Into The Seventh

InsanEleven

King Allyn the Autistic
Step 1: pick one of the following elements


Darkness @InsanEleven


Light @Dragongal


Arcane @wichtlein


Fire/electricity @InsanEleven


Water/ice @The Succubi Queen


Nature/earth @Killershard


Air/weather @Spazzycat101


Metal/void @Anaxial


With these elements you are free to be as creative as you want, you aren't bound to the traditional conventions of mage. Eg. you can pick water and decide to fight by making weapons out of ice, or make water animals that serve you, etc.


Step 2: Provide me with the following information (I will edit your post into a CS)


- Two images of your character


- Age (18+); Weight in kg, optionally lbs; height in m & cm , optionally feet & in; Race (no half-animals); Hair colour; Skin colour; Eye colour


- 4 to 5 positive and negative traits + one paragraph of personality description


- Your characters capabilities (1 paragraph at least)


- Your characters origin (3 paragraphs at least, also doubles as a writing sample)


Step 3: notify me through OOC or a PM when you have made your CS (or want me to put it together for you)
 
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Ina Vox


'The shadow walker'




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APPEARANCE


Age: 21


Weight: 59 kg (130lbs)


Height: 1m 67 (5' 7")


Race: Ina is a strange combination of the far eastern human kingdoms and the high elf societies. This is shown in his tiny but slender statue, strange eye colour and slightly pointed ears.


Hair colour: Raven black


Skin colour: Pale but not sickly in any way


Eye colour: A pastel red when not using magic, turning a darker blood red during casting which lasts up to an hour afterwards. 


PERSONALITY


Positive traits:


- Intelligent - Optimistic - Independent - Courageous - Loyal to a fault - Ambiguous


Negative traits:


- Hides his true feelings and intentions - Believes himself to be evil - Careless - Annoying


Full description:


Ina isn't quite the annoying jester he likes you to think he is. Behind his often quite careless and jolly exterior lies a far more complicated, intelligent, and serious person than one might believe at first glance. Once this outer layer of feigned confidence is broken, he turns out to be fairly unsure of himself. Due to the nature of his powers and his background he still firmly holds the belief that his own being is a manifestation of evil, and instead tries to make up by sacrificing his whole life in the name of good. Just to make right the wrong of his own existence. If somehow you do manage to get him level headed and serious one could say he might have a point with that. There is a reason he both survived his past and will try to keep everyone alive as long as possible in the future, and it did not come without the ability to kill.


CAPABILITIES




Ina's signature ability is his innate proficiency for short range 'teleportation'. More precisely he has mastered the ability to turn himself into an ethereal shadow state for about a second, allowing him to blink forward five metres or less at a time. He can cast this every five seconds for the better of twenty minutes, but by the end he will be nearly out of mana and severely weaker than how he started. Any long term battles are therefore not his forte. He cannot switch positions or alter his stance: he will face the same direction still. Furthermore he has a few standard abilities linked to black magic, such as the ability to manipulate his own blood, a raven companion he can summon at will and some runic traps he can craft on surfaces that capture people with black tendrils. More abilities might pop up during the RP. His weakness might be with his extreme fear of being locked up or kept captive. Even though with his power this shouldn't be a problem, if he does somehow get restrained or locked up he won't be able to keep his composure.


ORIGIN


 


Ina was born as Kasai Azayaka, the son of an eastern trade ship captain that settled in the lands of the high elves for a while. His mother was an elven cartographer, whom originally had been asked to chart all the less known places Ina's father had discovered during his travels. Somehow they fell in love and soon one thing led to another and a child was born.


However, those golden days in the elven cities didn't last, and after about six years his father was called back to the trades and seas. Taking a young Ina with him to live with the other half of the family and learn the customs of eastern lands so he could follow in his father's footsteps. Being a bright and healthy child it wasn't hard for him to learn martial arts, bookkeeping and how to navigate the seas. By the age of ten he was the talented son of a very proud father, and an even prouder mother.


Then things truly went wrong: before the coast of the desert lands the ship was caught in a heavy storm. By the time it settled down Ina had washed up on strange shores, with little more than rubbish and a few washed up swords and rubble beside him. Despite that he could not defend himself to what came after, even though struggling he was captured by locals and subsequently sold into slavery to make up for 'his life being saved'.


In capture was where he learnt his ability to take on an ethereal form. Using it to escape from his cage and chains, but not having enough control over it yet to actually escape his captors. However, it might have saved him from an even worse fate, as soon after a guild of assassins heard of his peculiar talent. Bought by them he was kept as the secret weapon of a dangerous, far stretching criminal organisation called 'Lion's Irate'. Branded with a lion's head on his left shoulder, he was trained solely on stealing and killing. Only let out at night in the darkness, while kept in a specially designed prison cell during the day.


With nowhere to go and not even a direction to head in, he eventually just accepted that this was his fate. Given a name that fit his slave nature: Inanis Vox. Ina for short. Indoctrinated to kill and little more than a human weapon. At the least until the council of black magic send a delegation of witches and warlocks. Naturally the people of the sands weren't fond of black magic, and Lion's Irate wasn't any different in that. What were supposed to be initial peace talks, eventually just devolved in a chance to assassinate black mages. And naturally then 16 year old Ina was the one send out to do it.


Things didn't go quite as planned though: somehow being convinced to come with them instead. That his innate affinity with the dark could be used for so much greater and more powerful things. Thus the delegation left alive, with one extra mage in their midst. Over the next five years a painstaking but successful process started where he was rehabilitated and his fear of thinking for himself fixed. Turning out to be still as bright, he quickly adapted to be a great student: eager to learn and change for the better. Yet the past can never truly be erased, and despite not showing, it still lingers in his mind. Perhaps that was why he volunteered to go into the heart of darkness, knowing more than anyone how evil the world could be. Knowing he wouldn't let such evil seep into another life if he could prevent it.


extra images:

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Gladyer Boins


The Earth Shaker


 


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APPEARANCE


Age: 25


Weight: 73 kg [160 pounds]


Height: 1.7 meters [5 foot 8 inches]


Race: Elf, but has traces of human.


Hair colour: White


Skin colour: Lightly tanned due to the combination of humans from harsher climates.


Eye colour: His eyes are usually light blue, but his eyes sometimes have a golden hue, or glimmer when he is in a good mood or exercising his powers.


