• 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 —◦✧the characters that time forgot✧◦—

spookie

give 'em hell, kid.
⋆☽CHARACTER SHEET☾⋆

PLACE IMAGE HERE
all image types are accepted within reason, but no stick figures, awkward selfies or mspaint 'masterpieces', thanks

•FULL NAME•
your character's full name

•NICKNAME/ALIAS•
what they go by and/or any extra names they've used

•AGE•
self-explanatory

•GENDER•
again, self-explanatory

•ROLE TYPE•
using my own as an example, 'sickly dreamer with a big heart', 'bratty dark prince' and 'mysterious, quirky rogue'... a simple description like that for the character list

•WEAPON (IF APPLICABLE)•
think swords, a bow and arrows, daggers and knives, a staff... no guns or anything like that. characters who aren't the type to have weapons can still carry things like a slingshot on them.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
again, nothing super crazy, most powers are more helpful quirks rather than room-flattening things. i'd prefer each character to have a different power (if they have one at all), but two can have the same if both players are okay with it. no powers that impose on other characters (mind reading, psychic manipulation etc), teleportation/time travel (too overpowered) or blood manipulation (this is a plot point and can only be gained through a very specific circumstance.)

describe what it does, what it looks like, limitations, anything required to use it etc. details are good!

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
describe their looks in more depth... the obvious, as well as details like how they move or things that stand out about them

•CLOTHING STYLE•
how they dress... is it functional or frivolous? flashy or plain? perfectly tailored, or poorly-fitted and worn?

•HEIGHT & BODY TYPE•
again, self-explanatory

•DISTINGUISHING FEATURES•
anything that's unique or attention-grabbing about them... scars? tattoos? odd or exotic features? dresses really weird?

—◦✧◦✧◦—

•BIOGRAPHY•
tell us about their past... 2+ paragraphs minimum

•STRENGTHS•
3+, their strong points... not combat or power related

•WEAKNESSES•
3+, their weak points... not combat or power related

•FEARS•
2+, even the bravest warrior has some...

•LIKES & DISLIKES•
optional, but interesting to read and know

—◦✧◦✧◦—

•OTHER•
anything that doesn't fit in another area, put it here

 
⋆☽LIST OF CHARACTERS & POWERS☾⋆

⋆active characters⋆

•sickly dreamer with a big heart >> played by spookie spookie

•bratty dark prince >> played by spookie spookie

•mysterious, quirky rogue >> played by spookie spookie

•your character here! >> your name here!

⋆claimed powers⋆

•light magic, darkness magic, item manifestation, the curse of eternity — spookie spookie

•your character powers here — your name here

⋆inactive, deceased and/or npc-ified characters⋆

•none (yay!)
 
  • Fan
    “In life I serve,
    In death I pay."​

    • Full name:
      Liu Fan

      Alias:
      The Shadow

      Age:
      Twenty-two

      Gender:
      Female

      Hair color:
      Black

      Eye color:
      Black

      Height:
      5'6

      Weight:
      136lbs

      Body type:
      Toned

      Clothing style:
      Dark and practical

      Distinguishing features:
      A scar behind her right ear
      A tattoo on the back of her neck


      BASICS




    BASICS


    PERSONA


    HISTORY


    S.W.A.P.


 
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  • ━hope ephemera━


    ━━━━━━❦━━━━━━

    •FULL NAME•
    Hope Ephemera

    •NICKNAME/ALIAS•
    Hopeful

    •AGE•
    17

    •GENDER•
    Male

    •ROLE TYPE•
    Sickly dreamer with a big heart

    •WEAPON (IF APPLICABLE)•
    He carries a small dagger-like sword made of a mysterious and very lightweight silvery metal that was found with him when he was discovered as an infant. It is very effective when paired with his light magic and almost seems designed to work with this specific element...

    •TYPE OF POWER/GIFT (IF APPLICABLE)•
    Hope is a user of the light element, meaning he can manipulate pure light into weapons and shields as well as infuse it into objects to make them stronger and more useful, though these feats are demanding to perform. He can also use his ability to illuminate dark surroundings and he glows softly in total darkness. The last ability Hope has is Purify, which is not a true healing ability but can be used to stabilize the seriously wounded and partially nullify many poisons (the victim will still suffer symptoms, but they have a better chance of survival). This power has never been seen before, so he has no way of formally practicing or learning its true abilities.

    —◦✧◦✧◦—

    •APPEARANCE DESCRIPTION•
    Hope is a very slender boy, with pale, almost silvery skin and fairly long white hair that seems to shimmer with every step he takes. There is something ethereal and almost otherworldly about him, in both appearance and his strange yet graceful way of moving. His face is soft and youthful, with a boyish innocence that most find endearing. Hope has large, sparkling eyes in the palest shade of pearlescent gray which are almost always darting about and wide with wonder at the magic of his world. Being a very expressive person, it isn't too hard to see how he's feeling at any given time. Sadly, his poor health is somewhat apparent in how underweight and just plain fragile Hope appears, though his upbeat personally usually helps to conceal this aspect.

