• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Nineteen Islands Characters

Main
Here
OOC
Here
Lore
Here
Other
Here

Baconhands

The Traveller
The Characters for Nineteen Islands

I'm not going to make you use a particular format, I'm not very good at BBCode so mine will be pretty basic. However, the character sheet should include this information:
Name, Age, Sex/Gender, Appearance, Lineage (If it applies), Spells (If appropriate; surprise me, be inventive - they should have something to do with the Aspect Dragon you're descended from), Abilities, Background
Any other information you think necessary, please don't hesitate to include it.

I would request that the background includes what country you're from, but if you want to go into more details on towns and cities then send me a PM. I have a few in my head that I didn't include on the Lore page.

Accepted Characters: Kadri Laar, Keenan Dunmar, Isolde, Destrian Targon, Graham “Gray” Guyver, Aistra Rurikid
Retired but accepted characters: Aclotarum Stipuharis Zephyros III, Gwendolyn Smith, Velma Pierce, Oliver Johaness
 
Last edited:
Name: Kadri Laar
Age: 19
Sex/Gender: Female
Lineage: Kadri is a lineaged of Arbuzs, the Aspect of Lightning

Appearance: Standing at 5'7", Kadri is an athletic individual with a slim figure. She has tempestuous gray eyes that appear to shift between dark and stormy to that of a similar colour to an overcast sky. Despite the stormy nature of her eyes, Kadri's expression doesn't tend to stray into anger or ferocity. Her hair is a raven black that falls half a foot past her shoulders that she normally lets hang loosely, though occasionally she puts it into a pony tail. On her right forearm is a cluster of ocean-blue scales which is buried into the skin, which have been there since birth.
Typically, Kadri wears a deep-blue, linen tunic. It has long sleeves and falls down to her wrists, covering her scales when she's walking and sitting down. The tunic is trimmed with a silver thread that spells out various names; the names of storms. In addition to her tunic, she wears black trousers and boots. A sea green cloak adorns her shoulders at almost all times. It has a hood attached to it. Around her neck is an amulet that has strange runes and images etched into it.

Spells: Kadri's spells require her to pronounce short incantations. They are in an ancient dialect that seems to have been lost to time. Even she isn't aware of what the meaning of the words she's saying is - she simply knows their effects and what they do. This rule applies to all her spells except her weakest one. The source of Kadri's magic, as with all lineaged, is her scales.
Sparks: Kadri's weakest spell. A small electric charge travels down to her finger tips from her scales, culminating in small sparks of lightning appearing. These can be launched at a target from her hand, causing a minor electric shock.
Zibens spēriens: Lightning charges in Kadri's hand in the shape of a ball. At her will, which can be instant, the lightning lances forward, striking her target. The longer she lets the charge build up, the stronger the lance is and the more of a drain there is on her.
Valguse Kaudu: A teleportation spell. Kadri imagines where she wants to go within a hundred feet and closes her eyes. Two almost simultaneous strikes occur, one on her and one at her destination, teleporting her in the blink of an eye.
(Potentially more to come)

Abilities: Due to her upbringing on an island nation, Kadri has taken a particular interest in sailing and fishing. She knows her way around a ship and if necessary she can create a rudimentary fishing rod.

Background: Kadri was born in Volk, specifically in the mountainous region of the East. Since she was young, she has lived in one of the towns only a few miles from the coast that also bordered the West. Growing up as a single child, Kadri's parents both fished, selling their catches at the local market and using the profit to buy food - neither of her parents were particularly fond of the taste of the fish that populated Volk's waters. Her father was lineaged but didn't bother to learn how to harness his innate power and thus does not cast spells.

When Kadri reached the age of eleven she met her two closest friends, Hendrik and Sigrid, and started travelling the country. Through a somewhat complicated financial system, Sigrid paid for Kadri and Hendrik to enter tournaments. There were two reasons for her to go to these tournaments; one was to experience the world, around her - there are many natural phenomena in the four regions of Volk that she was just dying to experience. Another reason was to gain Prestige, for she believed that by demonstrating her prowess in tournaments her family's social standing would be improved. Thus began seven years of travelling, training and exploring.

During a trip to Tallin in the West, Kadri noticed a strange anomaly atop one of the mountains. There she discovered a strange item and after using spells, guile and speed, she acquired one of the Aspect Artefacts. At the time, she didn't know what it was and she tried to continue her travels as normal however, this proved to be impossible. After several encounters, some bringing her closer to death than she ever wanted to be, she discovered that the item in her possession was of great power and importance. While initially sceptical about this information, it came from a very insistent priest, a series of events brought Kadri round to believing the stories she was told. And this filled her with worry and dread - what if the others existed.
 
knight blonde.jpg
Name: Keenan Dunmar

Age: 22

Gender: Male

Lineage: Olikah

Skills and abilities:
Swordsmanship - Keenan is excellent with a blade and shield, always placing at the tourneys held in Arenthor and Nordgard
Horsemanship - Keenan is a skilled rider and used to spent much of his youth perfecting saddle tricks from the back of a galloping horse. This has served him very well both in battle and in the tourneys.
Martial tactics & leadership - With a quick mind and a commanding voice, the mantle of leadership sits well on his shoulders. Keenan has experience and talent for planning martial strikes and creating defenses. Keenan has experience in fighting and knows exactly what to expect when charging on the front line into a fight.
Healing - Though he can't control it in the slightest yet, Keenan is trying to become more in touch with his newly-discovered lineage. His powers seem to be tied tightly with his emotions.

Appearance: Keenan is 6'2" and clad in scale armour, with plates set upon his chest, shoulders and the back of his arms. The scales are sculpted to look like feathers and about his torso and waist there is a leather tunic, quilted and stained green. His hair is short and thick, mostly smoothed back but there is always some defiant pieces sticking straight up or else flopping over one eye. He has a fine, rounded chin, a thick brow and solemn grey eyes that seem to look straight into you.

Weapons:
Keenan carries a sword and shield enchanted to repel magical attacks. These items were crafted by the very best smiths in Arenthor, tempered steel with intricate feather designs at the base of the blade and across the three point heater shield. A gold gryphon rampant is depicted at the shield's center.

Personality:
An old friend once said to Keenan that chivalry was a myth; a fanciful lie told to the lower-born to make them love those who ruled over them. From the moment he heard this he was intent on proving them wrong. Keenan strives for moral heights that most others wouldn't try to achieve, though time and reality has tempered lofty ideology into personal strictness and external tolerance. Keenan is a relaxed and nonchalant character most often and tries his best to teach by example, understanding that an air of prideful self-righteousness rarely accomplishes more than making one look like an ass. Beneath the warm and placative nature however lies a guilt-ridden melancholy stemmed from dark moments of his past. Keenan carries a deep-rooted self-loathing for one particular failure and this has forced him to seek out a path to redemption. Keenan's confidence in his judgement has taken a mighty blow, and though he is an immaculate commander when he does lead, he no longer believes himself worthy of taking charge. Mostly however Keenan tires to be cheerful and has a light sense of humour most people find pleasant. He is an easy person to trust and has a tendency to be protective over those he sees as vulnerable.

Background:
Born the seventh child to a prestigious family in Arenthor, Keenan could not hope to inherit anything of large value. The fate of strong men with no inheritance was often to seek honour and victory in the military and this is precisely what Keenan decided to do. He was squired to one of the king's best, in an elite force called "The Gryphons", there he was trained for years under the careful tutelage of the twelve fighters it was comprised of. Over time Keenan move up through the ranks, proving himself valiant, kind and compassionate. He quickly earned the love of the other squires and when they became knights in their own right it was clear Keenan would be their leader, taking his mentor's place as head of the King's Gryphons. For Keenan there was no greater honour and he bore the title with pride. This honour however only lasted but one short year.
A noble, dark in his ambitions and corrupt to the heart needled his way into the king's good graces. This man wore a mask so perfect there was no one the wiser when he requested the Gryphons be put into his service for one month, to help deal with a masterless bandit gang raiding the border villages on his lands.The knights' reputation had grown since Keenan had become its commander and they were known for their ability to accomplish near impossible tasks with only twelve fighters.
Keenan was commanded to take his force and attack a convoy in the dead of night while the bandits slept unawares. The plan had been to douse the fires and best the villains quickly, recovering the food stores and valuables taken from the noble's serfs, but when Keenan ordered the attack, and lead his knights into battle, he was astonished to find that the first bandit he took hold of was nothing more than a frightened child. They had been tricked, the convoy was not peopled by brigands, but by the house of a lesser noble from Silverun, that had stood in the way of a lucrative business venture desired by the corrupt noble. They had killed ten people by the time Keenan called off the attack. Furious and ashamed Keenan went straight to the king, only to find that word of the deed had gotten to him first, from the mouth of the very noble that had sent them to slaughter innocents.
He had been completely out-maneuvered: There was planted evidence of bribery, a letter forged in Keenan's own hand incriminating him for knowingly slaughtering the family. The gryphons were disbanded in disgrace and Keenan banished from his own home, his name struck from the king's service...and his father's house.
Now, Keenan seeks redemption, a way to prove to himself and to others that he is not what his mistake has made him.

