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Fandom Dragon Age: The Black City CS

Elysium

Nuts
(Appearance pic and/or description)

Name, and home
Race
Gender
Age
Height (US or Metric. Idc)
Weight (same)

Backstory:
Personality:
Motivation: (why the inquisition?)

Class:
(Warrior - 2h, Weapon/Shield, Single, Dual, or Arc)
(Rogue - Single, Dual, or Arc)
(Mage)
Level (Apprentice, Journeyman, Adept, Expert, Master)*:
Specialization (if applicable, depending on character level. Only Adept and up. Experts can have 2, if conditions are met):

Weaponry
Armor
Skillset: (what does your character focus on, in and out of combat?)

*(In this case, level just kind of gives us an idea at the overall strength of your character, for rp purposes. Levels will go up as time goes on in the rp, so a Journeyman squire will become an Expert champion in time. Higher starting levels take much longer to rise.)

- - -

Accepted Characters

Virda Veranaus, Dalish Rogue Elysium Elysium
Elisa Beelek, Human Mage Karcen Karcen
Emerenta Alboresi, Human Mage thorspuddingcup thorspuddingcup
 
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Virda is taller and bulkier than most elves. Unlike most Dalish, he does not have face tattoos. His dark hair is cut short and neatly side parted. There's barely any part of his body that isn't laced with scar tissue.

Virda Veranaus, from The Arbor Wilds
Dalish Elf
Mid 40s
5'9"
168 lbs

Backstory
Virda was found as an infant near Montsimmard, Orlais. Why he was left is a mystery, as he is presumably a dalish elf, but he was found by a retired old mercenary named Valkar Veranaus. Valkar was a legend in dual wielding, and had a school with only one other student. Virda became his second and final student as soon as he was coordinated enough to hold a training blade.

Virda ended up being a prodigy, thanks to whoever donated their seed and Valkar's intense tutelage. By the age of thirteen, Virda could best warriors with twice his training. By sixteen, he learned the elite ability to dual wield full sized weapons. And he learned many combinations of armament before settling in his twin longsword style.

Valkar passed away from old age shortly before Virda turned eighteen. The other student, a human named Vormatz, and Virda went their separate ways and lost contact. Virda spent a decade in the wilds of Orlais, finding more to test his steel on. No matter the odds, by luck or by skill, Virda came out victorious.

Nearing the end of exodus, Virda chanced upon the dalish of the Arbor Wilds, who recognized him, as the spitting image of his biological father, aside from his mother's almond shaped, sky blue eyes. Unfortunately, his parents were deceased, and the dalih had no idea why he was left by a shemlen city. But they welcomed him as a lost clansman. Virda spent nearly another half decade among them, learning about his people and defending the elven ruins within the wilds.

However, the swordsman's wanderlust struck again, and Virda departed from the Arbor Wilds, idly wandering for a year before settling as a Fereldan mercenary/hitman for two, seeking combat and training in the fire. Eventually he disappeared into the deep roads after hearing about darkspawn. Virda spent about a year in the deep roads battling darkspawn, but eventually he missed the sun enough to depart the underworld.

Virda then spent another four years as a mercenary in Ferelden, further growing his talents and beginning the project of recruiting a student to his style. However, the previous Blight put a halt to that. Virda fought against the darkspawn in the south, never part of the wardens, but instead silently fighting alone in the area around Lothering, keeping many darkspawn from moving northwards. Ended up fighting at the gates of Denerim during the battle against the archdemon.

Virda departed Ferelden shortly afterwards, and spent a final seven years as an Orlesian mercenary, before being contracted to go to the temple of sacred ashes. Due to a delay, Virda arrived six hours after the explosion, and spent days on the front line holding back demons before this story begins.

Personality:


Motivation
Joined the inquisition to fight stronger opponents, as well as gain a student for his school of swordsmanship

Dual Wield Rogue
Expert
Duelist


Weaponry
Matching curved longswords of foreign make. Masterworks.
Armor
Medium armor made from cloth, reinforced leather, thin silverite plates and some chainmail. Well crafted.
Skillset
Despite being a rogue, he has almost no capability in things such as alchemy or stealth. Moderately capable in trap disarmament and lockpicking. But he dedicated himself almost solely to the blade. Combat is king to the wandering elf.
 