    •CLOTHING STYLE•
    While poor, Hope is a lover of any and all adventurer-inspired clothing and loves to dress in outfits inspired by famous tales of airship captains and explorers. Swishing captain's coats, decorative compasses and belts, feathers... even if his outfits are patched or a bit worn, it's how he fulfils his immense desire to live this archetype he grew up idolizing. Think a more steampunk aesthetic for Hope in general.

    •HEIGHT & BODY TYPE•
    5'6, quite underweight and fragile looking

    •DISTINGUISHING FEATURES•
    Hope is a memorable individual for quite a few reasons, but most notably his odd complexion, shimmering white hair and sickly appearance are the ones that get him the most attention.

    —◦✧◦✧◦—

    •BIOGRAPHY•
    Hope was found abandoned as an infant under a flowering tree, wrapped in fine silken cloth and having only been left with his unique dagger and the simple outfit he was dressed in. Like all other unclaimed children in Phaland, he was sent to a nearby orphanage where he spent his childhood and teen years amongst others in similar situations.

    As Hope was a kind and sweet-tempered child, most liked him and he had no shortage of friends to play with or attention from the orphanage's nannies. His health had always been a bit frail, but once he reached the age of six, Hope began coughing up blood after any strenuous activity and thus was often confined to his bed and forbidden from joining in games with the other children. This saddened him greatly, but he filled the void with books about wild adventures and brave warriors, determined that one day he would get better and become one himself. When Gramps started visiting the orphanage, Hope immediately began idolizing him and became obsessed with the variety of tales he would tell. Out of all the orphans, Hope was arguably the closest to Gramps and quite possibly his favorite, as the old man felt terrible about his likely terminal condition and would do whatever he could to cheer up the ill child.

    When his beloved idol disappeared years later leaving behind only a note with instructions to start a search if he hadn't returned in five years and a strange broken compass, Hope was the first to dedicate himself to the task and began practicing swordplay and his magic only a year after Gramps vanished despite his constantly worsening health. He convinced some of the others to join his task, and they are now setting out to complete it.

    •STRENGTHS•
    Kind, brave, loyal

    •WEAKNESSES•
    Naive, surprisingly stubborn, a bit spacey/odd

    •FEARS•
    Harming a friend, discovering Gramps really did perish, dying alone

    •LIKES & DISLIKES•
    Hope likes adventure, sweet foods and anything exciting. He dislikes pity, bitter coffee and those who doubt Gramps and his stories.

    —◦✧◦✧◦—

    •OTHER•
    Theme song:



    ━━━━━━❦━━━━━━



    code by spookie spookie

 
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⋆☽CHARACTER SHEET☾⋆
1529BB4A-A906-4C32-A7CC-B30475B993EB.jpeg
•FULL NAME•
Annabeth Kelly Demora

•NICKNAME/ALIAS•
Anna, Beth, Kells, Mora, Bubbles, Omee

•AGE•
18

•GENDER•
Female

•ROLE TYPE•
The Wistful Actress

•WEAPON (IF APPLICABLE)•
Bo Staff

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Annabeth is a master of illusions. She can make an illusion of anything: People, animals, objects, completely different landscapes. This helps with her acting career as it saves money for the backdrops and any extras they can’t afford to actually hire. Of course, she can only do so much since it drains her stamina the bigger the illusion is and the longer she has to maintain it. It’s also more realistic in the daylight, as she uses the light that reflects off the moisture in the air as a base for the illusions. She can use it during the night, but it isn’t as trustworthy unless she has other sources of light besides the moon that changes throughout the night.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
Annabeth has long brown hair with natural red highlights, big light rose colored eyes, small mouth, and a slightly larger nose. Her eyebrows are trimmed, though still on the thicker side. Her skin is a darker shade than of a china doll. She walks with a practiced grace, shoulders and back straight and her chin up. Always looking ahead. Always demanding the attention in a room without actually trying to draw attention to herself. The thing that stands out the most, however, is her smile. It never leaves her face, even under the most stressful or anger-inducing of situations.

•CLOTHING STYLE•
How Annabeth dresses all depends on what she’s doing that day. Is she performing all day? Then she’ll wear the costumes of the production she is in. Is she attending a business related function? Then she doll up in her most gorgeous dress, a teal floor length piece with sleeves that hang off her shoulders instead of on them and a transparent material runs along the upper portion of the back, and a daring set of heels. But, when she isn’t out to impress, she wears something that would usually be considered the poorer way to dress: a pair of comfy or skin tight pants, depending on her mood, a comfy but cute shirt or sweater, depending on the weather, and a comfy pair of shoes. Most would consider her regular clothing plain, but she loves them all the same.