Recently Keenan has discovered that his parentage may not be what he has always believed. A fight with one of the artifact guardians left his beloved dog fatally wounded. The emotion of losing his companion broke the binding and the glamour concealing his lineage magic and he was able to heal Bluebell. Now Keenan must come to terms with his new powers, and the fact that me may never have belonged in his father's house at all...

Extra:
Keenan raised and trained a war dog in the last 2 years he with the Gryphons. Bluebell was smaller than most of the dogs and when they were reclaimed by the king's forces, they had decided to destroy her. As Keenan's last disreputable act, he broke into the kennels on the day he was banished and stole the dog away. Blue is Keenan's pride and joy and a very intelligent animal, learning incredibly specific commands. She is also fearless, an excellent judge of character and 120lbs of the biggest sweetheart anyone could ever know.
bluebell.jpg
 
Last edited:
15277324908415125547984261289179.png
Name: Aclotarum Stipuharis Zephyros III aka Zephyros.

Age: 65

Sex/Gender: Male

Lineage: Zalvaris/Earth

Appearance: Zephyros stands at just over 5'12' (1.8 meters)and has long white hair on both his head and his face. It was once a pleasant shade of Autumn Brown, but time has seen to it that the seasons changed on his follicles without his say so. His aspect marks can be located on his forearms and trace up the length of his arms to his shoulders. However, his arm guards and tunic sleeves will hide them most of the time. He wears half-moon spectacles in order to see whether it be in the light, the dark, through a wall, or even the tiniest of minute details in a project he is working on. While his best years may be behind him now, his "golden year" will be will far exceed the years that it took him to get here.

Spells: Zephyros does not use spells as normal aspects would. Instead, he uses his abilities to transform mundane items into items of power, imbuing magic within the items so that they may be reused at his leisure.

Abilities: Zephyros has a knack for all things "mechanical". His studies of both the arcane and the workings of the world have given him a gleam into a world run not by the strength of a man’s back, but the tools that he uses to do a job more efficiently and thoroughly. Thus, he is very good at fixing things. Also, tearing things apart. It’s one of his favorite hobbies.

Tools: Below is a list of the items that Zephyros has either created or obtained.

Craig: Craig is a rather peculiar Staff that Zephyros carries with him at all times. It looks like an elongated stalactite that was plucked from a deep and dark cave some years back. Its tapered point is somewhat worn from the years of use as a walking stick, while the shaft only begins to widen about 5 feet from the ground. The entirety of the staff looks like it was formed from salty water that had dripped down over thousands of years. The top of the white staff however, is adorned with an amethyst of deep and dark purple. By far the most powerful tool in Zephyros arsenal, Craig allows him to move earth like one would soft clay.

Bag of endlessness: A seemingly empty bag that Zephyros carries over his shoulder at all times. It has the ability to have items stored within that are much larger than the bag should allow. Zephyros can recall any item from within the bag by merely sticking his hand in and thinking of the object. It cannot store liquids or living creatures. Both become far too messy over long periods of time.

Scryglasses: A very special pair of glasses that let Zephyros see many things. With a tap of his finger, he can change the property of the lenses to allow him to see in the dark, through a stone wall no thicker than 8 inches (20.32cm), or magnify what he is looking at up to 10x's.

Wand of Polymorph: "Wand" is a rather loose term for this item. It’s actually just a stick with a dried up old frog tired to the end of it. But, it allows Zephyros the ability to change his appearance, or whomever he taps of a similar height to him, into any ground based creature of his choosing. It can only be used 3 times a day before it needs to be recharged.

Pyro Gyro: A small bronze orb that Zephyros is quite proud of. It can produce a small flame out of a hole on the top of the orb, large enough to start a small camp fire. It can also illuminate itself to creating enough light to see within a 5 foot radius around Zephyros while it floats above him.

Clay Horse: A small horse figurine that is made out of molded claw with such detail that it looks like it is alive. When water is added to the figurine, it grows into a full sized stallion under Zephyros' command. The horse can last one hour before it begins to shrink back to its original size. However the effects can be prolonged by adding more water.

Armbands of useful stuff: Zephyros wears two arm bands that have very unique patches that wrap around the diameter of the bands. Each patch is a representation of a tool that he uses in his work that shares the exact same likeness as the tool. When the patch is touch and peeled off the armband, it solidifies into the tool that it represents for Zephyros' use. The tool can be touched to the band and turned back into the patch for quick and easy storage. The patches include: Lock picks, pliers, a small pry stick (think flat head screwdriver) flint & steel, small cutting sheers, engraving tool, a chisel, and a hammer that takes up the entire right armband.

Tar Bombs: 5 Small glass balls of a viscous black material swirling within them. Each ball weighs about 10 pounds (4.5 Kilos) but is no bigger than 9 inches (22 cm) around. When the glass ball is hurled at something, it explodes on contact to coat the target with the black material within. The more the target struggles against the tar, the larger is spreads until it has completely consumed the target, choking out its supply of oxygen.

Personality: You remember the old man that you saw wandering down the street muttering to himself as he jotted down notes in a dusty old book clutched in one hand? Or the house in town that continuously seemed to be bursting into flames or large bouts of smoke for no good reason? The person within that house that everyone would walk past and say, "That’s where the crazy old wizard lives!” Well, that's Zephyros to a T. Eccentric, is not ever the proper word to describe the man. Mad? Maybe a little better. But don't let it fool you. Zephyros is cunning, and witty, and does not part with his knowledge willingly. While the term "hermit" does pertain to some aspects of the man life, he is not unsociable. In fact he greatly enjoys people, if nothing more than to study them and learn more about their inner workings. Studious, thorough, and maybe even slightly obsessive, Zephyros is always up for an intellectual challenge whenever he finds one.

Background:
Aclotarum Stipuharis Zephyros III was born 65 years ago to Lord Aclotarum Stipuharis Zephyros II and Lady Aswyn Icxaryl Zephyros. The one and only son to the Lord and Lady, he grew up much like most did in The Platinum Consulate learning the trades of Mercantile and Business. His father owned a large shipping company that would send ships all over The Common Wealth trading items such as fabrics, dry grains, cattle, and in rare instances, weapons. Much of Zephyros' young days were spent with his father in the shipping warehouses, learning from him and of the things that he trades. In one such instance, Zephyros came across a large shipment of books that were to be shipped to a library within Alba. Zephyros reveled in the knowledge that the books provided to him, and after convincing his father to buy the shipment, began his studies into the world of literature.

During his studies, around the age of 15, Zephyros was taught of the Aspect Dragons and their lineage. It was at this time that Zephyros' mother explained to him that she and he were of the lineage of Zalvaris, a curious and intellectual dragon that fueled their deep desire to learn and understand. This only emboldened Zephyros love for knowledge, and soon was devouring information faster than his parents could acquire books for him. He became glutinous in the pursuit of knowledge, and soon his father was overwhelmed with the fact that his only heir would have nothing to do with business and only wanted to sit and read his days away. Zephyros, tired of his father’s relentless obsession with him learning the family business, left his home at 18 to begin his own studies.

He traveled the 19 islands for near 20 years learning as much as he could about the world and its mystery's. His greatest passion however was the Aspect Artefacts. Mythical Artefacts of power that were left behind by the Dragons of Lineage. He would absorb any information on the Artefacts that he could, but he was never able to learn of any of their locations. Disgruntled by his lack of progress, Zephyros returned home at the age of 40 to try and mend the broken bridge with his father. However, when he arrived he learned that both his parents had perished not long after he had left home in a house fire. No one had known where he had gone, so the inheritance of the business was sold off to his father’s partners after so long. However, his father left a rather sizable inheritance of coin for him, which was all he had left of his family. Zephyros took his inheritance and rebuilt his child hood home, converting his parents’ bedroom area into a large library that he may place his books. For 25 years, Zephyros continued his research while also branching out into new areas. He studied Artificery, Enchanting, even a bit of Metallurgy and Armory to create his own items of power. He used the skills his father had taught him to find traders of rare and wondrous artifacts, building his collection even more. It was one of these traders who had enlightened him to something they had read on a message board. How someone named Kadri had found one of the mythical Aspect Artefacts.
 
Last edited:
Oliver Johaness, The Disgraced Knight [Deceased]

Age: 29

Sex/Gender: Male

Lineage: None

Appearance: Oliver is a man of about 6'4", with a stocky build and imposing nature about him. His general attire tends towards something of a hermit's. He wears a tattered cloth mantle, which covers the breastplate which he seems to don at all times. He wears a pair of sunken blue eyes, along with ragged brown hair, and reaching up to it is a thick beard of the same color. This however, is rarely seen under his old helmet (which he did indeed keep, though it now hardly fits him.) A near constant look of disapproval might itself be a valid description of his appearance, seeing as how often it is worn. He also, it should be said, carries a longsword bearing on its hilt the insignia of a royal guard. A long strip of what looks like red dress-cloth is wound around its hilt and crossguard.

Personality: Oliver is a rather serious man, despite his previously near rebellious nature. Years of disgrace and self-loathing has weathered him down, and his bursts of emotion - for which he was well known as a knight - seem to near always be ones of anger. He is not void of soul, however, and is not a stranger to an occasional joke or smile. He seems especially to cheer with the presence of music. That being said, he is still far from a joyous fellow. Despite this, he is honest as one could be, and, with a few notable exceptions in mind, does not often leave an ally behind. Oliver prides honor above all else, though at the moments where it might be most important, he abandons it without realization.

