

• Modest
• Gentle
• Altruistic
• Determined
• Rational

Estelle is widely known to be humble and easygoing in contrary to her position of the council member regarded as elites of Asteria. Due to her past experience, she never looks down on people of any level or origin and always treats them kindly and respectfully. She is a sweet and supportive individual who always values well-being of others and never turns down any request of favor so long a it's within her ability. She also hates seeing others hurt and will try her best to avoid it, though she is perfectly capable of fighting or killing if it's a duty or an absolutely necessary action.

In spite of her soft side, Estelle can be extremely strong-willed once she sets her mind on something. In this process, she automatically switches her mindset into an assassin-oriented one; a thought pattern that use only logic and facts in making judgments and decisions, disregarding personal feelings and emotions in order to achieve her goal with maximum efficiency. Even so, she’s still virtuous at heart and tends to keep unnecessary damage to a minimum.

Background:
Estelle was born in a country far away from a peaceful land of Asteria. Her mother was a promising witch of Elmeria household while her father was a young elf who could remain young and handsome for hundreds of years. Unfortunately, Estelle had never seen either of them. Her father violated a grave taboo of his kind by escaping the forest and living with human, so he was targeted by elven squads equivalent to human’s police. Ultimately, Estelle’s birthday was the day he was chased down. As the young elf refused to turn himself in, they ended up settling it by force. Even though some powerful wizards and witches of Elmeria had helped the fugitive, they stood no chance against elves whose magical capabilities are on another level. In the end, the elves who didn’t know about the half-elf’s existence had killed both of the couple before taking their leave as though nothing happened.

Due to that incident, Estelle had been a subject of hatred and humiliation that brought a shameful defeat to the family. To make it worse, while elves were renowned for their extreme proficiency in magic and her human bloodline wasn’t half bad either, the half-elf girl didn’t display any of those familial talents. Since Elmeria was a household valuing skills and achievements above all else, topped with how she no longer had parents that could protect her, Estelle was looked down upon and intensely abused by her own family; being called a hopeless girl, forced to do chores, beaten up on a whim and even rape threats. When she was around 10, Estelle who was full of physical and mental wounds had reached her limit. In her country, crimes like robbery, rape or murder occurred on a daily basis, so the idea of a kid running away from home was no different than suiciding. Even so, she had fled from the manor as soon as the opportunity came to her, without any plan or preparation.

After wandering around aimlessly, Estelle encountered a man who introduced himself as a member of the country’s most infamous assassin guild. As a rare showing of compassion, he decided to adopt the homeless girl. Despite being taught twisted things like how to fake expression to get along with a person and how to efficiently kill that same person later, it was first time that she received a proper familial love.

Even after being trained to fight and kill for a few years, the girl was surprisingly kind and was unable to hurt anyone on her own. When a new guild leader came in power, she was to be disposed with her kindness being an excuse for him to demonstrate his power and authority. However, the man who initially adopted her out of pity chose to protect her even if it means abandoning his own career and colleagues. The fight erupted, with the scene of the only father she knew being cruelly killed became a key for the girl to cross the line.

After wiping out an entire guild consists of nothing but professional assassins by herself, the half-elf left the hideout full of corpses and became homeless again. Although, this time she was no longer a hopeless girl. She visited the Elmeria manor for the first time in a few decades and managed to beat the current head who was once a spearhead in abusing her. Impressed by her improvement and the fact that she spared him despite having every right to kill a loser and a bullying jerk like himself, he welcomed Estelle back into the family as a proud member of Elmeria. However, just a couple of tasks assigned by her family made the girl realize that she’s nothing but an assassin. She once again left the manor and this time left the country. She arrived at Asteria around 40 years ago and immediately fell in love with its peaceful state. Since then, she kept displaying and improving her skills and eventually managed to climb her way up and became a council member.

Racial Buff:
While not reaching the level of a pure elf, Estelle has a excessively longer lifespan compared to human, which is reflected in her physical appearance. Even though she has been living more than half a century, her appearance is still that of a 13-14 years old girl. Also, elves are children of nature. They process things a lot faster in forest and has an innate ability to communicate with wild animals and even trees for pure elves.

Racial Con:
Elves generally have low physical capability and a half-elf is no exception. While majority of them compensate this with an extreme proficiency in magic that mitigate their physical requirement, Estelle doesn't have the luxury to do so.

Relationships:
WIP
 
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