•HEIGHT & BODY TYPE•
Five foot seven (5’7”) and slim. She looks like she would break if treated roughly despite her height. She is curvy, though, and has a b cup chest.

•DISTINGUISHING FEATURES•
Her face is what’s attention grabbing at first glance, but if given the opportunity, you’d notice that isn’t all that’s attention grabbing. Without her illusions, you’d find multiple scars running along her body that are faded with age.
—◦✧◦✧◦—

•BIOGRAPHY•
Annabeth wasn’t born into the best of homes. Her mother died during child birth and her father was hardly ever around once she was old enough to walk around and do things on her own. Their home was in the very outskirts of a bustling city, so they and the other inhabitants were looked down on quite a bit. Beatings from The Privileged, as the adults called them, were common whenever the mood suited them and they could do nothing more than to watch and wait for it to end. If they dared fight back, it was a lot worse later on. And Annabeth was no stranger to these beatings as she found that she had to steal to survive most of the time as her father’s job hardly paid enough for the both of them to survive. If you weren’t quick enough or couldn’t blend into your surroundings, you were caught and beat as to make an example.
But Annabeth didn’t mind it, at least, not on the surface. She forced herself to smile for her father, who worried that he was letting her late mother down without having a stable job. And she kept smiling through the years, even as she took the beatings and hatred from those who didn’t know pain or hunger. And that’s how she lived her life until, one day, her life did a one eighty.
She and a group of other kids her age, barely even teenagers at the ages of twelve and thirteen, were working on getting into a recently abandoned warehouse to get what was left behind: Blankets, warmer clothes for the coming colder months, and other essentials that you needed to survive the winter. Annabeth was paired with another girl to keep lookout, just in case someone came to check on the forgotten contents inside. They were just waiting around, playing silly little word games as they waited the the law enforcement showed up, already drawing their weapons at the sight of them. If they didn’t play their cards right, they’d be beaten and lose their chances of having a slightly warmer winter than they were usually granted. So Annabeth lied through her teeth.
She told a tale of how they were just two lone girls, hoping to seek shelter for the night while waiting for their parents who had been caught in a recent workplace accident a few towns over. She added as many details as she found necessary and drew her little audience in. And they bought it! They allowed them to stay as long as they didn’t cause any trouble, and they didn’t....until the rest of their group came out with their spoils. And Annabeth left with something greater: A dream, and a hope of getting out of the town she despised.
Annabeth spent the next few years performing where she could and gaining enough money to join a wandering troupe that traveled to their town every five years. Her father supported her dream, but sadly didn’t see her get to live it out, dying from a common cold when she was fourteen. She was chased, beaten, and cut up whenever she was discovered, but once she joined the troupe, she was gone; leaving the town with bittersweet feelings and a hope for a new beginning.
It was while on the road she discovered her strange ability. The troupe was on a decline and needed more help than they got, and when one show seemed to fall to bust, she created an illusion grand enough for them to stay afloat with the earnings. She was out of commission for the next two weeks as she had pushed it, but she was ecstatic. She began practicing and getting her stamina up so she could do these illusions for longer, even as she performed. And soon, their small troupe was performing on better stages and in bigger towns. Annabeth lived the life she wanted, and was loving every minute of it as her popularity grew. The only thing was, as she found out, was that she regretted not going on more actual adventures, longing for something more. Something more real than the stories she plays out on a stage. She boards the air ship with her troupe to make travel to their next performance easier and more time efficient.

•STRENGTHS•
Deception: Annabeth’s acting is top-tier and can fool just about anyone as long as she stays in character.
Observation: Annabeth has learned that being able to pick apart details, understanding them, and putting them together is essential in life. She can read people and situations pretty well, through she isn’t always one hundred percent as people are more complex than a simple change in atmosphere.
‘Borrowing’(Stealing): Growing up as she did, Annabeth knows how to use slight of hand to take things as she will. She isn’t a full blown kleptomaniac, but she does steal things when she finds she needs to without anyone hardly noticing a thing.
First Aid: Growing up getting beat for almost anything, Annabeth knows how to heal wounds and injury’s for just about anything as long as it isn’t magical using whatever plants or ointments that are available.

•WEAKNESSES•
Trusting: While Annabeth had a pretty good friend group growing up, it was a known rule to trust no one. She doesn’t open up to others, doesn’t put her walls down, or let others see her down moments.
Combat: Annabeth isn’t known for fighting. She knows the basics of how to defend herself, but she can’t win in an actual fight with someone who actually knows what they are doing.
Blood: She can’t handle blood. She gets nauseous and light headed, and in the worst cases, faints. She hates, fears, and loathes the stuff that gives her life when it leaves her, or someone else’s, body.
Submissive: Annabeth won’t put up any sort of fight. She’s not a leader and will follow blindly along if it means no conflict. She hardly stands up for herself if confronted outside of her job.