Abilities: To call Oliver a decent swordsman would be a rather bold understatement. He was, for a time, even as good as his brother (though after a deal of falling out between the two, Lyle proved himself better in a duel.) He is a man of great strength and dexterity, though lacking in tactical sense. Oliver's style of fighting is very defense heavy, and one couldn't in a million battles find him attempting an underhanded tactic. Having spent years of his life laboring day in and out, Oliver knows his way around a workbench as well, though near purely in the senses of construction and smithing. Lastly, Oliver is rather learned in the art of music, and would consider himself rather adept with a lute.

Background: (Oliver is from the kingdom of Arenthor)

Oliver was born the second child to a rather renowned blacksmith. Both him and his brother Lyle (who was, himself, a year older than Oliver) spent their youth idolizing and impersonating the guardsman and knights which frequented the streets of their town (as it was rather close to the castle/keep.)

Lucky, then, that Oliver Was a knight prodigy. He was well liked by his peers, boundlessly energetic, and truly talented with both blade and bow. After a few heroic moments in battle, and 20 years of life, he, along with his brother, were named knights of the kingdom. Oliver was placed as the sole personal guard of the eldest princess. Oliver took to this job immediately, and was rather fond of it. This fondness, however, proved to be the beginning of a stunning and disgraceful downfall.

You see, Oliver was never described as a man without emotion. Often easy to anger and excite, and, unfortunately, quick to fall in love. He and the princess shared a relationship. One which spanned far further than that of a guardsman. When she was found pregnant, and later when she died by childbirth, Oliver was not far down the suspected. Oliver was immediately dishonorably released from his duties as guardsman and as knight of his kingdom. It was rumored in the weeks following the birth of Smith, the late princess's son, that both he and Oliver would be put to death. Hearing this, Oliver quickly left with his son in his arms. It was here where he was stopped by brother Lyle, who, after a rather short duel, gave in to sentimentality, and let his battered and defeated excuse for a brother leave, along with his child.

Oliver's tale of dishonor has one more chapter, however. After escaping the castle, Oliver spent a mere 8 summers with his child. He spent these summers doing odd jobs in a small village. There he cut wood, moved shipments of food and ore, and did a great deal of building. However, as soon as his boy was old enough to begin to work at the local inn, Oliver strode off in an ironic attempt to regain his honor once more. It was not long after, then, that he found himself in possession of a strange note. One which beckoned him to an ancient artifact and perhaps an adventure through which to redeem himself. An adventure which he began the moment he finished reading it.
 
Last edited:
Name: Isolde of Eastern Volk
Age: 20
Sex/Gender: female
Appearance: Isolde is a young woman of 5'5 with a relatively slender figure. Her facial features are soft and delicate with glimmering pale blue eyes that often betray her emotions and inner turmoil. Her hair is dark purple/plum/fuchsia in colour and is long enough to reach her back. Her outfit consist of a turquoise hooded cloak under which she wears white medium sleeved tunic and long dark blue skirt. Underneath, she wears a high collared black shirt that ends at her wrists despite the warm weather of Eastern Volk to hide the white dragon scales glimmering on her nape and on each side of her neck. She has a string necklace with a small tear-shaped moonstone for a pendant - something she had on her person when Aminah found her.
floral-embroidered-tunic-watercolor-skirt-set-9940.jpg
d9572f97335ec193f604ae3c8467b33a.jpg

Lineage: Isolde is a lineaged of Selta, the Aspect of Cold
Spells :
Unlike that of a trained magic-user who has mastered their Aspect, Isolde does not yet know how to properly use her abilities or control the power she was born with. Her magic often manifests itself in raw power that is triggered by her emotions. Many of her spells such as Blizzard and Freeze have varying levels of extremity or power. Depending on how much magic she uses, they can be stronger or weaker or have slightly different effects.
She requires nearby water/ice sources in order to use her powers otherwise her powers do not have a physical manifestation e.g. can only be felt through the chill/cold/frost. She does not need to be able to see water/ice sources, only sense them. However, sometimes her powers unconsciously draw from the air around her and from the water in her own body for minor spells.

Ice and Water Manipulation - more so the former than the latter. Pretty self explanatory - the ability to manipulate and control ice and water. The possibilities are endless and all of her spells fall into this category however some of the more powerful/used ones are described below. Examples - when she froze the ice on the roof of the orphanage and the falling rain, when she froze the lake and subsequently caused it to crack and shatter.
Blizzard - causing a snow storm/blizzard around her. At its mildest form - strong chill and frost develop from the frozen water vapor in the air, at its severest form - an all out storm. One of her strongest area of effect abilities - the one able to exhaust her energy and magic supply. Example of use - when Aminah was fatally wounded, causing Isolde to feel incredible anger, fear, shock and sadness and subsequently summon a blizzard.
Ice Spikes - currently only summon-able from a source of water/ice. Large spikes of ice shoot out - their size depending on the amount of water available. Example of use - when she pushed the traffickers with a sharp move of her hand, resulting in spikes shooting out in the direction of push and impaling the man.
Freeze - the freezing of ones body and mind - has been only self-cast so far - has varying degrees of effect. In its mildest form, Isolde can cause someone or herself to calm down by chilling their heart and mind. In its severest form - frost develops around the individual's entire body and they go into complete shutdown, as if in a stasis or frozen in time both in mind and body. Example of use - when her ice magic preserved her against the danger when she was a baby, when she collapsed after running from the native village, when she collapsed again in Volk from exhaustion and starvation.

Abilities :
Much of Isolde's skills come from living with in the orphanage and then living with the old healer's family. However she did learn several things with the natives such as how to read the stars and a basic understanding of plants/herbs and animals. At the orphanage, she was the oldest child and was tasked with looking after the younger ones whenever the matron was not at home. She often took over the job of cooking for the other orphans and other domestic jobs such as sewing/stitching, washing and cleaning. While living in Volk, she continued to improve her domestic skills such as cooking and cleaning in the house of the old healer as a way of showing her appreciation and gratefulness for living with them. At 17, she became an unofficial apprentice of the healer, gaining some knowledge and experience through training under her and helping with her patients.

Personality:
Isolde is a rather quiet and reserved young woman who comes off as polite and gentle with a faint smile glimmering on her face. However, in contrast with her relatively cold demeanor, she yearns for the companionship of others and finds comfort in the presence of those she trusts and considers her friends, but struggles with making deep or significant emotional connections as she has never been able to completely break the wall of ice she had constructed around herself ever since the death of Aminah, her first mother, and is constantly ruled over by her fear of losing control of her magic and causing harm to those around her. By nature, Isolde is very caring and this adds to her worries and anxiety with regards to the safety of the people around her. She puts the few people who are very dear to her, such as the orphans back in Frost Veil, before herself at all times. However, underneath her gentle and generally composed demeanor, Isolde is still traumatized due to the happenings of the past and despite her improvement in suppressing her powers, she still does not trust herself to keep her magic in check and is ridden with guilt by the damage and harm she had caused as a child. She is also incredibly afraid of losing control over her emotions as she knows how they cause her to lose control over her magic.

Background :
Isolde was rescued as a baby by a river in the Salts by a Native woman, Aminah, who found her encased in ice. She was raised by the woman and lived a relatively peaceful life in the small clan of indigenous people. Her dragon heritage was kept a secret to protect her as the clan was anti-colonialist and saw the dragons as the gods of the invaders, the demons from across the sea. The clan members excused her different physical appearance because they saw her as different but nonetheless an untainted child whom was born on their land and whom they would raise to be one of them. However, the scales, the mark of the colonialists and their gods, was something that could not be ignored. Hence when word got out when she was around the age of 9, the clan had Isolde separated from Aminah to have her, the demon child, executed. However when Aminah was fatally wounded whilst attempting to protect Isolde, the emotional strain of seeing her motherly figure dying cause her to trigger her powers for the first time. A snow storm erupted from around her - during which Isolde collapsed - and wiped out half the village. She awoke hours later in the arms of the almost-completely frozen figure of Aminah whom had carried her away from the village. Aminah soon succumbed to her wounds and the frost, her last shivering whispers - telling Isolde to run and never turn back.

Isolde did not get far by herself and soon collapsed due to exhaustion. She was fortunate enough to have been found by a traveler who found her lying in the stone, pale skin frosted over and body ice cold. He took her to the nearest village, one on the north western coast of Frost Veil. The village was built by settlers who broke off from the main group of colonizers due to clashes in belief. They sought their own lives and religious freedom with no connection to the Commonwealth and the other settlers. Hence, for her safety, the traveler warned her to keep her heritage a secret - only the matron of the orphanage he took her to would know. There she lived for a relatively comfortable 5 years. Her powers had awakened and spiked since the clan incident. Her magic was growing and hence, she learnt to keep it suppressed, never to be used.