PERSONALITY


Positive traits:


- Jovial - Brave - Humorous - Faithful - Concerned for others


Negative traits:


- Immature - Bad with expressing his true feelings - Lacks confidence - Impractical - Stubborn


Full Description:


Gladyer acts like a mere child, so it was quite concerning when he volunteered to travel into The Seventh. His immaturity seems like it would cost those around him, but he simply uses it to deal with things. Instead of holding on to the bad, he simply warps it. It's his own way of positive thinking that helps him get out of situations that would normally consume others with fear. Gladyer is the type of person who loves life and loves helping others. He's a natural morale booster. People get annoyed with him easily, since his positive attitude wears down those with more tragic backgrounds and deeper scars. Gladyer gets agitated and nervous when people yell. He often flinches when ever someone does an abrupt movement which embarrasses him awfully.


CAPABILITIES


 




Gladyer is an earth mage, but dabbles in nature as well since the two are linked. His specialty is creating beasts from any raw earth materials. Stone is is natural go to, but earth and even gemstones can be used. As long as Gladyer has energy the beasts will reform when damaged and continue fighting. However, when he makes these creatures his viewpoint is the beast's viewpoint. This leaves him extremely open to danger. This balances out his power of his abilities. Gladyer is also a healer, binding cuts with his magic and banishing poison. He can control plants, but he isn't as strong with it as he is with earth.


ORIGIN




Gladyer was born into a small elf village nestled in the mountains, which was quite befitting a child with earth abilities. However, his powers took a while to get a hold onto. He was the youngest of the family, his two older brothers already out in the world making a living with their own families. His parents were old, but still just as caring and nurturing as they had ever been. He lived a perfect life for a while, but tragedy struck as it usually does. Gladyer was 11, and had just gotten back from romping with his friends. As he neared his house, he heard shouts. His father was yelling at the village healer, his voice getting more frantic and desperate every second. His brothers were there as well, their face mirroring stone. They all ceased their noise when they saw Gladyer, who looked like a scared doe. With great reluctance, his father led him to his mother, who was in the large bed she and Gladyer's father shared. Her face looked skeletal with sunken cheeks and almost translucent, papery skin. Her breaths fluttered like a butterfly's wing, and her gaze was unfocused, as if already looking into another world. When Gladyer laid eyes on her he immediately burst into tears. Everyone watched in silence as the boy held her bony hand and rocked back and forth blubbering. It was the Lunar Disease, which was incurable and fatal. Gladyer and the others were shocked when she turned to the boy, her gaze focusing. "Gladyer, my sweet angel.." her voice was strained and the boy had to lean in to hear it fully. "Changes will come my boy. Danger. But you must stay positive through it all. Be strong, my sweet, sweet boy. Go change the world." Her moment of clarity faded, and she turned back to the wall. She died a week later and was buried under the tree she and Gladyer's father had been married under. The house grew darker. As it usually happens, Gladyer's father turned to alcohol. Gladyer tried to spend more time with his friends to avoid going home, but it was impossible. The abuse started off slow, like simple yelling and getting angry over the slightest things, but it gradually started to increase. He spent most of his time hiding bruises and lying about where they came from. He became isolated form his brothers who tried to visit but were turned away by his father Gladyer finally faced his demon, however, when he was 17. His father was doing his daily ranting session, gripping his son's wrist so hard he left marks. It got too intense, and Gladyer finally cracked. The earth started shaking, and his father separated from him in alarm. Gladyer backed towards the door and could only watch in horror as rocks from the surrounding mountains came crashing down. All the boy could do is close his eyes and scream. Gladyer woke up with a perfect circle of stone around him. He was unharmed, but his entire village was nothing but rubble. Gladyer had nothing to pack, so simply set out for whatever fate with nothing but the clothes on his back. He wandered in a forest and eventually settled there. His powers came erratically; he healed his scratched by touching them, vines ensnared the deer he was hunting, and many others. In his isolation he managed to let his powers grow, but he still feared them. Every time he used earth abilities he felt guilt. He was found by a merchant, who after a lot of coaxing, managed to get the boy with him to civilization. He was given to another earth mage to be trained, and quickly caught on. He soon surpassed his teacher and all others practicing the nature element. When the news about the evil gods surfaced, Gladyer wasted no time volunteering. He had power, and now he could help people. It would lessen the guilt from his childhood. He would change the world for the better, just like his mother asked him to do.
 
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Kiva Arun


"The Stormchaser" 


 


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APPEARANCE


Age: 22


Weight: 58.9 (130lbs)


Height: 1.67 (5'5")


Race: Human


Hair colour: Silver


Skin colour: Dark Olive, think middle eastern


Eye colour: Dark Grey


* Note Second image is for skin color and clothing


PERSONALITY


Positive traits:


- Cheerful - Confidant - Witty - Clever - Acrobatic


Negative traits:


- Addicted to lightning - Single Track mind - SHINY - Likes running off on her own for periods of time - Not Physically strong


Full description:


Kiva is a gypsy and shows a strong independent streak, used to fending for herself, earning money through a variety of tasks, there are not many jobs she wouldn't do to earn a living. Too many times has she come across mistrust and treats everyone with the same amount of arms length, through witty remarks and a flippant attitude. Sarcasm runs strongly through her veins. While not a thief, she does enjoy the finer things in life and will spend just that little extra for a pampering. Kiva exhibits her abilities through lithe movements, bearing her talent through dance like movements and bare hands.


CAPABILITIES


 


Kiva makes a great scout and can sense subtle changes in the weather, though watch out. If she senses a storm coming, she might just disappear under your nose. She can maneuver easily through crowds with her slim figure, or provide a dazzling distraction via cultural dance with the shake of her hips and the sparkle of a belly piercing. She still has a minute amount of fire affinity though and can emit a spark or two, enough to start a campfire. However her magical abilities are about as wild as her personality, she usually allows the magic to flow, and follows her instincts.