•FEARS•
People: Don’t let her smiling face fool you - Annabeth fears you like a holy person fears God. She’s seen what people can do when they think they have the upper hand and experience has bred that fear into her very bones. If her walls do crumple, she will be a sobbing ball of a person in the corner.
Confrontation: Even as an actress, Annabeth fears confrontation. She act it out well and good, but in reality, she avoids it like she avoids blood. Getting into fights with others usually gets messy and she would prefer to let it play out how other people want it to than to fight it.
Quiet: If there isn’t something going bump in the night, Annabeth gets anxious. She believes whole heartedly in the saying “The quite before the storm” and never lets any room stay quiet longer than it needs to be.

•LIKES & DISLIKES•
Likes:
- Reading
- Entertaining people (They usually don’t get violent if they like you)
- Exploring
- Acting
- Animals
- Costumes
- Nature

Dislikes:
- Towns/Cities/ Anywhere crowded
- Amateurs who act big
- Being asked what to do
- Any liquid that isn’t water
- Small rooms that can’t be locked
- Violence
- Last minute changes in the script/costumes

—◦✧◦✧◦—

•OTHER•
Annabeth is a vegetarian. She refuses to eat meat or help prepare it in any way.
 
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[div class=tag]nickname/alias:[/div] Ever, Green (Don't call her this or she may smack you)

[div class=tag]age:[/div] 18

[div class=tag]gender:[/div] Female

[div class=tag]sexuality:[/div] Unexplored, considered Bi (subject to change)

[div class=tag]role:[/div] The Wild Healer

[div class=tag]faceclaim:[/div] Amy Manson [as Merida from OUAT]

[div class=tag]height:[/div] 5' 6"

[div class=tag]weight:[/div] 121lbs

[div class=tag]hair color:[/div] Red [Orange], very curly and wild (and yes, those are leaves tangled in it)

[div class=tag]eye color:[/div] Green, like a shadowy forest

[div class=tag]dist. marks:[/div] Freckles!

[div class=tag]body mods:[/div] N/A

[div class=tag]appearance:[/div] Curly red hair that basically screams 'wild'. Freckled peach skin, shadowy green eyes, soft pink lips. Dirt smudges on her cheeks are very common. She typically wears colorful linen dresses that are patched and repaired with whatever cloth she could find. The edges that touch the floor are typically quite dirty. She also wears a dark green cloak to keep warm on cooler nights. She doesn't like shoes and socks, so she is usually barefoot if its not freezing.

[div class=tag]body mods:[/div] N/A
[/div][/div] [div class="textcontainer tabsContent tabsContent2" style="display:none;"][div class=text] [div class=tag]vices:[/div] A girl of the wilds, she despises those who are prone to overlook the needs of the world. Quick to judge, quicker to spit venom, the girl has little tolerance for those who show little tolerance to nature. She is also very quick to judge herself, often inflicting self-punishment via mental abuse.

[div class=tag]virtues:[/div] Cannot stand to see others in pain, she will assist all she can...even to enemies. Shes honest by the way she talks, but she knows to rein it in as to not cause others harm even mentally. Shes gentle and sweet, caring to all those she comes across (unless they prove themselves horrible people). Loves plants more than most things, though animals come at a close second.

[div class=tag]strengths:[/div] She can heal anyone so long as she has the right plants and tools. She has such an excellent sense of direction when in nature, she has never, EVER, gotten lost in a forest (or a city); this is due to her photographic memory and exceptional attention to detail.

[div class=tag]weaknesses:[/div] She cannot fight to save her life. If she is not around nature or natural creations, she gets very stressed. A lack of seeds and plant life will not allow her to heal, at all, and she feels useless. Because of this, she is always carrying bags of seeds and living plant life in bags on her hips. No matter where she lives, she will have a seemingly endless supply of potted plants. She's also quite weak physically, it's very easy to man handle her.

[div class=tag]fears:[/div] Evil people. Not being able to heal someone in need (ie. incurable diseases). Being torn away from nature completely.

[div class=tag]ambitions:[/div] To convince the worlds who have lost their connection with nature how important it is.

[div class=tag]likes:[/div] Plants, animals, nature aligned people, good people, flying.

[div class=tag]dislikes:[/div] Evil people, people who hurt nature for their own gains, pollution.

[div class=tag]habits/quirks:[/div] Talks pretty fast and excited, especially about different plants and animals. Doesn't seem to like brushing her hair, hence the wildness of it. Also, her hair always seems to have random leaves in it. Vegetarian! Refuses to eat animals.