One stormy night, the orphanage was broken into by a gang of human traffickers. They aimed to take and sell the children, so in order to protect the other orphans, Isolde used her powers consciously for the first time. However due to her inexperience and lack of training, she lost control of her magic and accidentally killed one of the traffickers when she struggled to push him away and freeze him, causing her magic to instead impale him with ice spikes that erupt from the wet floor. She caused injury to many of the traffickers as well as some of the orphans when her subsequent fear caused the ice to freeze along the thin roof of the orphanage, causing it to cave in on them. Though Isolde had successfully defended against the bandits and protected the children, she had caused incredible damage and her secret was out. Fearing for her safety, the matron had the traumatized girl stow away on the next ship out of the village with her last words - telling Isolde to hide and never use her powers.

The small ship takes her to Volk. Out alone in an alien land, she wanders for a few days homeless before collapsing of exhaustion and starvation. An old healer and her son find her frosted over in the rain and nurse her back to health. She is offered to stay with the woman who does not understand Isolde's fear of letting her magic be known but does not pry. Though she is at first unwilling, Isolde adapts to life with the small family. She learns to keep her powers largely suppressed but her ice magic grows stronger with no use. In an attempt to let out some of the magic build up within her, Isolde ventured out to an open area with a lake, letting go of her hold on her magic. The sudden release caused the lake to freeze over completely. The sight was spectacular and for a moment, she felt good about her magic. However when her back was turned, several children ventured out onto the ice and upon seeing them, her sudden spike in shock and fear caused the ice to crack and shatter. Fortunately, the children were in no serious danger as they hadn't reached deep water yet.

However, the incident reminded Isolde once again of the potency of her power, how dangerous it was and how little control she had. It was getting gradually harder for her to suppress her magic and if she wanted to continue to live among people, she'd have to stop running and hiding and instead change and grow.
 
NameDestrian Targon
Age:21
Gender: Male

Appearance: Destrian stands at a height of 6"1, a height considered average amongst the general populace. His build is lean and athletic, result of the time he spent running from the Law. His eyes are dark, and carry with them the hard stare of a man that has been through a lot in his life. He has Brown hair, kept short, so as to not obstruct his view during combat. He wears a regular shirt and a comfortable pair of pants, with a heavy black overcoat stashed in his backpack for when it gets cold. A large, purple strip of scales can be found criss-crossing his chest, painted deep purple.

Lineage: Awramaar, The aspect of Arcana.

Spells: Destrian's magic matches his personality: Chaotic, Fierce, and Potentially dangerous even to his closest friends. As he is untrained in it, he cannot really effectively manage either his energy or his overload abilities(to be explained), Which has caused a lot of Issues in the past.

Notable spells:

-Conjure: Destrian stands still and begins charging up. While relatively useless on it's own, Conjure can empower Destrian's other spells. Conjure can also be used to heal Destrian's wounds, although this process is rather slow, so it is best used out of combat.

[Β]Bolt[/B] : Pretty self explanatory- Destrian can shoot a bolt of purple energy at an opponent

-Power from Pain: Destrian can heal Allies, even when they are Grievously Inured . However, to do so, two things must happen: One, he must have contact with them, and two Destrian must damage himself. The More Damage Destrian deals to himself, the more wounds of the ally will be healed.
Destrian can also utilise power from pain to either empower his own spells, strength, or stamina, or an ally's

Improved Melee: Destrian can Empower his own speed and Strength, Allowing him to effectively engage in melee with Opponents. By wasting additional energy(or additional overcharge), he can summon some weapons out of energy. His favorite is a heavy Battleaxe, as, since he hasn't been properly trained, it's the only weapon that doesn't require real skill to utilize. When this is active, Destrian's arms burn with a purple glow

Hover Destrian can Levitate 4 metres above the ground for a few seconds, and by wasting additional energy, is able to make an additional jump from there

Mana Burst: A short range, but high power, blast of purple energy. While slow to cast, it can be quite devastating.

Due to the very nature of his Lineage and personality, his magic is in a process of constantly evolving. Therefore, more spells will be made available with time and experience

Personality: Energetic and Brash, Destrian always tries to be as helpful as he possibly can to his allies. He values himself very little, and therefore will put their safety above his own. While his troubled psyche prevents people from becoming his friends easily, as most regard him with a mixture of fear, pity, or disgust, once he has actually established a bond with someone, he truly brings out his best self.Sadly, his anger still haunts him: And when in severe stress, he is more than likely to respond with extreme violence,even against allies(Although, very rarely against friends). Despite what it may seem, he is not the frenzied monster that he appears to be sometimes, and appreciates it tremendously when people don't treat him like one.

Background: Destrian grew up in a very Prominent family, in the Kingdom of Fire. He was the third son, and, as a result, held very little claims over his family's land. However, life was good. His parents , while cold and distant, cared for their children, and Destrian received a proper education and Upbringing. That was, of course, until a rival family revealed to the populace that they were Lineage of Awramaar. The memory of The peasants storming his home and slaughtering his family and siblings in front of him haunts his memories to this very day.

Destrian fled the slaughter of his family, but had nowhere to go. His world shattered, he lost control of his powers for the first time in his life, Decimating a large part of his hometown. He then fled the Kingdom and sought refuge in the Island of Volk. While he tried to find work, Nobody trusted this outlander enough to grant him a home and a decent opportunity. None, but a group of Bandits, who saw the Broken man as a golden opportunity to enlarge their ranks. And so, Destrian spent the next few years as a Banit, preying on the Innocent. At that time he did not feel any guilt over his actions: It seemed to him that all the people were monsters, who took away his sanctuary and refused to give him another. He soon enough became the leader of the gang, and they were a force to be reckoned with, raiding and plundering all across Volk.

One day, a Woman was brought before him, captured after a raid on a village. The Woman screamed and begged for her life, blaming Destrian for taking away her Home, child and Husband, leaving her alone, and with nowhere to go. Destrian, in shock, finally reallied the truth: He had become a worse monster than the ones he blamed for his loss. He abandoned his men the same night, retreating onto an Isolated Village at the edge of Volk, now haunted by his guilt.

When the note reached him, he immediately began packing. This was his chance, he thought. This was his chance to actually redeem himself for his crimes. He left his home soon after, filled with hope for the first time in his life. However, his anger still looms over him, like a dark cloud: Ready to unleash the storm at any moment.

proxy.png
 
Last edited:
Gwendolyn "Gwen" Smith
8ef3a41c3c5e7870ba8639203b6552ff.jpg
Age: 21
Sex/Gender: Female
Lineage: None

Appearance: Standing at 5'4", Gwen has a bit of an athletic figure; though a bit underweight due to malnourishment. She has short cornsilk blonde hair, and almost unnaturally saturated blue eyes. Her expression mainly harbors the same ghost of a smirk at almost all times, rarely changing to anything else no matter how strong her emotions are. If you want to know what she's thinking, look at her eyes. Unless she's actively trying to keep up an act, you can likely find her true thoughts there. Scars of all shapes and sizes coat her arms and hands, showing years of hard work and telling some stories of unnecessary trouble. Because of these scars, she often wears long leather gloves to hide them; plus they help prevent further injuries.

Weapons/Items:
-Longsword
-Several knives
-Basic survival items
-An amulet that is supposed to ward off lethal magical attacks (Only lethal attacks. If it can't kill her in one blow, it'll most likely have an effect.)

Skills:
-Swordfighting
-Hand to hand combat
-Charismatic
-Observant
-Pickpocketing
-Master of Improvisation


Weaknesses:
-Human strength
-Stubborn
-Greedy
-Doesn't do well with teamwork

Background:
Gwen's story starts with her mother.


The Fire Kingdom's policy on serving out one's sentence through slavery backfired horribly on Gwen's family. The punishment started with her great-grandfather and quickly worked its way down to her mother. He was meant to serve 32 years in servitude in order to pay for his crime of first-degree murder. However, the man died a little more than 5 years into the sentence. Because of how the system worked in the Fire Kingdom, someone else had to step in to finish his sentence and be drafted into slavery themselves. One after another, her family members were drafted into serving the sentence, and one by one they either killed themselves or died of some other cause during work.

Her mother was the only child of Gwen's grandparents and didn't have a husband of her own to pass off the debt to. So, 15 years later, she was the one who had to serve the remaining sentence. Unfortunately, before receiving the news that it was her turn to finish the punishment, her mother had an affair. It wasn't a deep relationship and only lasted as long as the summer. By the time it was her mother's time, the affair was long since over, and she had lost contact with the man entirely. But, because of the affair, a pregnancy occurred, and Gwendolyn was officially born into a family of lawful slaves.

Despite her mother's attempts to hide Gwen and to keep her near, the baby was very quickly discovered and brought to the nearest orphanage. There, Gwen remained for seven years of her life until she was finally adopted by a blacksmith and his wife.

The two had several sons, but the wife desperately wanted a daughter. And after accepting the fact that they would not be blessed a biological one, they decided to adopt.

Gwen became the darling of the Smith family. Being the only girl, her adopted mother showered her in everything that a little girl could ever want; within reason, they weren't exactly living in the lap of luxury. Whenever she wasn't working on chores or helping with the family's shop, her mother would spend her time making beautiful dresses for her new daughter. Though, despite the mother's wishes to keep her daughter ladylike and perfectly feminine, there were six males in the house to steer her in the other direction.

Gwen's brothers taught her how to fight and to hold her own, as her small and frail stature often made her a target for local bullies. It began with fistfights, and then very quickly escalated to fighting while armed. It wasn't difficult for the kids to find weapons, as their father made them for a living. They even tried teaching her how to make and fix weapons and tools, but both of the parents drew a very definitive line that prevented them from successfully doing so.