ORIGIN




Kiva Arun was from a large family with 4 siblings, 15 cousins, 4 aunts and uncles and 21 second cousins. They travelled the plains of the south and east following the regional storms and using the family talent of fire magic to collect the lightning in bottles for non magic users to utilize. One day when she was 13 she wandered away from her people into a nearby field, the caravan was preparing to start collections, but estimated that the storm wouldn't arrive for another hour. They were wrong. Out on her own in the middle of a grassy plain, Kiva was struck by one of the most powerful bolts that the head of the family, Kiva's great-grandmother had sensed in her entire life. Oddly enough there was no thunder that followed this bolt. Kiva's body had absorbed it, altering her body to withstand the electricity it surged through her brain like a high. Adrenaline rushing through her body. They found her 2 hours later, knocked out in the spot she was struck. For two weeks afterwards, everything seemed normal, except for the penchant Kiva had for shocking everyone she touched. Then they came across another storm, and even before the Matriarch could sense it, Kiva did and she once again wandered off towards the plains and was once again struck. This time, she felt the surge of power like adrenaline, hyper aware it felt...amazing. For the next 2 years this happened frequently, she was absolutely hooked. When she turned 15 she left the caravan after a chat with the Matriarch when she was betrothed to another caravan's oldest son, with the Matriarch's blessing she set out on her own. She spent 6 years travelling, chasing storms when she could making money by dancing, odd jobs, or anything really. After assisting a town with a bandit problem, she was scouted to go on an expedition. A new area, with new types of storms? Absolutely! Granted there was a stipulation of possibly killing something things, but a job was a job. She Accepted.


(Went home)
 
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Adeline Morgan


"The Eagle in the Eye of the Hurricane"


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APPEARANCE


Age: 20


Weight: 54.4 (120 lbs)


Height: 1m 70cm (5’7”)


Race: Human, one fourth Elf


Hair colour: Pale blonde


Skin colour: Fair


Eye colour: A cold, medium-light grey. They turn dark and murky when using her magic


No awkward first-image armour for her, the second image is a more accurate representation of her outfit. Simply add a hood and change the colours. The boots are leather, the cloth over them a medium grey. The little poncho thing over her shoulders is also a medium grey colour, while the jacket beneath it is about a shade lighter. The green can be a grey-blue, and the shirt beneath the jacket… oh, I guess its colour is fine the way it is. Also, while the colour of her hair is that in the first image, she usually does it up like the second image.


PERSONALITY


Positive traits:


+ Unusually creative + Quick thinker + Open-minded + Reliable + Caring, hospitable


Negative traits:


- Guarded, emotionally and socially - Not a team player - Struggles between sympathy and survival - Overcomplicates concepts - Bad temper


Full description:


If you manage to find it Addy has a contradictory kind of personality, being a people person who doesn’t allow herself to make close friends. She constantly struggles between supporting herself and helping others. That’s not the only reason she forces herself to avoid people, though. Her exotic way of thinking (paired with her love for contingency plans, and contingency plans for those contingency plans) makes it difficult for her to work well with others. That and her small but almost constant case of self-doubt. This stems from her connection to wind and weather, which are very inconsistent and unreliable things. She is, in fact, as shifty as she clouds, considering that her mood often echoes the weather (or is it vice-versa?), but that’s the only thing about her that changes on a whim because she tends to bully herself into preforming well. Also, a warning. While it may be difficult to find her temper, you don’t want to go searching for it. She doesn’t snap, she bends before she breaks, so you’ll have plenty of warning before she flings you away to Oz.


CAPABILITIES


 


Addy can manipulate the air and weather. She can make winds blow at will and, given some time and focus, can make weather phenomena occur. Rain, snow, perhaps even thunderstorms are hers to influence. It’s an imprecise magic, though. There’s just as much chance that she’ll fry the good guys as well as the bad guys. The more straightforward trick up her sleeve is to simply manipulate the air around her. This can range from altering the air pressure to creating updrafts strong enough to float on. Think of those obnoxiously powerful air-dryers in public bathrooms, then double it a couple of times. Unrelated to magic, Adeline is quite skilled with the bow. Having trained with the weapon for years, she’s got great aim… but maybe she might cheat a little, if there’s cause. In close-range combat, she’s not so great. She makes use of a single dagger, and is less liberal with her magic.


Bow:

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ORIGIN


 


Her human mother dying in childbirth, Addy’s half-elf father put her under the care of her grandmother, who was a part of a small elven community that was nestled within a forest. Being raised as if she weren’t three-fourths human, Addy enjoyed a simple life. By the age of twelve, she was being trained in archery, and had also discovered a minor magical connection to wind and weather. By fifteen, she was a decent marksman and hunter, and was consulting their village healer for guidance in managing her magic. All the while, her father would visit every so often, three or four times a year. His own quality of life had begun to decline, though. He had gotten mixed up into debt and was struggling to work his way out of it, by his account. In reality, he had stolen something from a member of an association of thieves, and now they had him running around doing work that he was more or less blackmailed into. By the time Addy was seventeen, her father was wanted for theft and jailbreak in at least two major cities. Her father (as he had done before) had fled to another city to try and make a crime-free life. Here, when during one of his visits he expressed this, Addy, now eighteen, demanded to accompany him. At first he refused, but later relented. A few days into their stay at an inn in the city, there was an attempt by three of the members of the thieve’s association to kidnap Adelia, and they were successful, despite the death of one of the three of them. He was turned into a pincushion. Her kidnapping was a discreet threat to Addy’s father. They held a trade-off, Addy’s life for her father’s continued work, in a clearing in a forest nearby the city in which the father and daughter had been staying. The event ended with the death of Addy’s father, the elimination of more of the members of the thieve’s association, and what was nothing less than the storm of the century tearing through the forest. Addie escaped, and whomever survived fled for their lives. Past this point in her life, Addy has become a traveler, hunting animals to sell their meat and pelts, trying to pay her father’s leftover bounty. She’s always felt guilty by association for her father’s crimes, and the world wouldn’t miss a simple huntress. What better way to pay for it than to save the world or die trying?


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Elana Taggart


"The Earthbound Angel"




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APPEARANCE


Age: 24


Weight: 54.43kg (120 lb)


Height: 1.68m (5'6")


Race: Human


Hair colour: Blonde


Skin colour: Pale, with a very light tan


Eye colour: Gold with sky-blue flecks


PERSONALITY


Positive traits:


- Gentle - Understanding - Kind - Protective - Honest - Loyal to a fault


Negative traits:


- Nosy - Stubborn - Forgets to care for herself - Scared of her magic


Full description:


Elana is probably the first person anyone would want to run to if something went wrong, and not just because she's a healer. Her quiet voice, loving heart, and gentle tone lend themselves to her skill in listening and understanding. Her presence tends to put people at ease, which is exactly what she wants. Years of living in a college with philosophers has made her a perfect mediator, allowing her to detach herself from a situation emotionally if need be. The goal in her life is to find those broken and fix them as best as possible, physically, mentally, emotionally, spiritually, anything they may need, and her philosophy is generally that people just need someone to listen and forgive them. It is very difficult to anger Elana, though to "miff" her isn't too hard. Because she understands why people do things, it's easy for her to forgive, but she knows that it doesn't make things okay. She can definitely be protective of literally anyone she deems needing it, and will be remorseful of killing anything sentient, though she is not above hunting or fighting, as the needs of the many outweigh the needs of the few.