[div class=tag]ailments:[/div] Quite healthy! She seems to believe that since she has the ability to heal, she cannot get sick and injuries inflicted upon her person heal without infection or scars. While that is very true to some extent, she just has an unnaturally strong immune system due to her upbringing.
[/div][/div] [div class="textcontainer tabsContent tabsContent3" style="display:none;"][div class=text] [div class=tag]family:[/div] See history below.

[div class=tag]residence:[/div] See history below.

[div class=tag]education:[/div] Pure natural skill. Never stepped foot in a traditional classroom.

[div class=tag]Weapon:[/div] Walking stick. She doesn't know how to use it as a weapon though, but it could be considered such. She's quick on her feet with a wild agility, so speed could be a weapon if getting away as fast as possible was considered such.

[div class=tag]Type of Power/Gift:[/div]
• The ability to transfer life from plants (and creatures) to other plants and creatures. She knows she can use another creatures life force (except her own) to transfer life, but she doesn't believe in doing this and will not. No one knows she can use other humans/creatures. This information is tightlipped. Basically, if it's alive, it's life can be transferred.
• When in use, the type of plant/plant part being used to transfer life will slowly wither and die, and the plant or creature being healed will essentially have their ailment disappear as if time were reversing.
• A vine-like tendril will grow from the plant part or seed in the form of a greenish-yellow light (subtle enough not to harm the eyes); the greenish-yellow light is the representation of plant life. The tendril will wrap itself around the fingers of the wounded person, or dig into soil to wrap around roots.
• A vine-like tendril will grow from the body of the creature in the form of a red light (subtle enough not to harm the eyes); the red light is the representation of creature life. The tendril will wrap itself around the fingers of the wounded person, or dig into soil to wrap around roots.
• Limitations are based on availability. If Ever doesn't have a plant or seed or part of a plant (or other creature...), she cannot heal anyone or anything. This is why she tries to carry as much life on her as possible, typically in the form of seeds since they are the representative as the 'birth' of life. The younger the plant part, the stronger the healing. The younger the creature... you get it. The larger the object being healed, the longer it takes. She also cannot cure curses as these are magically induced. She also cannot cure poisons.
• Evergreen acts as a conduit of life between two living beings, she herself cannot transfer her life.

[div class=tag]history:[/div] Evergreen was born and raised on a small, distant island full of tribal people. The island was not visited often, nor was it well known outside of the archipelago the island was apart of. The islands people lived off the land with a healthy respect for nature and learned how to give the earth a break when it needed it. Those born with magic were treated as equals, though were told their powers were a gift from the earth, and that it should be treated with respect and love and not abuse.
A life such as this would not last, however, as the island was ripe full of mana. Everyone was to be evicted. Many lives were lost fighting to keep their home (including Evergreens small family), many more were torn from their families. The rebels were enslaved (to mine the island of mana), and those who obeyed out of fear were given hope that their new lives on the 'main lands' would be just as prosperous. This was true in some cases.
For Evergreen, she hoarded and clung to plant life from her home in hopes she could open up a farm far away from civilization. She was young and alone, had no idea how to read or write (since it wasn't necessary back on her island), so most people thought she was stupid and not worth the time. This lead to her having to live a life of thievery when offering healing in exchange for food and water (and lodging) didn't always work out. That is until she met Hope.
One day she met a boy (Hope) who was around her age and seemed to be suffering from some kind of internal injury as he was coughing up blood. She offered to help him in exchange for some food and water, but it didn't turn out how she hoped. The plants she had transferred life from still died, but Hope was still coughing up blood. She vowed she would find a way to help him when he offered her a place in his adventure since her abilities would still prove to be helpful. She feels indebted to him because of this.

[div class=tag]relationships:[/div]
  • Hope Ephemera: A boy around her age whom she attempted to heal when she saw him coughing up blood. He offered her a place in his adventure to find someone he once knew, and due to her being unable to heal him in return, she feels indebted to him and will follow him wherever he goes.
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[/div][/div] [div class="textcontainer tabsContent tabsContent4" style="display:none;"][div class=text] [div class=tag]theme song:[/div] Wild Child - Enya

[div class=tag]gallery:[/div] ↓

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[/div][/div] [/div] [div class=homebkgd] [div class=intro]the wild healer[/div] [div class="name button"]Evergreen[/div] [div class=role]"Ever"[/div] [div class=line][/div] [div class="icon button"][/div] [div class="pic button"][/div] [/div] [/div][div class=credit]code by sox[/div]
 
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⋆☽CHARACTER SHEET☾⋆

PLACE IMAGE HERE
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•FULL NAME•
Vincent Leo Nash

•NICKNAME/ALIAS•
Vince, Leo, Vin, Diablo

•AGE•
15

•GENDER•
Male

•ROLE TYPE•
The Flamboyant Yet Reserved Designer

•WEAPON (IF APPLICABLE)•
Vincent carries a knife around with him. He also has various sewing needles, regularly sharpened scissors, and pins.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Vincent doesn't have any powers that he knows of. He's just a normal, slightly deranged, man.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
Vincent has silver hair that has a slight purple tint to it that reaches down to the middle of his neck, narrowed dark violet eyes, a pale complexion, a mouth that is on the larger and thin side, and a small, narrow nose. He walks confidently but also like he doesn’t want to be seen, blending into his surroundings.