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Name, and home: Elisa Beelek of Nevarra
Race: Cursed human
Gender: Female
Age: 27
Height 5'7"
Weight 120Lbs
Backstory: Elisa is not that complex she was a noble bron with magic in Nevarra, though unlike many places she did not enter some repressive circle. The Mortalitasi hold to much power in Nevarra for such things to happen to one of noble birth. While a common mage might be sent off to learn the ways of every other mage, Elisa was given the privilege of learning in the grand necropolis and to learn the arts of tending for the dead. This suited the young Elisa just fine as she had heard storied of the circles and she like all nobles knew the power a whisper from one of the necromancers held even upon a king.

Elisa would take to her training like a fish to water and she had a voracious apatite for knowledge, mostly of the ancient kind, which combined allowed her to rather quickly climb the ranks in the necromancer order. While not the youngest she would become one of the Mourn watch, the elites of the necropolis. This honestly ended up being more like a very respected librarian position than anything grand. Still having near unfettered access to the archives of the Mortalitasi is having access to all chantry records in some way. This position would also lead to the strange curse that has befallen Elisa as many ancient artifacts are kept there and of course someone interested in the past would go poking about in them. One day Elisa would go playing around with a very old tevinter or perhaps even older artifact, some kind of strange shifting box, after experimenting on it for weeks she diced to do something likely all had thought of but never tried. Blood magic, the box might be tiviner, and they liked their blood magic so a little dabbling, some blood spilled couldn't hurt.

The box, it turned out was a puzzle and a trap for something, when it opened something not really spirit or demon entered Elisa. The experience was perhaps the most painful thing Elisa had ever experienced and she was sure she would not just die but had died while this thing attacked her. This curse that had been trapped in the box would ravage Elisa for hours before the pain vanished. The dull throbbing assured Elisa she was not yet dead, though she might just look it as her skin was deathly pale, or rather it looked like her skin was the color of chalk and her hair formerly raven black had turned a silvery white. She also had an odd new hunger she couldn't place until latter while being examined by others a younger member would get cut and she would instantly pounce trying to drink his blood.

This truly was a strange curse, but Elisa was still a noble and now a subject of much study for other necromancers and thus was allowed to live. The matter of her blood thirst was easy enough to solve, if a Mortalitasi asked for blood plenty were willing to give and if some peasant vanished in the night, well they were not going to be missed. With a few years of study a few things were figured out about this curse, Elisa needed blood to survive now, could eat and drink a little was okay with normally deadly temperatures, had a natural affinity for blood magic, was empowered in the dark but weakened by sunlight, and all around gained extra power in the mystic arts. The Mortalitasi tried to not only cure the curse but also replicate it as the benefits were great for what they cost. it is likely a good thing these attempts failed otherwise who knows how many cursed by be running about.

It would take a few years, but Elisa would be allowed to go back to being a normal member of the Mortalitasi and allowed her old position back. This allowed Elisa to work on other none artifact based pursuits, as she had mostly learned her lesson such as her rather odd staff. while a staff having a blade is nothing new, Elisa placer her blade at the top where decoration normally is and fashioned it into a rather functional scythe. What she made it of is something she hides, but it appears to be bloodstained bone, or perhaps just bloodstone. When the sky was torn open and the conclave destroyed Elisa traveled as fats as she could drawn by the mystery of such an occurrence.


Personality: Elsia is rather confident in herself and enjoys teasing others even in combat. She often will treat the dead as if they were servants speaking as if commanding then when she uses her magic. Thanks to her curse she has developed an extreme dislike of the sun, trying to stay in shadows at the very least and normally working on a more nocturnal schedule. On the topic of her curse, Elsia will often not fully explain it leaving out many details and only admit her need for blood when she must. her thirst for blood she sees little wrong with just like blood magic itself and should there be bandits or prisoners she will prefer to feed off the cream of that crop and play with the rest. Her love of new and ancient magic has changed little, though she has learned some caution, not much but hey it's an improvement.

Motivation: curiosity of the tear and the potential of it.

Class:
Mage.
Level (Apprentice, Journeyman, Adept, Expert, Master)*: Expert
Specialization: Necromancer/ blood mage

Weaponry: Her special scythe staff
Armor: see pic
Skillset: Aside from her magic Elisa is an Expert at Coercion, skilled at the creation of potions and potion, and knows quiet a few languages, most of them ancient.
 