However happy the girl was growing up with the Smiths, there was always something missing; a constant feeling of dissatisfaction and longing that she couldn't place. There was a strong possibility that it had something to do with the absence of her biological parents, but a strong sense of denial kept Gwen from drawing that conclusion. Instead, she gave herself up to adventure and exploration, believing that the hole in her heart might be filled by adrenaline and the satisfaction of finding something before anyone else. So, at the age of 17, she stole some supplies and a couple of weapons from her family's shop. Disappearing in the middle of the night, she only left her family a short letter explaining her situation, and promising to return one day with all sorts of stories to tell.
 
Last edited:
Velma Pierce 2.png
Name: Velma Pierce
Age: 18
Sex/Gender: Female
Height: 5'6"
Weight: 150 lbs
Build: Athletic
Lineage: Olikah
Residence: Yurron, Commonwealth
Acid Bolt: Velma points her palm in the direction of her target, shooting a bubbling ball of green acid that melts violently through flesh and metal. The ball is about the size of her palm, and quickly drops after ten feet, and when aimed higher, has a maximum distance of thirty feet. When applied to flesh, the acid will normally burn until it reaches the muscle, causing terrible pain and slight bleeding. (The only reason the bleeding is slight is because the acid will burn the wound it is creating shut as well.) When applied to things like wood, stone, etc. It will melt more slowly depending on the material. As a reference: Wood it will normally melt through, despite the amount. The more there is, the slower it will be. Stone, However, will probably only burn eight inches, and very slowly.

Poisonous Bite: This one is pretty self explanatory. The poison is very hard to remedy since it is immediately injected into the bloodstream rather than ingested trough food or drink. This poison has a stunning affect that paralyzes the target for up to ten minutes. Just enough time to get away... or bind up your target.

Poisonous Blood: Velma can cut herself on an arrow to create a poisonous bolt for her crossbow. She can do this with anything really, and assist a teammate with poison damage, but well, cutting yourself isn't exactly healthy.

Claws: Velma grows three inch claws out of her fingers that are laced in poison. Handshakes are risky with her!

Poisonous Mist: Velma excretes poisonous fumes from her pores that act as a knock out gas. She can control where it comes out of, whether it be her entire body, or just the palm of her hand.

Rage: This is extremely dangerous for Velma, and would rather lose a fight than use it. But in life or death situations, Rage is the last resort. She pumps her own body with her poisonous magic, enhancing her speed, strength, and resilience by almost five times. This might seem like something you would use in every fight, but she has only used this once before, and afterward, she barely survived. She was down for the count for almost a month, slipping into a minor coma.
Hand to Hand Combat: Velma is used to being up close and personal, being an assassin and all. With her abilities on her side, she's most likely going to be the one to win in a fist fight. If not, she'll have a high amount of respect for you. Or she'll be dead.

Alchemy: Velma has quite the knack for potions. whether they be enhancements or poisons, she will definitely get a fair outcome.
High Jump (3): This is her signature potion. While it seems like a simple, useless ability, you'd be surprised how hard it is to catch someone who can jump ten feet into the air. She would often use this to escape after her kills, but can deliver a devastating blow when dropping 150 pounds onto her opponent. When the potion is applied, she can jump up to fifteen feet into the air.
Invisibility (2): Velma becomes invisible for 120 seconds, but as soon as she is bumped into/uses a spell, she is immediately exposed.

Stamina (1): Spells are quite exhausting, so she always keeps one of these on her. Emphasis on one. These are quite expensive to make, and they only allow her to use a few more spells.

Vomit Gas (4): Square green bottles the size of the palm of your hand. These nasty buggers reek and will make anyone with a sense of smell leave the area, exploding into a green gas of a three foot radius, the scent can go up to seven feet. This isn't always useful, since well, Velma has a sense of smell too. She can only stand the stuff for about thirty seconds. This added with her jumping potion makes quite the getaway in sticky situations.

Soothers (2): Velma has a couple potions that relieve pain instantly, but not the cause of it. If she's got a nasty gash, this will help her focus to take care of it.

((Velma carries a bag for her potions she doesn't plan on using at the moment, stashing it somewhere before going into whatever situation she was hired to do. It's not like she just straps them all to her body at once.))

Silence: Velma has a lot of practice in sneaking around, unless your aspect dragon is luck, you're probably not going to detect her until she wants you to. Or y'know, snapping twigs.

Killer: She gets a good nights sleep no matter what.
Strong Bones and Body: Velma has very dense bones, which doesn't do much for her, but she does have the ability to chew bones with her strong teeth. This isn't just a scare tactic, she does this to keep her teeth razor sharp for her poisonous bite.

Weapons:
Velma's Bow.jpg
Velma's Bow, Dragon Snare, is her main weapon, green to honor her Dragon Olikah. This is her primary weapon, and resorts to hand to hand combat if need be. But with her aim, you might not get that close.

Pet:
Krilk.jpg
Meet Shrimp. Creepy bugger huh? This is a Krilk. plural would still be Krilk, like 'deer'. They only seek warmth, which leads to the gruesome part of their existence. If someone were to run at one of these things, they would flee like a rabbit. But they are still carnivorous hunters. If you have any livestock, this guy is going to be a nuisance. Not only do they kill and eat things like cows, pigs, and chickens, they will completely hollow out the carcass to use it as a makeshift bed for the night. These guys can be as small as a human foot or as big as a four foot human. They only weigh 60 pounds max, but weight doesn't matter when you have razor sharp tarsal claws. A good swing with one of those will leave a pretty deep gash considering the size of it. While these things are rather scared of humanoids, if one happens to wander into their nest, they get extremely territorial, and the males will most likely attack. One could tame one of these things, but they would have to find an egg, which means going into a nest and well... good luck. Velma, specializing in being a sneaky gal, managed to get one of these eggs. The last fact about these guys: They are extremely rare. most people don't even know they exist. The only reason Velma knew was because they were used as a bedtime story to keep the kids from sneaking out at night.

Background:
Velma was the daughter of a blacksmith, who despised the nations that had raided them to colonize. Throughout the family's generations, they were all, well, racist. None of them cared to share their blacksmithing business with the kind that destroyed them so long ago. As Velma grew, she was taught to hate her current ruler, and usually keeps her curses hidden by Yuron tongue. Growing up the daughter of a blacksmith takes a toll on you physically, hauling metal and swinging hammers will definitely help you burn a few calories. Velma was a strong and confident women by the early age of 16. She had practically mastered the forge, but it wasn't her true passion. She loved alchemy, which her mother practiced regularly to tend to the wounded and keep the family healthy with remedies. Whenever Velma had free time, she was with her mother, learning secrets and helping grind herbs and ingredients to make potions. In her late 16's, she forged her own bow, creating it to honor her dragon as well as give her a weapon to use on her journey. Velma had specifically made this weapon of hers to be powerful as well as accurate. It was made to hunt, and well, Velma was clearly an animal lover. Her parents nearly fainted when she came home with a Krilk egg! The truth is... a lot of people don't like each other, and Velma had caught word of some pretty high prices on peoples heads. Velma wasn't a blood thirsty killer, she killed people who had crimes that one, would make them dangerous and widely hated, and two, were simply revolting to her. Murder, Assault, Abuse, things like that. Velma was fortunate enough to have loving parents... but they weren't supportive. Her father was furious, telling Velma he didn't raise a murderer. She would respond with the words she would be known by to those who knew her:

"No, you raised a daughter who loves life, so I'm going to protect it!"

Velma left that night, and left to hunt the men she heard of, leaving her parents terrified and distraught. When she said she was taught to love life, she meant it. Even if she hated the Commonwealth kind, she knows no one deserves what these men were getting away with. She made her way to the big city, and learned her first lesson really quick: targets are a lot easier to hit than people. Her first kill was extremely sloppy, and to make a long story short, devastated her. She knew this was what she was signing up for, but Aspects, this was almost too much! ...Almost. She hated killing, but the money as well as the mental reward made it worth it. She was saving people, both literally and potentially. For the next two years her skills would sharpen and her mind would strengthen. Killing became a numb action, while she kept her morals in line. She even visited her parents, who cried in both happiness and sadness, knowing she would have to leave again. She made them understand what this was to her, and her father couldn't help but be proud in a very awkward way. I mean, his daughter was a killer! But... she was a bringer of judgement. Something their family believed in very strongly of. Her goodbyes were short and bitter as her and her clawed companion left. She always sheltered him, but decided Shrimp should be able to defend himself if need be. She taught him to slash horizontally rather the natural vertical way to cover more area. She even taught it to act wounded! The two became family and could even roughly communicate, and Shrimp was soon her partner in crime to lure in targets that were rare-game poachers, since Krilk claws were highly valuable. The two were a force to be reckoned with, and Aspects help whoever threatened Shrimp.