CAPABILITIES


 


Healer - Elana lived in a college of healers, and not just physical. Their sole duty was finding out how to help people in any way, mental, physical, emotional, and spiritual. Her specialization was physical healing, because of her magic. She is capable of healing minor cuts or bruises instantly. Larger wounds can be healed instantly, but she's more likely to stabilize it, then use proper non-magical methods to save mana. Broken bones require a number of days to heal, depending on which bone and how badly it was broken, and would weigh on her mana considerably. She resurrect anyone, but she can bring them back from the brink, though it may not always work, and if she is pushed over her limit, she can very well die, or pass out at the very least.


Light Magic - To chase shadows away is her skill. She can manipulate light, thus meaning she can work in illusions, though only minorly because she's not very practiced, and can cast light in places of darkness. Her magic lends itself to fending off undead or evil, as well as the darkness. She can see into people's souls and tell how much darkness has accumulated, i.e. if they're past any point of redemption. Her offensive attacks include, but are not limited to:


Holy light: Using her light to burn away impurities - it is extremely painful, and is made worse by how many "impurities" the enemy has - these are based on conscience and spirit, so the enemy doesn't even have to know, i.e. a murderer who feels no remorse would feel horrible burns, but not necessarily as much as someone who has practically sold their soul to darkness and evil.


Holy fire: Monsters beware. Actually, anyone, beware. Elana's light magic can set things aflame, but she needs "fuel" or something to light up, in the form of darkness or dead anything - i.e. she can't light up a living tree, only a dead tree. Funny part, though, once lit, she has very little control over it.


Flash: Magnesium burns pure white at approximately 3,100 °C. Staring at it will result in loss of vision. Elana can cast a small, bright light similar to magnesium fires for a second, blinding and temporarily shocking anyone whose eyes were open.


Pulse: Nay, ye beasts of the night, thou art denied entry! A variation of her shields, this is a kind of "pulse" that forces dark or corrupted beings away, though it doesn't necessarily hurt them. She can choose the "safe radius"so any allies of hers who are dark wouldn't be hurt.


All offensive attacks cost mana, though at varying rates.


Shields - Solidified sunlight and mana that takes aspects from the surroundings. Her shields can have a number of consistencies (i.e. slick as ice, rough as stone) and strengths, but breaking any will physically harm her. The more mana she put into a shield, the more it will hurt her, which can make her pass out or even die. While the shield is cast her mana is lower than it would be without a shield, but if the shield manages to stay in place, once dissipated, she will gain back some of the mana spent.


"Sparky" - when nervous or agitated, white-gold sparks will trace through her hair and about her fingers.


ORIGIN


 


At the age of six, Elana's magic had started to show. A year later, her parents, proud as ever, dropped her off at the steps of the College of Healing, a consortium for any type of healer and anyone who studied healing in any way, and never came back. The College took in the suddenly-orphaned girl who happily followed the acolytes and teachers around until she was allowed to start classes. As time passed, though, her magic became decidedly unruly. Already a year behind in training for control, her growing power refused to yield for her. What she needed was time that she didn't have. After an incident where she temporarily blinded one of her classmates, her magic became terrifying to her, which of course made it harder for her to control. Scholars met and discussed how she could be trained safely, since her raw magic was getting out of hand and she couldn't train it quickly enough.


Their solution was simple: a necklace. After containing part of her ever-growing magic in a crystal necklace, Elana was actually able to keep up with her magic, train herself, and continue in her studies unimpeded by age eight. The necklace contained more and more magic as she grew, but it was still only a fraction of her abilities. She can't take the necklace off, as it is bonded to her and should it be lost, she could never regain the lost part of herself. If stolen and manipulated by the right mages, it could be used to manipulate or control her. Destruction of the crystal means instant death. Not that any of this mattered to the young mage who was happy to be back with her peers and much older friends in classes and in casual conversation. The College was nestled against soaring Eastern mountains and was right on a large, beautiful, sunny valley that Elana loved travelling through, especially with her friends or peers. As time passed, though, her friends, older than her, left the College to search for whatever they needed in life, and young Elana was left in the College. Her new friends became the younger acolytes, the people who came to the College for healing, and her books. For her remaining years, she stayed happily at the College, until the headmaster called her away from class about a meeting of the Mage's Council...
 
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Abamon Kakos


"The Forgotten General"


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Appearance


Age: Unknown, Abamon is from a kingdom, an age that has been long forgotten and ground to dust.


Weight: 80kg


Height: 2m (7'0'')


Race: Void Soul


Hair Color: N/A


Skin Color: N/A


Eye Color: N/A


Personality


Positive Traits:


         - Intelligent - Born Leader - Respectful - Loyal - Fearless


Negative Traits:


         - Merciless - Stubborn - Callous - Distrustful of Electricity magic - Little patience for ne'er do wells.


Full Description:


It is said that leaders are not born, but are made. Abamon is an amalgamation of both, a natural born leader and one who has honed his skill through tribulation and great effort. In his time he would lead thousands, inspiring them to fight at his side with an attitude and presence that demanded respect. Proving fearless in combat, many enemies would flee battles at the mere mention at Abamon commanding the assailing army, Abamon's men however stayed as loyal to him as he was to them. However no man is without faults and Abamon was ripe with them, a merciless warrior he was infamous for never sparing a life in combat and treating enemy wounded and prisoners as he would a fully fledged enemy and cut them down when presented with them. He was also callous with the lives of his men, expecting NOTHING but the best from them at all times and would throw them against superior enemies at great cost should it spell victory. Sometime along his journeys he faced a circle of mages and was severely injured by an electrical attack, his own armor working against him as he was fried inside.