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art by Aerenwyn on DeviantArt

Name, and home:
Emerenta Alboresi - Fereldan

Race:
Human

Gender:
Female

Age:
21

Height:
5'7

Weight :
193 Ilbs

Backstory:
Emerenta, or Emmie, was born in a small village in Fereldan. Emerenta's father was a runaway mage who had fallen in love with Emerenta's mother while on the run. Soon after Emmie's birth he was attacked and killed by highway men, who were devastated to find nothing of value on his corpse. This left Emmie's mother to raise a child on her own, a child beginning to show magical talent at that.

Rather than loose Emmie to the Circle, Emmie's mother hid her from the world. They lived in a small one room cabin on the outskirts of an equally small town in Fereldan's countryside to avoid the risk of being caught. Not being a mage herself, Emmie's mother couldnt teach her anything about her abilities. Growing up, Emerenta was taught to supress and conceal her magic at all costs, rather than to master and gain control over it.

Life was rather peaceful, and incredibly dull, until the mage tower of Kirkwall was destroyed. Mages were considered even more dangerous than before, and Emmie truely began to fear for her life as she watched her neighbor's and countrymen turn towards violence. Not wanting to put her mother in danger, Emmie set out on her own. She didn't know where she would end up, but if she was honest with herself, the idea of an adventure thrilled her.

After her departure a meeting was to be called in Haven between the church and the mages following the events in Kirkwall. Emerenta was currently living what would someday be major history, and wished to be there in person to witness it. She knew she had no chances of actually sitting in on the talks, but stand outside in the cold and then tell people later on in life that she had been there when the world changed was worth the risk of being caught. Emmie made it to the conclave in time, and...that's all she remembers. Her last memory before the the world exploded in green flame was standing outside the building, hoping to catch snippets of conversation through cracked windows.

Upon awakening, Emerenta had large green mark on the palm of her hand. The same shade of green as the new hole in the sky. Emmie had been there to witness history all right, but she wouldnt realize until later just how big a role she would play in it.

Personality:
Emmie is quiet and wary of others at first, due to her upbringing. But once one gets to know her she can be both sweet and highly sarcastic. By nature she is curious, and loves to read about the history of Thedas and explore any ruin's she comes across while out and about. If she hadn't spent her life hiding from those who would lock her away, Emmie likes to think she would have attended schools and universities and retire as a renowned scholar in old age.

Motivation:
Emmie needed a place to go, and a movement dedicated to uniting their broken world seemed like both a refuge and a worthwhile cause to be a part of.

Class:
Journeymen Mage

Weaponry:
Mage staff, and a dagger for emergencies.

Armor:
Light robes for the mobility needed to cast spells on the fly. Underneath her robes is some very light leather armor for extra protection.

Skillset:
Emmie's magic manifests itself as the primal sort, her specialty being control over lightening. Having spent most of her life suppressing her power Emmie is a quite the novice mage and has a lot left to learn. Outside of combat, Emmie prides herself in her intellect and critical thinking skills.
 
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Ashe "The Ashmaker"

Race: Qunari

Gender: Female

Age: Late 30's

Height: 6' 4"

Weight: 267 lbs

Backstory: Born in Par Vollen under the Qun, Ashe was educated by the Tamassran as all Qunari children are. Ashe was a studious but spirited child that showed strength, determination and a fondness for weapons and fighting- something which brought her both trouble and purpose. Upon evaluation, Ashe was determined to be fit for the Ben-Hassrath, religious enforcers of the Qun. This had disappointed the fiery girl as Ashe had wanted to join the Antaam, the mighty Qunari military, but being female this was not allowed. Despite this, Ashe excelled where she could with her brute strength and tenacity and would eventually be tasked with hunting down defectors of the Qun, an endeavor that would finally take her out of Par Vollen and into the outside world. This was when the veil would begin to lift, and slowly she began to see the freedom that life without the Qun provided, but still she stayed loyal and steadfast to her cause.

Ashe was good at her job, and dutifully returned defectors to be reeducated or did so herself over and over again as the years went by. Her skills in battle improved, and she had the scars to prove it. However, each journey would bring her new experiences, new yearnings, and finally, deep introspection and regret. The Qun was supposed to offer happiness through purpose, it had made perfect sense learning such things as a child and she had never truly questioned it. Every being was a tiny part of a larger machine, each with their own specified job, and the Qunari had perfected the continuous maintenance of this machine with brutal and precise efficiency and devotion. You are born, observed, assigned duty relative to competency, and so on and so on forever. Everything was planned for, crafted for the utmost usefulness to the community. Yet still, in the outside world, she regarded a female templar in her beautiful armor in awe, a couple kissing during a summertime wedding, a family playing together by a brook. So many beautiful things that were foreign to her.