•CLOTHING STYLE•
Vincent’s clothing style is odd, put lightly. It can be colorful and flashy one day while the next it’s plain and ordinary the next. All perfectly tailored, however, because the pride he has in his work would never allow him to make something shoddy.


•HEIGHT & BODY TYPE•
Five foot five (5’5”) with a petite build. Everything about him is small, from his shoulder to his hands.


•DISTINGUISHING FEATURES•
The thing that makes Vincent attention grabbing is really if you know him. It’s his odd personality, which seems to shift depending on the day. It’s also whenever he dresses up, the colors all matching but sticking out so obviously like he’s wearing a neon sign stating “I’M HERE!”

—◦✧◦✧◦—

•BIOGRAPHY•
Vincent was born into the clothes making business. His father was the store front head while his mother and the other women of the family made the clothes in their workshop that had been built off of their home. Vincent was always expected to take over for his father after marrying and bring a lady home to learn the craft from his mother, but things don’t always go the way you plan it. Vincent grew more interested in his mother’s work, sneaking into the workshop to watch and, whenever caught by one of the women, learn the technique behind it. All without father dearest being the wiser.
It soon became a routine for Vincent to learn the trick of the trade from his father while the sun was high and then turning around and learning how to make clothes from his mother and sisters. He was essentially living a double life in his own home.
His mother and sisters knew him as the flamboyant boy who loved making clothes more than life itself. He was excitable, emotionally driven, and developing a keen eye for patterns and colors as he got older. They saw that he was getting upset with all the frequent business trips once his father started taking him longer business trips, so they gave him a small sewing kit that he uses to sew little additions to his clothes using leftover material.
His father knew him as the ever dutiful son from a young age: a boy who always asked questions, stayed in the background, never drew attention to himself. He was the quiet prodigy who his father took to every business meeting with pride and once he turned thirteen he began going on business trips. This is why he boarded the air ship two years after he started the business trips; It was his first time going on his own to obtain a new client in a larger city miles and miles away.

•STRENGTHS•
Sewing: This doesn’t only mean clothes. Vincent is great at making clothes from scratch, but he can also use a needle and thread for a variety of other things. Stitching up cuts and wounds, sewing together different materials to make something like a makeshift net or a sling for broken arms.
Judgement Making: One aspect that he learned from his father is making strong judgement calls. He can rationalize varying options and opinions and figure out what his next course of action should be. And if it turns out that wasn’t the correct choice, he can reanalyze and try again until he gets the outcome that he wants.
Compassion: When neither of his personalities seem to be playing lead, and they temporarily work together, Vincent can be one of the most compassionate people you will ever meet. He has talked down quite a number of angry passerbys by listening to them and helping them work out those emotions. He can empathize with others on a level that would be impossible to accomplish if you only followed your head or your heart.

•WEAKNESSES•
Duo Personality: After living what seemed to be a double life since the moment he first became conscious of what he wanted and what his father wanted, Vincent has always split himself two different ways. This caused him to have two very distinct, very opposite personalities that both define him as a person. This causes confusion not only for those around him but for himself whenever these two personalities clash, which leads to him shutting down and retreating from the outside world.
Emotionally Driven: Whenever Vincent’s emotional personality plays lead, he can’t think straight. He follows his heart more than his head and that has gotten him into trouble more times than he can count. This makes him extremely sensitive, easy to anger, and extremely trustworthy or extremely hateful depending on his impression of you.
Stubborn: Vincent does not hold back on sharing his ideas. This is one thing his duo personalities seem to share. He holds tight to his beliefs and refuses to back down until he is forced to. This also makes him have problems with authority, though it shows less with his business, drawn back personality. He’ll refuse to listen to anything that doesn’t match up with his beliefs or ideas and will go off on his own to prove he was right if he feels it necessary.

•FEARS•
Losing himself: With his double personality, Vincent is afraid that, one day, they’ll clash and he’ll lose everything that once made him him. That he’ll not only lose the parts of him that he loved, the parts that his mother and sister engrained into him, but also the parts he hated that his father trained him to be. He’s afraid of becoming a shell of a man, devoid of anything that makes him alive, because he can’t live as just the one he wants.
His Father: Don’t get him wrong, he loves his father. But the man has a temper behind closed doors and he has seen first hand when things don’t play out the way he plans it. His mother and sisters have plenty of scars to prove it from when he’s gotten violent. And this fear of his father has stemmed into another - the fear of men in power. He pushes past this fear with his stubborn ways, but if his ideals or a choice isn’t coming into play, he cowers.