Capabilities


Familiar and comfortable with commanding, Abamon is best suited leading his cohorts into battle. He just seems to have a knack for observing an enemy or group of enemies and instructing his subordinates on where to go in order to strike them the hardest. Body language can spell doom even for the most capable of warriors and if the General sees even a stutter he knows where to strike to cripple an enemy and then deliver the final blow. However, leadership is not his only talent. He is more than capable at facing enemies on the field himself and swings his sword with deadly precision, thrusting through armor plates, adept in parrying simple minded or panicked swings dealt by an enemy, or by throwing a simple horizontal slash and gutting the foe before him. With experience on the battlefield, the General is knowledgeable in many herbal remedies that can numb pain, or send warriors into maddened rages to crash through enemy lines should it be needed.


Origins


Born innumerable years ago in a Kingdom that has long since crumbled to dust, Abamon was a well known and feared General among his enemies. Leading hundreds of campaigns he lead his kingdom to almost total domination of the continent. His legions spread across the globe in a torrent of blood and war and it was commonplace to flee at the sight of Abamon's personal army as it often times meant death for those who fought them, and execution for those who surrendered. At some point however, Abamon was reminded of his mortality and whether it was by the blade or from old age the General Abamon Kakos died. Buried in a towering monolith to commemorate his accomplishments, Abamon was buried in his armor surrounded by trophies of his past wars and victories. 


Through unknown means, Abamon defied death and his soul returned to the mortal realm. Possessing his armor with his rotten skeleton still inside he found his tomb in ruins, buried under a millennia of dirt and rubble. Confused and with his memories mostly gone, the creature who was once an infamous General crawled from his decrepit tomb and found himself in a world he was unfamiliar with. Wandering aimlessly he felt a great need within himself, a danger that he was perhaps sworn to face at some time, some place. Perhaps the cause of his own death. Driven by his need to accomplish his task, a rumor surfaced of an undead creature stalking the roads. When a guard finally found themselves facing the skeleton General, they were surprised and perhaps mortified to find him completely willing to comply with them in exchange for information as to his location. Due to his grotesque appearance: a mask was a created to cover his skeleton face and thankfully his long rotten corpse no longer had a stench.

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Maeve Salt


"The Ocean's Bastard"


 


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APPEARANCE

  • Age: 32
  • Weight: 64.4 Kg (142 lbs)
  • Height: 1m 60cm (5ft 3in)
  • Race: Half Selkie 
  • Hair colour: White
  • Skin colour: Dark, with a cool undertone.
  • Eye colour: Ice Blue

PERSONALITY


+Smart +cautious +confident +charismatic +diplomatic


-Cruel -skeptic -traitorous -uneducated -greedy


Maeve's reputation isn't unwon- she's a thief, a liar, and a cheat. She's stolen, slick talked, and manipulated her way across the world, and she's confident she could do it again. She's street smart, and what little she managed to learn in her family home she's committed to memory, and she's able to apply it enough to eke out her miserable existance. She's incredibly charming, and once she gets to talking to someone, it's only a matter of time before they're putty in her hands (especially if they happen to be a little drunk). She knows better than to rely on anyone, but she can always count on them to improve her situation- after all, from rock bottom, all you can go is up.


 


CAPABILITIES


Maeve's selkie heritage grants her a wide variety of powers not normal to humans, even other mages- while her background comes with a heavy price, it has a few perks. Like any other water mage, Maeve can manipulate liquids and morph them through their forms, as water and ice, and even steam. Water is the easiest to control, and steam is the hardest. She can also pull water out of plants and the earth, using them as supply when she lacks physical water. To an extent, she can also manipulate the flesh of plants and creatures, and even humans- she often uses this as a subtle trick in her manipulations. She's rather creative with her power, and uses her ice to form small weapons and very large shields- she's been known to block an entire cannon shot with one of her ice walls, and her quick movements combined with her heavy constructs give her a lot of control on the battlefield.


Her selkie powers are more social, however- so long as she is near or in a body of water, her singing voice can call aquatic creatures to her- while she cannot fully communicate or control them, she can make suggestions, which are heeded, often enough. She can also summon constructions of water in the shapes of various aquatic beings, and manipulate them. She can also breathe underwater, and partially transform into a Harp Seal.


 


ORIGIN


Maeve was born out of the sea, and as such, she's always been pretty attached to it. Her father was a human from the West, a sailing captain of high repute amongst nobles and foreign governments know as Russel Margot. It's not known how he managed to earn a night with the rare fairy known as a Selkie, or how the seal spirit managed to deliver unto him his babe- but there is no denying the union, not with Maeve's icy eyes, white hair, and pointed ears. The child is not human, but she is not elf either. Selkies are not a rarity in the cold waters of the North, but they are not known to lie with humans, and tend to reclude to their frozen cities in the waters beyond the continents.


Maeve's father taught her the magic any captain must know- how to manipulate the water around her, how to make it do her bidding- Russel was a good father, and for many years, Maeve was a good child. She helped on his ship, and kept her more eerie powers in check, never letting her voice bring the grand creatures of the sea to their ship as it navigated the murky waters of the sea.


But, as she grew older Maeve changed from a girl to a woman, and she was indeed a beautiful woman. But even so, the sea called to her, and her inhuman features seemed more prominent with each day. She went from the captain's good luck charm of a daughter to a eerie omen- a half demon who would call ill luck upon their ship, and their hall. Rumor's spread of the inhuman spawn  of Captain Margot, how her musical voice would capture you, and her icy eyes would take your soul. It wasn't long past her 14th birthday when she was "accidentally" pushed overboard in a storm, left to drown by superstitious sailors in the sea that had birthed her.


Her father never looked for her, convinced she was dead. She had to fend for herself, and fend she did. She used her rare beauty and her magical powers to make things work for her- she sold her body and her skills and she stole and she lied, slowly making her way back across the continents to her hometown in the Western Kingdoms over 3 years- she asked around the town for her famous father of a captain, spending every last bit of coin to find any trace of him. It took months of spending and searching and doing more things she never would have dreamed of before she was lost. She eventually found news, but it was not good- he had died in an accident, far to the East, near where she had fallen overboard those years ago.


Maeve had to start anew- she needed to find a new life on the sea she loved. For years, she sold her services as a mage and navigator, defending small royal vessels from pirates and brigands- yet every boat she sailed on, every voyage she took, she was met with the same suspicious eyes. In fact, more than once, she found herself almost pitched overboard again- but she had more power now. She learned how to throw herself back onto a boat from the ocean, and how to drag people down into the depth with her. No more did she hide hew raw power from those that feared her. 