What was freedom, truly? Her disillusionment with the Qun increased as time marched on, but it climaxed with the greatest of her regrets on a quiet spring morning in Rivain. Her party had been sent to collect a pair of Tal-Vashoth, defectors of the Qun whom they had been hunting for many weeks. For years she had participated in the process of reeducation, the torment inflicted on detainees to force them back into the arms of the Qun and the qamek treatment that wiped the minds of difficult rebels turning them into mindless laborers. She had justified it, for the good of the community and also for the good of those who couldn't think properly, the right way. But that day, things would change. Upon their attempt to arrest the defectors, the couple ragged and exhausted from fleeing embraced each other one last time and with the flash of a dagger took their own lives- and left behind two children, now orphans. It seemed obvious then, that they weren't helping people at all, as the children sobbed for their parents and they dragged them away back to Par Vollen. They weren't on the right path, and perhaps they never were. Profoundly shaken, Ashe's internal conflict tore her in two and she was finally ready to willfully abandon all that she knew- but she had to do it carefully, knowing all too well the consequences that laid in wait for defectors.

In a turn that shocked her superiors, she requested reeducation herself and after persuasive manipulation of her own, Ashe was able to change her duties from policing and hunting to spying and sabotage, and so was given missions abroad throughout Thedas. Ashe would begin a new life and took up with mercenary crews throughout the land seeking to travel farther and farther away from Par Vollen, all the way to Orlais and Ferelden. Once she had finally had a taste of freedom, the flood gates opened and she reveled in adventure, friends, foes, and lovers. During these years she shed her formal demeanor and found herself finally, a free spirited and boisterous woman rumored to be able to cleave a dragon in half with a couple of swings from her great axe. Her intent is to shed the Qun completely and evade the Ben-Hassrath that will eventually hunt her until her dying days, no matter the cost.

Personality: It should be made clear that Ashe is excellent at deception, especially in regards to her character. Under the eyes of the Qunari she is a professional, ruthless and skilled hunter turned spy that is obedient and dutiful. However, her true self is one that is fun loving, laid back and downright jolly. Ashe enjoys nothing as much as drink, song, and cheer and would live in a tavern if she could. Friendly and welcoming, one would find it hard not to enjoy themselves in her jovial company, always willing to tell a tale or happy to listen to yours with a couple of mugs of ale. She has also become quite maternal, and likes to listen and help others with their problems or general nurturing if she deems them worthy, not afraid to be candid about herself. Her temper is fiery if tested, though she is hard to ruffle once she loses control she is very combative and an absolutely brutal opponent that loves bloodshed and battle.

Motivation: Ashe wants to spend her life atoning for the bad she thinks she has done. A hole in the sky seems like the most pressing of issues in all of Thedas, she will devote herself to fixing it and if not, help those effected by it.

Class: Warrior, Two Handed Weapons / Vanguard

Level: Expert

Specialization: Reaver

Weaponry: Two handed battleaxe with a master fire rune, named "Pyre".

Armor: Detesting restraint and loud clattering pieces, Ashe wears fortified heavy armor made of everite and volcanic aurum strategically to protect herself but allow movement and a chance to surprise attack. She wears a chest plate on to protect her front and back, gauntlets, vambraces for her arms, knee gaurds, greaves and sabatons. Given time to prepare, she will absolutely don vitaar on her face, chest and arms.

Skillset: From Ben-Hassrath to mercenary, Ashe is well versed in close combat and can defend and attack against most any manner of weapon confidently. Since her days leaving Par Vollen she has also taken up fighting dirty, from dirt flinging to biting she will do what needs to be done to win. She is also a fairly good tactician (but is impulsive) and an excellent team player- her main objective aside from general smashing and slashing is to protect her comrades, she can take a lot of damage and seems only to grow stronger and more ferocious the more she is hurt. However, she can become frenzied in her furious bloodlust and can push herself to extreme harm, refusing retreat and any form of strategy. Outside of battle, being a trained member of the espionage arm of the Ben-Hassrath, she is skilled in the field of information aquisition and tracking.
 