Theme-
 
Last edited:
Name- Lilianna Erlandsson

Age- 30

Gender- Female

Appearance-
be3024e6d2cbad209c66d6c7f4eba53e.jpg

Lineage- None

Spells- None

Background-
Daughter of the seneschal and groundskeeper of the noble Nesserite family, Lilianna became well acquainted to work from an early age. The family estate was situated in a large clearing not far from the Henrican river valley in Arenthor. While particularly secluded, especially by noble standards, the manor was grand and lively, stretching dozens of thousands of feet in every direction. The land was just as large with the edges of the property meeting the rising and setting sun. Lili’s family lived not a fifteen minute walk from the estate in a home dwarfed in size, though not in beauty. Lord Nesserite had commissioned the home specifically for the family of the people he’d hired to head the tending of his megalithic home and grounds. There Lili grew up, along with her three brothers. William, Robert and Richard were all boys’ boys which meant they kept Lili on her toes as she took care of them while her parents took care of the property. Their constant fights, recklessness and hardheadedness forced Lilianna to mature faster than she might have otherwise. Learning from and refining with them the very virtues she would try to help instill in them. Her drive was largely to do with the upbringing and expectations of her parents, her father in particular.

Being the seneschal to the home, Rodrick Blyth was a man of law and order, duty and dependability. He ran the both homes with an iron fist and almost supernatural precision and insight. Keeping people in line and squared away was second nature to him. Whether it was on the estate on the grounds or otherwise, Rodrick had his fingers in every operation and a presence as though he was always watching. It comes as no surprise that he raised Lili with this same tactic, giving her the resolve she’d need to work while others her age would play. This, however, did come at the cost of a tense but still loving relationship with her mother. Needless to say, her father had clear expectations and Lili did her best to help her and her brothers fit into them. Ariana Blyth, on the other hand, was a far departure from her husband. As something of a head groundskeeper she spent a large portion of her day outside. Whether it was tending the gardens, the animals or the home she’d approach the work with a much more relaxed mindset than Rodrick, finding comfort in the little things instead of taking a magnifying glass to them. This meant they argued over their methods now and again, specifically when he felt her “lack of efficiency” shown negatively on the family. Ariana argued that playing with the children and making friends was an efficient use of her time and that the tasks weren’t going anywhere.

Lilianna and her mother clashed occasionally as well, some times worse than others. Always over the same things and always strikingly similar to the arguments her parents had. So similar were father and daughter that Lili’s mother started to call her junior as a playful pet name and way to get under her skin. Lili didn’t like this a single bit. Despite differences, their relationship was great by all accounts. The one she had with her father was quite different. Lilianna idolized her father, even in disagreement she’d never once spoken back to him. The contrast was stark in her formative years. The few times she’d gotten into trouble in her life the message that took her mother hours to argue into her could be instilled by her father in a single glance. From her mother she learned to garden, equestrian, cooking (especially from scratch), empathy, a love for nature, how to yield and the difference between being mellow and stoic; From her father, the piano, resolution, leadership, patience, work ethic and the value of pragmatism.

Her brothers could be said to have turned out better adjusted than she did. Not just because her parents had better refined their parenting as the line went on but because she also played a big role in their lives and through her a mix of both parents influenced them. William went on to become a blacksmith of great renown after moving to Norgard and started a family of his own with his lineage wife. Robert married relatively young and with his wife went to start anew in the colonies, having had a well running homestead, a child and another on the way just less than 2 years in. Richard took to the nomad lifestyle, having fallen for a gypsy girl whose caravan had passed by the Nesserite estate. Somehow, Lili found herself to be the last child still at the Blyth residence. Now at the age of 22 her solitude was very irregular. She wallowed in the uncertainty that came with her predicament for a while. She’d gotten used to seeing everyone around her, including the Nesserite children, now no longer children, paired up and living happily. She knew it had more to do with her isolation than her looks or character that left her alone but the feeling was all the same.

It wasn’t until she’d gone to visit William one day that she finally met him, a customer and friend of his, Janus Erlandsson. William had just finished crafting a very special swordspear alloyed with a rare metal that catalyzes the abilities of lineaged (of Arbuzs). Along with his expert craftsmanship his wife Mira had left it enchanted with luck. Janus was a noble though not by blood, having been saved by a nobleman on a foreign excursion when he was very young, likely because he was lineaged. Grown up, Janus had made his prominence in various wars and skirmishes around the 19 islands under the banner of his adoptive family and ran the regional combat school. He was a tall man, 6’5” to her 5’5”, dark eyes and dark hair with more olive toned skin than the other natives. He had a scar running across one side of his head. Everything about him seemed to have been chiseled out her very fantasies. But, it wasn’t his looks. While handsome to her, that mattered little. His character was what captivated her, and hers him. It’s never occurred to her that it was because he was, in essence, her father with his edges rounded off, even though everyone else saw it eventually. Janus courted her for the remainder of her stay in Norgard but she insisted on having to return home and that she was needed there. Upon learning of the encounter Lili’s parents chided her for leaving. They reasoned with her that while the estate was their duty and the leaving of her brothers had initially been something they hadn’t been happy about, they’d come to terms with the fact their plan wasn’t going to come to bear and that they were going to be the only generation to work in there. All things considered, they believed she deserved the same opportunity her brother’s had gotten. The mantle wasn’t hers, of all people, to bear alone, and they assured someone else would take their place when the time came.

That same week she returned to Norgard and within the year she was married. Lilianna chose to unnecessarily adopt her new husband's last name to appease her parents, who weren't very fond of the Norgard way of marriage and spouses having separate surnames. Despite it being as defeminizing as being called junior. The next several years would be the happiest she’d ever been. Janus taught her swordsmanship, philosophies, to relax, they shared stories and she even managed to get some music out of his weathered fingers. Yet, the gift she was most grateful for was not what he had given her, but what he had helped her let go of. The doubt, the reins, herself; she gave them all away. A safety and comfort she couldn’t remember feeling. It was bliss. All except the strange absence of a pregnancy, despite their frequency. Janus reasoned it was simply not willed that they conceive just yet and that when the time was right it would happen. Then time came once again for Janus to go off to fight. Lilianna pleaded with him not to go, claiming to have a horrible feeling about the coming campaign. He felt similarly but dismissed it as worry and the effects of true love. Having assured her of his return, he died in battle on the eve of their 5th anniversary. The funeral service was concise and varied greatly from her own. She let the fire take him but insisted his sword be buried both as monument and from her inability to be near it. She felt it was a cursed thing given it had been intended to bring luck. Lilianna felt as though the world was crashing down around her and fell into a sort of depression, alienating herself from her brother and sister-in-law as she partly blamed the weapon for not doing its job in bringing good luck to him. The worst of it eventually came to pass and she apologized for being manic about it but by then she had settled into a bit of misanthropy. Lili became something of recluse, only ever making an appearance at the school.

She coped by keeping his livelihood alive and well as an extension of him, renaming it Janus Aeturnus. For years she kept the combat school going, keeping masters on roster to teach the students. She also participated and as a result honed her skill with the blade, though her frame of mind didn’t lift much. It wasn’t until one night, as she ritually celebrated her would be anniversary by lying by his grave that she had a vision. In it he spoke to her, and said that it was time for her to move on. That their love was sempiternal but dwelling on death did no one any justice, she couldn’t be afraid to love again. He gave her a prophecy of sorts, in hopes of leading her in a direction of growth and reconciliation instead of wasting way. To wear his sword, the one her brother forged and thus that way he will always be with her. Lili insisted there would be no other and that the flames had taken her heart alongside him. Janus insisted the opposite and that when the time came she’d know. And when she asked how she would know he said that the one to wield his swordspear righteously and skillfully would show her. As quickly as he’d appeared to her, he disappeared. Despite her pleas and spending the next several nights out there in hopes he’d return, he never did. It took a week or two for it to settle in but eventually she decided on a course of action. Lilianna had the swordspear unearthed and left the school in the hands of 6 men, the masters that taught there and the only things she had close to friends since Janus passing. Then, she left without another word and without a semblance of an idea what exactly she was doing. Led by what could have very possibly been a delusion in a search for solace.

Personality-
Lilianna is a serious woman, hardened by life and left independent by circumstance. She isn’t socially deaf or cold, but her deep sadness becomes apparent from time to time. Having kept mostly to herself and not being one to collapse into a heap for very long, this depression has manifested as focus and an exaggeration of the character traits she inherited from her father. To her less than your best and full attention is unacceptable from everyone, especially herself, once there is a task at hand. Unlike her father and more like her mother she doesn’t expect *the best* just your best. Even still, this can make her a hassle to be around at times. In more leisurely situations she can participate fairly well, though having always preferred to be in the background. Jokes, pranks and tricks aren’t completely out of her scope; however she’ll never initiate them. The unfortunate part is that she’ll often let herself be isolated and idle. It’s in these moments that her fragile state of mind becomes most apparent. A number of things can set her off in these moments but the dips in mood pass as they come. Thankfully, she seems to be able to find some peace behind a piano or practicing swordsmanship.