She began to work for seedier and seedier vessels, doing less and less reputable work- but people stopped fearing her. They stopped trying to kill her. The fear that had once drove them to hate her now drove them to submit to her, and in time, she was captain of a vessel all her own- a ship not affiliated with any nation, but with her own desires and her newfound greed. She gained a reputation- the insult that was once whispered in corridors had become the name blazoned beneath her face on wanted posters:


"The Ocean's Bastard"


But no streak of good luck lasts forever, and eventually, Maeve and her crew met a force they could not defeat with her magicks and their guns- the strange power of the Midlands- while trying to escape from an Eastern Warship, they ran aground in the Midlands. The ship was wrecked and she and her crew captured. At their trial, Maeve was given a choice- she could volunteer to fight the Evil Gods til her last breath, or she could hang. Her crew were each given a similar choice, and chose to die rather than betray their captain.


Maeve walked away, signing her soul away to fight the Gods and perhaps find riches and glory.
 
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Lysander Silvius


"The Lost Prince"


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Appearance


 Age[SIZE=14.6667px]: 28 [/SIZE]


Weight: 76kg [168 pounds]


Height: 1.8 meters [5 foot 11 inches]


Race: Human.


Hair Colour: Dark Brown


Skin Colour: Tawny


Eye Colour: Brown


Personality


Positive Traits
[SIZE=14.6667px]Intelligent - Witty - Bold - Incredibly Patient - Charismatic [/SIZE]


Negative Traits[SIZE=14.6667px] [/SIZE]
[SIZE=14.6667px]Selfish - Arrogant - Privileged - Loves the sound of his own voice - Niave[/SIZE]


[SIZE=14.6667px]The privileged never had to worry about the concerns outside of their walls, Lysander was no exception to this, having known a life of luxury with minimal stress and concern he could spend his time partying and ignoring the gritty reality in pursuit of company or finery. Of course he is well educated; perhaps not in his own craft having used his skills in the Arcane as a party trick more than a tool. However he will hold nothing back to let you know his education, in spite of this he is evasive, either not answering directly or lying, using his charismatic personality in favour of avoiding and charming the courts he graced. [/SIZE]


Capabilities


 


[SIZE=14.6667px]Lysander is a gifted arcanist, although he is new to the art, having spent his earlier years using the magic as a way to entertain guests. However once he began to learn the true abilities of his gifts he quickly grasps what he had missed out on, becoming adept at both Illusion and Enchantment, and weak Abjuration. The years alone have taught him to control his raw magic to conform it to his will in ways he never knew possible. Although he hopes to expand his skills he finds it difficult to stray from what he already knows and enhancing those, aside from the weak and minor skills he has in other aspects of magic, even extending to a brief but essentially unusable knowledge of necromancy (something he had studied whilst living in the palaces under the eager eye of his tutor) [/SIZE]


[SIZE=14.6667px]Aside for his magic abilities Lys is incredibly charismatic, a remnant of his former life of luxury, what he had used in the courts now used to benefit himself. As well as being an adept swordsman, having spent his earlier years fencing and sparring with other noblemen.[/SIZE]


Origins


[SIZE=14.6667px]Lysander was born into the high courts and royal societies, a noble birth that would mean he would have little to ever truly concern himself with. A life of comfort and luxury laid perfectly out for him, his parents sparing no expense to mold him into the perfect example of their society. Ensuring he was educated beyond measure so he could speak like a noble man. Teaching him the art of charisma so he could charm the courts to abide by him. Buying him the best tutors that money could buy so he could woo with his gifts, despite being tutored by some of the very best his magic was used for party tricks and rarely for physical combat, other than to train with dummys in order to hone his body into physical perfection so he may ensure a strong bloodline. [/SIZE]


[SIZE=14.6667px]He lived a life of repetition, and for 20 years he was perfectly content in this lavish life, enjoying the carefree lifestyle, it wasn’t until a brief interaction with one of their servants that he began to find himself growing restless, yearning to discover the secrets of the closed off world behind the walls of the courts. To be an adventurer like in the books he read, to shine like the heroes of late. Lysander, naive of the lifestyle of those outside of the courts; runs away. A shining example of his privilege that he would run into the dark to earn a name for himself, to have the choice to turn to that lifestyle just so he will have a chance of being remembered in history. It should be noted however he did not run from his life of luxury, having taken his fine clothes, and a large sum of money to ensure he lived comfortable after running away. Now alone Lysander was quick to realise he was under trained to survive as the lower classes do, this did not fault his niavity, believing it to be almost romantic for him to give up that life, to live among the lower classes and to start learning how to hone his abilities so they would actually help him. He truly did feel like the protagonist of such a story. [/SIZE]



[SIZE=14.6667px]Eight years into his journey to leave a mark on history had all but turned up fruitless. Sure he had developed his magic, but he was no closer to history than he was before. That was until the opportunity for volunteers to combat the growing darkness presented itself. For Lysander it was a chance to prove himself, it was a chance to leave his mark of on history, even if her were to die, he would be a martyr. To bask in the glory of saving the world is enough incentive to ensure Lysander’s loyalty, if this was a suicide mission he could only hope that it would leave him a hero, at least then perhaps they would write books about his demise. [/SIZE]
 
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Ravion Alyhan


  The Winter Child


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Note: the second picture is used in reference for his clothing only.


Appearance


Age: 21


Weight: 80kg (176lbs)


Height: 181cm (5'9'')


Race: Human


Hair colour: Dark red


Skin colour: Pale, though not entirely white


Eye colour: Unnaturally blight, almost neon, blue


Personality


Positive traits:


- Loyal only to his teacher


- Quick on his feet


- Kind, even if he does not show it


- Adventurous


- Eager to further his skills


Negative traits:


- Quiet


- Could be distrusting to some


- Distant


- Confused about his own past


- Does not like to hurt people if unnecessary 


Capabilities


All of Ravion's skill set revolves around a basic concept within the creation of ice, the higher the pressure when the ice is formed, the denser, and therefore the harder the ice will be - the opposite is also true. With this understanding of ice, he is able to use his powers with great diversity: he could summon a thick, dense sheet of nice that would shield him from danger, or using an airier, less dense ice similar to snow to cover his enemies, before hardening them again to trap them within an ice cocoon.


Spells:


Ice Shield - Allows Ravion to summon a great ice wall that protects him, or anyone else, from projectiles, as well as potentially blocking off an escape route from fleeing enemies. This skill does take a few seconds to cast though, as the ice has needs time rise from the ground up, making it difficult to use correctly at the right time.