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Name, and home: Finellon Chamillet of Val Royeux
Nickname: Finch
Race: Dalish Warden
Gender: Male
Age: 29
Height: 5'9
Weight: 162 Ibs
Backstory: Finch was born and raised in Val Royeux. Originally a city elf, he had no knowledge and no appreciation of his heritage. He was merely cast into the slums as amusement for the residents of Val Royeux. He grew up being harassed, beaten, and generally treated poorly for being an elf in a city full of those who prefer to see him as a monkey beating a drum on display. An outcast from the royals and the Chantry of the city, and an outcast from the elves who passed through and considered him a city elf, Finch had no real sense of belonging or purpose. He existed in a vile world meant to hurt those who had nothing, and he hated it. He hated himself. And he hated the world for all of his mistreatment. His parents had been killed off when he was seven from a riot that broke out from the Chantry. He barely survived that year, and almost did that winter.

He was on the verge of death, with barely any clothes and no food to fill his belly on the corner of a street in Val Royeux. The onlookers all walked past and ignored his existence. As if he were nothing more than a fallen leave. That is until a man knelt beside him. Otto Chamillet, a human Grey Warden leader who was passing through the city with his men. Due to their code of existence to always fight for what is right, Otto took pity on him. Despite being a city elf with no home and no purpose. He took him and gave him a home and a purpose, and for his remaining years, taught Finch how to be everything a proud man and a proud Dalish Warden should be. Across their travels, Finch was introduced to his heritage and slowly found appreciation and love for his Elvish side as being from Dalish roots. He has fully embraced being an elf and has embraced both Dalish customs and those of the Grey Wardens into his daily life and into himself as a person. He's engrained them into his heart and makes him who he is. His once unrivaled anger towards the world smoothed out into a cool temperament.

Finch is always one to take a deep breath and consider his words carefully before speaking nowadays, and has since been trained and fought alongside some of the most famous Grey Wardens to date. He's become a powerful warrior alongside his comrades and has since made Otto, his father, proud. He from time to time still gets prejudice and racism thrown in his face, but it's something that Finch has tucked away into his heart. Underneath all of his icy front, he is passionate and ruthless when it comes to what he believes in and for those he loves.

It's traits he's gratefully adapted to. He has an undying love and appreciation towards his adopted father for taking a broken, hopeless boy who surely would've died with hate and darkness in his heart, and transformed him into a warrior who fights for those who have no voice. It's the motto that Finch lives by, and wouldn't call any other place home other than on the battlefield with his men fighting for simply what is right. Which is what led him to the Inquisition. The clan Finch is apart of had a great interest in joining, but last minute was called to duty elsewhere. As a compromise for feeling out the uncharted territory, Otto has entrusted Finch with taking the lead on their mission of helping the Inquisition with their fight for a better world.

Personality: Finch is through and through your typical stoic warrior. Almost silently brooding all the time, he is very reserved and has a cool front all the time. Not much can penetrate his icy walls. It was his way of adapting from untamed rage and darkness towards the world and has since put all of that focus into a cool demeanor and hardened his heart with ice so that he may fight for what he believes in and for those he loves. He is very smart and capable. Always quick on his feet, he also has a witty, sharp tongue that can get him in trouble from time to time. He is a master tactician in battle and is very cool and calculated at all times. He fights fiercely but loves fiercer. His usual attitude makes him appear distant and closed off, which can make it hard for others to feel like they can get to know him. He can be hard to read and others have a hard time understanding his intentions, motives, or just him in general. He's very reserved in all aspects. On a team, that can make it a fine balance of full trust if someone feels like they don't fully know someone. Despite this, he has a heart of gold underneath it all and is a very attentive person. He is always the first to notice if something is wrong and the first to be there and try to remedy it and make you feel better. Whether that's applying medical attention to you, or attempting to make you smile awkwardly, it can be offputting from how he normally presents himself. He wears a mask to hide it all underneath, but when pushed eventually, it will slip. Just as it does for his father and his family in the Grey Wardens.

Motivation: Finch found joining the Inquisition as merely the right thing to do. It would also offer him more opportunity to continue to expand his horizons and see the world and continue to learn more about his heritage for his own sake from other corners of the world and from new exposure and people.