•LIKES & DISLIKES•
Likes:
- Clothes
-Sewing
- Girl talk
- His mother and sisters
- Colors
- Patterns
- Living as himself
- Watching his mother and sisters work

Dislikes:
- His father
- Business training
- Business trips
- Arrogant, upperclass men/boys
- Other boys his age
- Creative blocks
- Himself

—◦✧◦✧◦—

•OTHER•
If you haven’t guessed it by now, I’m putting it here so it doesn’t come as a shock: Vincent has two separate personalities. One that is calm, collected, quiet, and business savvy. Another that is emotional, heart felt, flamboyant, and a dreamer. He is aware of both but can not control when he becomes one or the other if not in the presence of his father or someone who resembles him in demeanor or status.
 
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[div class=tag]nickname:[/div] cass

[div class=tag]age:[/div] 22

[div class=tag]gender:[/div] male

[div class=tag]role:[/div] the iron heart

[div class=tag]height:[/div] 5' 10"

[div class=tag]weight:[/div] 163lbs

[div class=tag]hair color:[/div] dark brown

[div class=tag]eye color:[/div] dark brown

[div class=tag]dist. marks:[/div] light freckles across nose

[div class=tag]appearance description:[/div] Caspian's face is often set like stone, with an expression that screams routine and dedication. His high-set cheekbones curve to a strong chin, above which are full, yet not plump, lips. These are rarely curved into a smile, but when they are, they reveal a dimple on his left cheek. His monolid eyes are dark brown, with speckles of lighter mahogany on the edges. Below those are a faint spattering of freckles that cross the bridge of his nose. Caspian's hair is dark brown, almost black, and is always parted above his left eye. Especially on inspection days at the Academy, he makes sure that not a hair is out of place. While he is not a fanatic about his appearance, Caspian takes pride in a professional visage, especially when on duty.

[div class=tag]clothing style:[/div] Caspian is almost always in his Academy uniform, which is blue and grey in color. This includes a knee-length blue cape and silver accents along the stiff-collared uniform. If he's not wearing this, he'll be wearing something dark in color and practical in movement, usually something form-fitting but loose enough to allow for a free range of motion.
[/div][/div] [div class="textcontainer tabsContent tabsContent2" style="display:none;"][div class=text] [div class=tag]vices:[/div] assertive, stubborn, pessimistic, mechanical, killjoy, blunt, obstinate, condemnatory, grumpy, demanding, fussy, calculating, inconsiderate, short-tempered

[div class=tag]virtues:[/div] meticulous, careful, clear-headed, clever, confident, resourceful, versatile, self-disciplined, courteous, straightforward, dependable, polished

[div class=tag]strengths:[/div] Caspian is light on his feet and knows how to handle himself in a scrap. It wasn't his desire to gain a name for himself that drove him to the Academy, but rather the idea that he could be part of a well-oiled system. He likes being in his place and doing his job to the best of his ability. That said, his creative mind allows him to think outside the box for new solutions, and he enjoys the thrill of a new puzzle to solve. Caspian has been working hard on his navigation skills and knows his geography pretty well. As part of his training, he has been taught how to use a crossbow, which can't use proficiently but isn't awful with either.

[div class=tag]weaknesses:[/div] Caspian has a tendency to make things out worse than they are, even if he doesn't outright have a panic attack about it. He's also hard on those under him and looks down on those who don't have a well-crafted plan for life. Since joining the Academy, he has taken on sort of an elitist personality, which tends to come off as annoying to those who knew him before.

[div class=tag]fears:[/div] Caspian has mazeophopia, which is a fear of being lost. This is why he has been concentrating on his navigation skills above all else. He also can't stand cats in any shape or form.

[div class=tag]ambitions:[/div] Caspian just wants to be a part of something larger than himself. He would love to command his own airship someday, which is a dream he's had since he was a child.

[div class=tag]likes:[/div] strong winds that threaten to blow you over, rain that falls in sheets, tea that almost burns your tongue, candlelight, the smell of books, the calculated shadow of a sundial, using a sextant, searching for constellations

[div class=tag]dislikes:[/div] thick fog, cold metal, excessive heat, still air, small stains that never come out of your clothes,
[/div][/div] [div class="textcontainer tabsContent tabsContent3" style="display:none;"][div class=text] [div class=tag]family:[/div]
- father : atlas emory (deceased)
- mother : cosmia emory (deceased)

[div class=tag]residence:[/div] Caspian is a student at the Academy in Phaland and boards in a nearby apartment.