Cold Embrace - Unlike his first ability, Cold Embrace allows him to create a much small, ice structure that would surround himself or an ally, protecting them from danger for a small while. While the ice appears almost instantly, it is much thinner and weaker than the ice used in his Ice Shield, making it more susceptible to damage, though in a pinch, it certainly will do the job.


Entrap - Ravion an enemy, freezing their body and locking up their joints, rendering them unable to move - in the mean time, this allows for his allies to either escape from the enemy, or attack them while they are under the influence of this spell. Depending on the size of the target, it could take a very long time for the ice to take effect, thus, this usually only works on smaller, assassin like enemies and not the siege like warriors that often would lead the front lines of a troop.


Mist - Creating a thick, cold mist, blocking vision of all within the immediate area of the fog. This can either aid the escape of Ravion and his allies from the group, or disrupt an enemy's vision, allowing for an easier shot on the enemy.


While still being able to summon a small ice hammer, or send ice spikes hurling towards an enemy, these 4 are by far his strongest skills. His offensive spells are, let's just say, lackluster and he would need to rely on his allies to do most of the damage.


Origins


Winter, known as harsh and unforgiving are its icy touch and cold exterior, claiming many lives of those inexperienced or just simply unlucky enough to be caught outside during one if its mood swings. Anything can happen during this season: harsh blizzards strong enough to bury the sturdiest of adventurers with tons of thick snow; even by simply being outside during the wrong time, could claim a life of someone who was ill-prepared. An inescapable and unforgiving time that breaks the delicate balance that is needed for life.


How is it, then, that a child would be able to survive in this conditions - alone? 


During the travel from city to city, an ice mage, Gilgan, stumbled upon a small child wandering the woods, wearing nothing by a ragged white shirt and torn white pants. No one else was insight, and no footprints could be found in the snow, but the ones of that child. Curious of the sight, the mage slowly approached the child, inspecting his complexions as he got ever so closer. His face a pale white, though not due to discomfort, and his eyes glowed a brilliant turquoise blue, one would wonder what such a child was doing there, all by himself, especially in the dead of winter, but after a few hours of looking around for the kid's carers, with no avail, Gilgan decided to take him in, not only due to pity, but also a little curious about the child; he seemed extremely young, about 4-5 years old and the only thing that the kid can remember was his name, 'Ravion Alyhan'. Given the nickname of 'Winter Child', Ravion traveled with Gilgan throughout the world as a sort of apprentice, learning small parts of ice magic as he assisted Gilgan in whatever he needed to do, from fetching books for him while he was researching a particular spell, to helping him fend off a group of beasts that would try to attack them during their travels.


Ravion, ever since he started training, has had a natural affinity towards ice magic, learning complicated spells and scriptures easily, and intuitively figuring them out on his own. With the guidance of his teacher, Ravion quickly gained strength, especially in his manipulation of the different types of ice, which seemed to be his specialty. He quickly surpassed his teacher, as well as his peers, within this niche of ice magic, and now, aged 21, he was asked to meet with the magic council for a particular job that, 'only he can do'...
 
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Illya Donn


'The Accidental Arsonist'





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APPEARANCE


Age: 17


Weight: 71 kg (150lbs)


Height: 1m 74 (5' 9")


Race: Southerner


Hair colour: Caramel brown


Skin colour: On the darker side of fair


Eye colour: Green with hints of a light brown mixed in.  


PERSONALITY


Positive traits:


- Incredibly kind and accomodating


- Smart


- Problem solver and solution finder


- Positive outlook


- Calm and patient


Negative traits:


- A pacifist: refuses to fight unless it is absolutely necessary


- Weak control over his magic


- Isolates himself from others


- Easily frightened


- Low self esteem


Full description:


Illya might be the one mage that looks like he shouldn't have fire of all elements; being calm and impossible to anger, it appears that fiery would be the last word to describe him. Illya is in fact so kindhearted one would wonder how a soul like him manages to survive in the Seventh. The answer is incredible power, and considering solely natural born affinity he might very well have the potential to be one of the strongest fire mages on the continent. So much it hardly appears to remain contained in him, as every little peep that scares him or breaks his constitution has him bursting into accidental flames. There are many many things accidentally laid in ashes because someone slammed their doors a tad too hard near Illya. Perhaps this is why for nearly all his life he has refused to admit to the blatant destructive nature of fire, and thus perhaps his own nature.


Instead Illya focuses on research and bettering the world, by inventing and tinkering with machines and little knickknacks that would make one's life easier. Only to somehow still accidentally blow up most of his machinery. This has apparently burnt a hole in his self esteem as well, making him feel terribly inadequate at succeeding at anything that doesn't hurt or destroy. There truly seems to be no worse fate than being a pacifist in a continent of evil. 


CAPABILITIES


 


Illya is extremely competent at explosions, despite him not wanting to be. In fact, he has never actually fully released all his power; ostracised from childhood and basically made to be afraid of his own power. This approach has led him to be extremely inexperienced at his magic though, and as fire is by nature a very subjective, emotion-bound element the tiniest blip in constitution has him accidentally setting things on fire. Fear being the worst for his control. Scare Illya and the building you are in might not have a roof anymore.


Still, there are a few other things that Illya does seem to be great in, which is making little trinkets that ease one's life. Dabbling in alchemy and technology to invent the one world changing thing that will redeem him most in his own eyes. So far though he hasn't gotten much further than a flaregun and a strange light contained in glass not powered by heat but electricity. 


ORIGIN


 


Illya was six when the Evil Gods returned, and doesn't seem to remember much of that time. Perhaps this is though because there are few memories one would want to recall from that time. Illya was born and up until then raised in the largest city of mages in the south, to an army captain and a simple court maid. Not a noble or very high ranking family sure, but it was good and plentiful for what it was. However, with the arrival of pure evil it was obvious his father was to be called back into service to defend the lands, and we all know now that bare few, if anyone survived that. Now fatherless he and his mother were left alone in the pure chaos and despair that swept the continent. Running for their life from town to town.


When the life savings and the jewels were sold, there was still a long way left to run. Followed again and again by the rise of dark armies, each refuge they found was soon after destroyed, leaving no chance of real work. Many people fell to banditry, stealing, looting whatever was left... or in Illya's mother's case whoring, making ends meet by selling her body. When eventually after a year the last free city in the land of rot was found, it appeared she had already sold too much of it to really do much good. Falling into illness incurable by the best medicine, yet alone what was to be found in a city based on the last little scraps of life.