Class: Warrior, weapon and shield / battlemaster
Level (Apprentice, Journeyman, Adept, Expert, Master)*: Expert
Specialization: Champion

Weaponry: A masterfully crafted sword made from dawnstone with a frost rune, and an intricately carved shield to match.
Armor: Similar to what's in the photo. Intricately carved armor with blue cotton tunics underneath.
Skillset: Finch is a natural protector and ally to his friends and potential allies. He has very rarely yielded to a foe or found knocked down. He moves on pure instinct and is an expert tactician to how he should move. His brain thinks fast, and his body faster. He can take a lot of damage and has no problem being on the front lines in the name of justice and honor to protect those who have no voice, just as he once did. Even if he ever were to falter, he would always find a way to raise his sword to save a friend.
 
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Name Lara Ortner
Race: human
Gender: Female
Age: 29
Height 5' 6"
Weight 120lbs

Backstory: Lara was like many children born with the gift of magic and taken as a child of 7 to train in a circle with other mages. She grew up knowing only its halls and the people within. While she was no trouble child Lara had a slight rebellious streak that while not fully ending up in running from the circle got close. She was also a rather vocal critic of the templar finding them oppressive and seeking to create what they said they tried to prevent. Still she was in the end tolerable never going to far out of line and being over all a very bright student. The greatest irony she would one day fall for a templar she normally would hate. Sirius was his name and he seemed to share the same affections she held for him. This would prove to be little more than a fling as after nearly a year of clandestine dating they were discovered. Templar have many rules as do mages and one of them is no interdating and these two had broken that rule. Instead of both pleading for mercy Sirius threw Lara under the bus and claimed she had seduced him. The punishment was tranquility at the age of 17.

Ten years, ten hellish years of a waking dream that she could not wake up from would pass with Lara a tranquil unable to feel or dream yet ever dreaming. The memories of that time are a blur though she is sure Sirus had a few more "visits" with her in this state. Lara was not aware of the events happening in the outside world, but those events would affect her. Tensions between the mages and templar were starting to boil over. The mages were rebelling and the templar were starting to declare more and more circles to be annulled which lead to more rebellion. This would inadvertently free Lara said the mages secretly preparing to fight should the templar try annulment on their circle were not careful and causes the veil to thin. This allowed a spirit to reach out and touch Lara.

The moment the spirit touched her the two were bound, a spirit of knowledge possessed one who should have no connection to the fade, no emotions, no dreams, but now she did. Lara woke from her hellish nightmare her mind freed, her emotions returned and now with a guest in her head. She had discovered how to cure tranquil a spirit had to touch them and they would wake from their torment. Lara sadly could not act on this right then and instead had to lay low pretending to be tranquil for a little longer. Nearly a year after she was freed her circle erupted one side had found the other moving against them and war was declared.

Lara would use this to enact her plan. She first sought out Sirus who thought her still tranquil and thus unable to hurt him and he was truly surprised when she took his sword and ran him through with it revealing she was cured. With this vengeance exacted she would go to the phylactery room and smash every one she could find so she could not be tracked. Then she went to the other tranquils and using the continuing chaos and how little others cared about the unfeeling tranquils she slipped them out of the circle and into the wilds. The exodus would last a year of constant movement constant running before Lara would learn of the inquisition and would start leading her tranquils hoping for protection from the templars till she could cure them.

Personality: Lara is often seemingly rather mercurial able to shift gears and god from one extreme to another. She also has a habit of breaking into seeming cryptic nonsense, though this is the spirit speakign to her and making her speak but the translation is incomplete feelings and information mixed and unclear. When not in the throes of the spirit of going between extremes Lara can be rather calm and enjoys collecting chunks of lyrium not to use but to shape into decorations. She is extremely against the templar and hates most of them the instant she learns they are one. To her templars are evil for subjecting people to tranquility. Lara is also highly protective of the tranquils she calls her brothers and sisters, often trying to keep them from others and making sure no one tries to take advantage of them. She hopes to one day soon cure all of them when she at last has a place she can work without having to move.
Motivation: She seeks a safe harbor to help cure fellow tranquils she had lead.

Class: Mage
Level Adept
Specialization: Knight enchanter

Weaponry: Sword hilt ( she broke it after killing her former lover)
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Armor:
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Skillset: Outside of fighting and study Lara surprisingly is still good at enchanting and often enjoys carving lyrium when she can. In combat Lara is the first into a fight and the last out wielding a fade blade that comes from the hilt of her former lovers sword.
 

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