Abilities-
~Swordsmanship
951a7a04a22d8fdf97be4902b37f3442.jpg98adb0804f1339ee2900389f2f0c68a1.jpg
~Pianist
~Horsemanship
~Cooking
~Knowledge about plants and animals in the nature of use and consumption (gardening, food, remedies, predator tracks, livestock handling, edible vs inedible, etc)
~Is fairly rich

Other-
~Her falchion/scimitar-like swords are named The Warden and The Ranger after her parents.
~She carries a vial of mineral oil as well as cleaning supplies to care for her late husband’s blade and her own.
~Will sometimes treat his swordspear peculiarly. (Sitting with it on her lap idly, whispering to it, having it with her when she sleeps, etc.)
~Runes spell something out across the swordspear's fuller.
~The whole weapon comes in at just under 9 feet tall/long and, while expertly balanced, weighs way too much for Lili to wield in any capacity.
impor.jpg

 
Last edited:
Name: Aistra Rurikid
Age: 23
Sex/Gender: Female
Lineage: Aistra is a lineaged of Sendrin, the Aspect of Fire

Appearance: At 5'4", Aistra has a lithe figure. Her irises settle at a deep red that flicker between a blood crimson and a bright orange. She tends to have a smile on her face, though she tends to wear her heart on her sleeve and thus her facial expression finds itself often in motion. Aistra has hair that is all the colours of Autumn, though the shades most prominent are reds, oranges and yellows. It stops falling half way down her back and she lets it hang freely. From her wrist to her elbow the underside of her arm is covered with crimson scales. Aistra has simple clothes, lacking in colour. Black trousers that lace from the calf down, brown leather shoes, a tight-fitting black tunic and a heavy dark cloak that is designed for warmth, not fashion. It's very obvious that she is uncomfortable in these clothes, and that she is clearly looking to take better clothes.

Spells: While Aistra knows some minor cantrips, Aistra has focused on harnessing one spell, and one spell alone: Feniks. On the utterance of this word, Aistra's body is consumed in a great, raging flame for a short time (roughly ten seconds). She transforms into a phoenix, as tall as the tallest humans, with twice the wingspan. The lineaged is fully in control of this form; she has been perfecting its usage since she began her education. This being said, maintaining the form for any extended period of time is incredibly taxing both mentally and physically. In combat, she has managed to maintain the form for two minutes. Passively, she has been able to maintain it at ten.

Abilities: Aistra holds significant clout in the Kingdom of Fire, being born the correct lineage and into the correct family. She has conducted significant research into War-Beasts (the creatures countries use in their armies) and would consider herself an expert.

Background: The Rurikids are among the highest of aristocracy in the Kingdom of Fire. The leaders of the family have produced positive and prestigious results for the Royal Family in many different areas; Aistra's great-grandmother orchestrated the conquest of two neighbouring states before the Kingdom became a kingdom, her grandfather was a renowned administrator beloved by the common people and the nobility alike, and her parents oversaw a successful breeding program that brought back War-Beasts like the hydra from the brink of extinction, to name only a few examples. For these deeds, the noun "Rurikid" has become synonymous within the Kingdom of Fire for a productive, or generally successful person.
When Aistra was born, she was the youngest of two children. She would become the middle child a couple of years later. A generally bright and diligent student, Aistra's younger years were characterised by a rigorous work ethic that saw her excel in the subjects that interested her: history and military history, specifically the use of War-Beasts. Upon beginning her instruction in spells, the young girl quickly found one that intrigued her to no end: the transformation of a human into that of a phoenix. This was a creature that symbolised the purity of her nation, her aspect, and her lineage.

Aistra is borderline obsessed with perfecting the use of the spell. While there is no mention of it, the lineage is utterly convinced that there must be a way to transform oneself permanently, and thus be closer to Sendrin than any other human has ever been, at least in a spiritual sense. When you have the right connections, one can normally find out about powerful artefacts that might be able to grant the power necessary to permanently sustain the spell. And if you pay the right people, you can normally find others who are searching for the items you are looking for as well.
 
Last edited:
Graham Guyver.jpg
Name:
Graham “Gray” Guyver

Age: 21

Gender: male

Lineage: Sidabrinis

Skills and abilities:
The element of surprise is Graham’s best weapon, however his quickness has saved his life more than once. His magic allows him to create unreasonable luck in combat, this could be to his benefit, or to the detriment of his opponent. He has worked hard to make sure the implementation of his power doesn’t harm anyone but his target.
Graham is also a capable knife-thrower, handy with a pair of daggers and is talented in a straight up fist fight. Graham’s physical fighting abilities came from the streets, and later from his mentor at the palace. Graham is good not only at identifying poisons, but also making them, and their respective antidotes.

Appearance: Gray is not particularly tall, standing at 5’9” and his wiry frame makes him look less than intimidating. He has dark, scruffy hair with a loose curl. His brows are thick, and his eyes are set deep, because of this he often looks brooding, or at least, mildly upset. He has an angular face with a short, stubbly beard. His eyes are a warm, honey-brown that diminish the fierceness created by his prominent brow. The silver scales of his lineage are on the back of his forearm. There is what looks like a tattoo across the bridge of his nose, made to look like a streak of blood. Gray usually wears a loose, linen shirt and tight breeches, and a dark brown doeskin hunting tunic overtop, studded with iron. His cloak is deep navy and made of thick wool. His clothes are worn and patched, and the leather is flaking in places, hastily stitched in others. Overall, he bears the evidence of little wealth, yet thorough care given to what little he has. When Graham is particularly uneasy, he breaks out a small tobacco pipe. Gray’s accent is from North Eyra (something akin to Scottish).

Weapons:
Gray carries a multitude of small blades, his favourites being two identical daggers, their pommels made of iron in the likeness of badger heads. Gray is very good at hiding weapons so it is unclear just how many he has. The visible ones are his favoured dagger pair, one at each hip, and two rows of three throwing knives set into leather holders on his tunic, one on each side, the blades aligned with his ribs.

Personality:
At first meeting, Graham comes off as a mouthy, carefree wit, with little to no concern for others. He is quick to judge and often speaks with a distinct lack of tact. Graham will go out of his way to convince people he is unfeeling and unpleasant, however when put to the test many will find the opposite. Graham is fairly soft in the face of innocence. With friends, his quick insults and teasing are a sign of affection and he can be awkward and sheepish when he’s seriously upset someone. Getting Graham irritated isn’t hard, many things irritate Graham, and he will usually respond by being rude or insulting. Getting him truly angry is difficult, and doing do reveals quite another side of him entirely:

There is another layer, one Gray doesn’t like to show to anyone. By events in his past he was forced into a career he had no stomach for, a violent career. Graham was trained as an assassin, to carry out the ‘control’ of delicate political situations. He kills practically, without hesitation and without pity. He had to learn to steel himself against the inevitable grief his actions caused, and the soul-eating guilt brought by the blood on his hands. Graham can become completely unfeeling. Making Graham truly angry puts him in the same state. Oftentimes he will not react to the slight that provokes it, he bides his time until one day, the offender may wind up dead.
Ultimately the guilt cannot be so easily dispensed, and Graham still carries it, harrowed and haunted by it on dark nights, but this he will try to take this to his grave.

Background:
Graham is the son of a fisherman, his mother died in childbirth and he grew up in relative poverty, with his father his sole parent and guardian. His father was not a wise man, nor an honest one, and when he found out his son had been blessed by the aspect of luck he began plotting to use it. It would only be simple things, bringing his son to dice games, or races, or making small bets for a little coin or needed items, but greed quickly pushed him to take bolder risks. Graham would escape his father’s watch often and play with the other children close by. With them he practiced his gift for good, helping even the odds against a bully, or to find things children had lost. He had a kind and gentle heart as a boy, and did not deserve what happened next:

One night, during a particularly brutal duel, Graham’s father forced him to create an event that would allow the man he bet against to lose. Lose he did and he was slain, but not before Graham was caught using his power. The authorities in the village had arrived just before the end and one was experienced in aspect magic. Graham’s father was charged with exploiting the boy and though Graham begged, tried to convince the official he had acted without his father’s knowing, the man would not be swayed. He was taken from his home then; he never saw his father again.

Graham was given to a guardian in Volk’s capital and he was trained in his gift. When he applied himself, he found he had a very creative streak when it came to using it and was very soon getting himself into all sorts of mischief. On one particular occasion Graham had made off with something that didn’t belong to him: One of the older boys he was schooling with had humiliated him in front of the others, to punish him Graham crept into his house and stole information that would expose the boy’s father, a respected member of the court, for a criminal. The man that gave chase, chased him to kill him. Graham made it all the way back to his house and burst through the doors to find his guardian sitting in his armchair, reading as he often did. The knife that came for him he barely saw. He used his gift without thinking. The assassin mis-stepped, overbalanced, and plunged past Graham, putting the blade straight into the heart of his mentor instead. The assassin beat him, and took the records back, but left him alive.

With the assassin long gone and the evidence removed, there was no one to speak of Graham’s innocence and in a grief-addled panic, Graham ran. In the days that followed Graham’s guilt and anguish curdled into hatred for the man that had caused it, not the assassin but the one who had sent him. It burned inside Gray and he thought that he would die with it. He did not die however. He spent a year on the streets, learning what he could, using his gift to keep himself alive. He grew skilled in hand to hand combat, and wielding daggers, stealing what he needed to survive and by the end of that long year he had earned a bounty. Graham was beginning to think he could not be touched, his gift allowed him to wriggle free of even the most well-laid traps, which was why he was not prepared for a bounty-hunter that used the same gift, only better.