The battle against the disease took years, and Illya watched his mother wane away as he alone was left to deal with it. Of course for a child this young anger was the easiest outlet, but with Illya's anger, fire came. So much fire it seemed to be able to burn the whole world he hated. Luckily for him a handful of the old fire mages had made it as well. One of them deciding to teach the boy so at the very least he wouldn't burn down the town from the inside out. Yet the old mage himself had little means to teach him true control, only hiding away most of it by not allowing him to get angry or scared again. Which eventually led to his pacifistic and excessively appeasing personality, doing anything not to burst out into flames again. Instead trying to focus on less dangerous studies so he could help the city.


By the age of fifteen Illya inherited the mage's laboratory and small fortune, and from there on out he seemed to be entirely enthralled in research. Locking himself up in that attic so much it became a rumour in itself amongst the people. A few of his inventions actually did make it, but many more failed miserably, and eventually it seemed the failures, isolation and glares of the people caught up on him. Grabbing his backpack and some supplies he just left in the night, not sure what he wanted to find in a land of decay and mould. Perhaps he didn't expect to find anything in it.


But it was absolutely sure he never expected to find people falling from the sky. 
 
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Sigmund Grehldo


'Civilized Savage'


 


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Appearance


Age: 27


Weight: 65.8 Kg (145 lbs)


Height: 1.83 m (6'1" ft)


Race: Human


Hair Color: Black


Skin Color: Ghastly pale, almost sickly seeming


Eye Color: Dark green







Personality


Positive traits


-Highly intelligent


-Intuitive


-Experienced with forests and wild environments


-Calculating


-Caring


Negative traits


-Brash


-Critical 


-Stoic (Has trouble showing emotion)


-Often becomes caught up in work


-Guilty conscience 


Full Description:


Sigmund is a quiet and detached, often curious man. Yet under the mask he wears, trying to hide his own expression for fear of giving himself away, Sigmund is a caring individual who tries to save his friends and family. Yet he has trouble expressing this care for others and his emotions in general, always involved in intellectual pursuits and how to better experience himself with the world around him, this focus drives him away from much social contact.Sigmund, being a scholar, is always a constant scientific study, seeking out new material to experiment. This mix of intellectual pursuit and care of others is what drove him to the forest in the first place, always trying to redeem himself for things he believed he had done wrong, although usually it's nothing. This dangerous, moderately long life has given him a large amount of knowledge and experience of what exists outside of the walled cities and towns, and is often happy to help people seeking or needing this information. In a fight, Sigmund is cold and calculating, staying quiet and often preparing traps and tricks to trip up and surprise his foe, this cruel focus is brought even more to bear when one he cares about is gravely injured.


 





Capabilities 


First and foremost, Sigmund is an experienced scholar, having delved into research involving the human form and the creatures of the forest. This makes him extremely knowledgeable of where to hit and where to heal. His other scholarly study is alchemy, being well versed in different concoctions and liquids, he always make sure to have a bandolier of potions and materials needed for the process. This scientific knowledge makes him an extremely calculating and planning individual. When given time, he can lay an extremely large variety of traps and tricks, or in complete reverse, bring life back from the verge of death.


 


Secondly, is his capability in the field of Nature magic, although Sigmund is not very skilled with moving the Earth below him, he can move the plants above it extremely well. The plants droop down to him, allowing him to gain powerful extracts from them, or even completely bend and grow them to his own will. The second part of the forests, beasts; Sigmund can align himself and his comrades with typical creatures of the forest through his abilities, yet monsters and extremely powerful beasts will not submit control.


 


This leaves the obvious fact that Sigmund is not a very strong physical fighter, and rather focuses on supporting his allies and draining his enemies. He will not stand long in a headfirst fight, preferring to use his wit and cunning, staying towards the back of the fight at all times.



 




Origins


When Sigmund was young, he only wanted two things; peace in his war-torn home of the West, and to study the peculiar mysteries of life. Sigmund hailed from a minor noble family of merchants and traders, who were extremely prosperous and well-off at the time of his youth. Yet, there was a peculiar danger in his family life, the family was about to be caught up in yet another meaningless Western war. Sigmund's family, well knowing this threat, sent the children away to schools, under the care of distant relatives and friends, to study, Sigmund's mother or father never gave him a reason why he was sent away. At the young age of 8, the boy was separated from his parents and siblings, in a sign of bad luck, he was placed with a family who was experiencing an economic recession at the time, and due to this, the family could spend no time, no gifts on the child, working non stop around the clock. Yet they provided for him, and gave him a house when his own blood-family couldn't, and that made the small child extremely grateful to them. Due to the business of his foster parents,  Sigmund spent much time with the poor children around his family, barely noticing the gruesome disease beginning to sprout upon his friends and neighbors. 7 years later, with the help of distant money from his original family, Sigmund started his studies into the body and alchemy. Every day on his way to school, Sigmund passed these extremely sick and poverty-stricken people. This served as a reminder, and the first mental mark among many, as to why he studied. 


After many years of study into disease and the workings of the body, Sigmund returned to his foster family with the intent of making everything well again with his new found intellectual ability. He was wrong, dead wrong. Sigmund returned to plague and torment, all around him were his old childhood friends, dying huddled in corners while he returned from an educated well off life. Sigmund entered his old home only to find that his foster parents were dead of the same disease ravaging the neighborhood. This was the second mental mark for poor Sigmund. Grief-struck that he didn't return earlier with his valuable knowledge,the young man vanished from all who knew him, the last trace of him being a man in a large dark coat and bird mask leaving the house of his foster parents.


Sigmund fled from civilization, driven by either a bout of insanity or mad hope, into the dark forests, to the West continent. Here is where genius struck in this man, for when he passed the tree-line, he made a connection with the forest and discovered his innate ability to manipulate life, the one thing he seeked through much of his life. The plants bowed their heads to the grim figure, allowing him to tap deep into their veins for his experiments. He gathered extreme amounts of knowledge and experience from the forest, knowing when to leave due to danger, or how to defend himself with traps and mechanisms. Finally, Sigmund thought he found peace, coming back with his own cure, which he deduced would work due to his 'experiments'. Yet, again, he didn't return in time, the land he had spent his life growing up in was plagued past saving, and the only thing he had left was to turn back to where he conducted his research, back to the West.
 
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