He was imprisoned awaiting the gallows and for another time in his life, things seemed hopeless. Graham did not expect the woman standing before his cell days later, ordering his release if he agreed to her terms. Dagna was one of the monarchy’s elite fighters, though she did not look it. Dagna, was an assassin, and she would teach Graham the art of the craft, or, he could die with the next dawn. Graham, given a chance he did not believe he deserved, studied hard, he learned everything Dagna offered to teach, he resumed his aspect training too, under the guise of a visiting nephew from Eyra, admitted to the official school of the court. Everything was going well, until the night Graham was expected to apply his training. The target was an old man, feeble, yet brilliant. He was involved in a plot to siphon off taxes for his benefit and those close to him. He would be an example to those who might attempt the same. In a twist of fate, or perhaps it was his power responding to his subconscious will, the man was also the one who, on that ill-fated day, sent the assassin; the one who killed his guardian. Graham had practiced the strike again and again, he knew every move he was to make and he wanted to do it, but when it came to the moment, when it came to killing a defenseless old man in his bedroom, Graham couldn’t. Once in his chambers however, the man saw Graham and raised the alarm. Graham, desperate to stop him applied his power, but in his haste he did not apply the control he had cultivated so carefully over the past 3 years. The old man fell down the flight of stairs in his attempt to escape and broke his neck, fulfilling Graham’s contract and adding another life to the tally he kept.

Graham, once back in the safety of Dagna’s home waited to feel something. Relief, happiness, anything that would allow him to celebrate the death of his guardian’s killer, to justify what he had done, but he felt only emptiness. Graham realized then that killing made nothing right, it only poisoned the killer, pulling him further and further away from humanity. He killed many more times since that day, protecting the crown and court from threats they would never see. He closed his heart to it and tried not to think of his blood-drenched conscience.

Graham looked on from a distance as the Ever Watching chose a young woman from the very town in which he had been born, and days later…she vanished.
There were many theories put forth, most involving foul play, ultimately Dagna and Graham along with others loyal to the crown were tasked with finding the lost queen. They split up, and Graham has been searching ever since.

Extra:
When Graham isn’t channeling his power, he is prone to minor misfortune, almost as if fate itself is trying to balance the scales. This can lead to frequent moments of embarrassment and inconvenience that at times feel so karmic it is comical.
 
Name: Foxen (Kat) Wolfman

Age: 18

Gender: Male

Lineage: N/A

Skills and abilities:
Foxen is intent and knowledgeable (Not in Math), and can wall jump effectively. He was trained as an assassin. He has incredible survival skills and knows all poisons and Cures for said poisons.

Appearance:
Foxen is a 3'7" Person with a Black coat that hides his Purple hoodie, blue pants, and red shoes. He has a Feminine Figure for some strange reason. Foxen has very long Black hair that goes to his feet.

Weapons:
Foxen wields a Small knife with a poison enchant, A Iron Axe with a Efficient Enchant and a Sliver Yo-Yo with a Damage Enchant.

Personality:
When you first meet him, Foxen is a Cold-blooded man. However, he will warm up to you.

Background:
N/A

Extra:
Despite being an assassin, he barely knows Math. He was never taught that.
While I appreciate you posting this character, I will not allow them to join the RP. I apologise if this is incorrect, but I do not think you have read the lore and have not provided any form of background, which is a must have, and have not stated which country they are from.
You will also note that the RP is set in a Renaissance type world, not a modern one.
 
0f8218b90ba3c1a3cf14dab5fa40855b.jpg
Name: Null Zambezi/Marduk
Age: 26yrs
Sex/Gender: Male
Lineage: Nixhem The Metal Aspect dragon

Appearance: Null is a rather fair looking young man, his black hair is usually neatly trimmed and gathered in a mid back length ponytail. He most often can be found wearing the Silk Garb bearing his families crest of the Zambezi family, Pointed metal tipped boots, Steel Scale mail Gauntlets that cover up to his Bronze Scale, and the Bronze Sash signifying his lineage to Nixhem. His slight frame, short stature and baggy clothing along with his fair features often has people mistaking him for female. However the most strange facet of his appearance are his eyes, the whites of which have turned black and his iris's a reflective mirrorlike color.


Spells:
Zambezi Clan magic- Null's Family has a unique style of magic where they have tied the mystical forces into their long passed down martial art. They work much in the same way as normal spells but rather than having vocal components spells are acheived via Stances, Poses, Motion, and Technique. Null has not yet completed his training, but with the Zambezi scroll in his possession it is only a matter of time before he does.
~~~
Razors Edge- A technique where the User must shift their feet closer together, lean backwards while drawing one hand back towards their chest with the other extended outward at shoulder level. The normal Usage of this technique coats the limb in metal and sharpens that metal to a razors edge allowing the user to weild their hand as a weapon. Null has made a modified variant where he can coat his leg instead hiding it beneath his robe for a surprise attack.

Dragon Fangs- by standing in a straight backed stance with the legs spread shoulder length apart, knees bent, and arms pulled to the hips Null can begin shaping loose bits of metal into pointed objects which he can use to supply himself with a nigh endless supply of throwing knives and Suriken.

Shatter Strike- By standing in a wide and low stance with one arm pulled down by his hip, and the other crossed defensively over his chest. Null can begin to gather magic, the intent of the spell is just as it sounds, it shatters metal. The more he charges the more damage he can do. A well timed strike can crumble the armor off of a person, shatter their shield, or even snap their Weapon into shards. Against flesh it can result in immediate unconsciousness if not defended against, by pushing the iron in their blood away from where they hit. At max charge it can force the iron right out of the blood, or shatter a thick steel door.

Will of Iron- Changing from a stance to a pose. The Will of Iron Briefly Hardens the skin to the consistency of Steel for an instant or two. The user must stand in a open flat palmed stance akin to a sumo wrestler. This Defence has proven effective against blades and magic alike though it cam be overcome.

Abilities:
Metalurgist sight- The reason for his strange Eyes and one of Three meditation learned passive techniques of the Zambezi clan. Its effects are permanant and irreversible. The weilder of this ability can identify ANY kind of metal and can see metal veins beneath the earths surface, and even concealed metal weapons on a person.

Zambezi Iron Fist- The martial art passed down through the Zambezi clan for several generations. The prime focus of this art is control over ones body, mind, and spirit. Practitioners can ignore pain, and strike hard enough to tear their own muscle and shatter their own bones. Pushing the limits is the name of the game and strength in diverse forms. Because of this art it has been said that a Zambezi is never without a weapon

Accuracy- Thrown weapons are where Null truly shines, he has made several "Impossible shots" in his life even at a young age he has even shown to be able to throw weapons in Close quarters battles fighting opponents in melee combat while greifing foes at a distance.

Background: The Zambezi clan has been dwelling with the fire nation since its founding. One of the many mercenary groups hired to reclaim the lands of the Concordat, the fact that they were lineaged was an added bonus. For a time they were rather rather wealthy and well known for their deadly exploits. At least until Nulls Grandfather blew the fortune on a gambling addiction. It was shortly after this fall out of prosperity that Null was born to Aurora Zambezi and her husband Alphose Marduk.

A year after his birth things were beginning to grow difficult for the family as funds were hard to come by and jobs were more so difficult as Alphonse father had practically ruined his families reputation. With little recourse left Alphonse went seeking others who were unhappy with the current way of things, he couldnt let his family fall into poverty and felt his best bet was to commit a robbery on the nobles. Aurora warned against this but he didnt heed the warning, he felt he could ge tone over on the crown.

It wasnt until he launched his plan that he realized he had been played, the monarch had opened and displayed his vault for the sole purpise of attracting thieves. Unfortunately for him Alphonse killed a man as he fled the scene. He was sentenced to 150 years slavery and was never seen by his family again.

After his absence Aurora began to grow more spiteful towards the man, but moatly she spent her time training her son in the family art. He was Raised never knowing of his Father or his crimes. That was until he was 14 and his father passed away without completing his sentence. His mother was going to take the mans place but when Null learned of it he made the rash decision to personally surrender to the ones who came to collect his mother.

He wound up spending another 7 years working in the same mine his father was forced to work in, the hard work and constant usage of his families martial arts to do every task from transferring rocks to swinging the pickaxe actually did him good making him deceptively strong for his size. Yet he was content, in a way it helped him to get to know his father better. Then his mother took ill and perished, the news of which reached him from a new prisoner who happened to be a friend of hers. With nothing else to look forward to, and no other family that he knew of to suffer for it, he began to plot his escape.

Luckily he was brought in not under the Zambezi name but the name Marduk, meaning few knew his true lineage. When he finally made his escape attempt the guards were hideously underpreparred. Much to his disbelief he managed to lead the prisoners to freedom. He promptly returned home where he gathered what little belongings he could find, visited his mothers grave, and finally fled from the Kingdom of Fire taking refuge in the Commonwealth, Specifically the nation state of The Watchers.

While it was initially hard to earn trust as people questioned how he got into being enslaved, once it became apparent that he wasnt much of a threat decent life as a Blacksmith, Five years have passed since his escape and his hatred of the Monarchs of the Kingdom has grown considerably, along with his mastery over the arts he channels this hatred into. Upon hearing about the discovery of the Artifacts while at a tavern, a plan began to formulate. He has sold his Smithing shop and now seeks to find these artifacts though he keeps his reasons to himself.

Other: Funnily enough though he makes weapons, he never seems to keep any with him.​
 

Users who are viewing this thread

Back
Top