[div class=tag]history:[/div] Caspian was born into a poor family, if you could call it that. He only heard of his father through his mother, cosmia, who spoke of atlas with fondness. Cosmia had a naturally weak disposition and was constantly sick, barely able to provide for herself and her son. When a disease ran through the destitute portions of Phaland, Cosmia died within days, leaving Caspian an orphan. He was taken into an orphanage, where he spent the majority of his youth.

Caspian's adventurous spirit was kindled by the stories of a regular visitor to the orphanage, an old man who spoke of the world beyond the horizon. The boy's dreams were filled with flying ships and strange creatures, all encompassed by a lust for new discoveries. When the old man disappeared, Caspian's dreams continued, although he developed a realistic viewpoint: if he was ever going to find the world that time forgot, he would have to learn how to fly a ship.

As Caspian grew older, he began to forget about the old man and his stories, although he still longed to join the professional airship crews that were produced from Phaland's Academy. He managed to set up a deal in which he would work with the airship construction crews in exchange for education at the Academy. He took to his studies with relish and quickly found that he had a strong internal compass and an eye for mapmaking. As learned the ins and outs of how an airship worked, he memorized geographical landmarks and became one of the Academy's brightest student navigators.
[/div][/div] [div class="textcontainer tabsContent tabsContent4" style="display:none;"][div class=text] [div class=tag]credit:[/div] art by charlie bowater

[div class=tag]theme song:[/div] in the wind by lord huron

[div class=tag]weapons:[/div] caspian owns a crossbow, which he can somewhat aim. Along with it is his quiver, which sits at his hip. Smaller weaponry includes a dagger carved from ivory that one of his superiors gifted to him.

[div class=tag]power:[/div] compass sense: Caspian has an inner compass that allows him to know by instinct what direction he is facing at any time. Less of a power and more of a skill, Caspian has a photographic memory that allows him to remember geography and copy it onto a map almost perfectly.

an extension of this power is that once caspian has been inside a building once or twice, he immediately knows the layout, including every nook and cranny. if there's a secret crawl space, he'll probably be able to know which room it's in, although he might not know where the entrance is.

[div class=tag]relationships:[/div]
----- Demetriosa: Both dwelt at the same orphanage and were often playmates at being explorers. They have since gotten back in touch by a chance meeting; Caspian writes her every now and then to keep her updated on current events in Phaland. While he doesn't exactly approve of her loner lifestyle, he admires her skill and finds it interesting to read about her offbeat life.

----- Sima: Caspian was the navigator on one of Sima's flights to Phaland a few years ago. It was an exam flight, in which Caspian was tested on his skill in a real-life setting. The two met there and have spoken since on Sima's occasional visits to the Academy. Caspian doesn't mind Sima's thirst for knowledge and is usually more than willing to share his cartography and navigation skills with him.
[/div][/div] [/div] [div class=homebkgd] [div class=intro]the iron-hearted[/div] [div class="name button"]caspian[/div] [div class=role]emory[/div] [div class=line][/div] [div class="icon button"][/div] [div class="pic button"][/div] [/div] [/div][div class=credit]code by sox[/div]
 
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(Art by Darkmello on Deviantart! || Sasha n the fairy by darkmello on DeviantArt)

•FULL NAME•
Amaya Nogueira

•NICKNAME/ALIAS•
Maya is fine, some call her "Amy" or something of the sort, but she would really rather you just call her Amaya. Or the Walnut Queen. That's also acceptable.

•AGE•
16

•GENDER•
Female

•ROLE TYPE•
Blunt, proud, but curious craftswoman adventurer

•WEAPON (IF APPLICABLE)•
Carries a bow and arrow around along with a knife cut from a crystal that was definitely not stolen and not incredibly expensive. The crystal probably used to be magic, but all Amaya knows is that it looks cool. Also, the bow and arrows are entirely homemade from carved wood. They're good for being homemade, but not the best of quality, either. Amaya is self-taught, after all.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Nada. Maybe. She is known for being uncannily observant and can hear you coming from several yards away, but it's not magic, necessarily. She can easily sense a magic being's presence, though.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

She is an average-sized girl with a quick step and quicker wit, with soft brown skin and dark auburn hair. Her neutral expression is thought by some to be her permanent expression: passive with a slight hint of judging you. But those who know her well are more likely to see the nuance: the bright, curious expression that might overtake her eyes, the slight narrowing of her gaze when she is actually judging you. She has a light, nimble kind of step, agile and silent. She is seen more in motion than not—walking, pacing, gesturing at nothing. She is quiet as a default, but she won't hesitate to talk and say everything on her mind at the drop of a hat.

•CLOTHING STYLE•
Her preferred style is a simple dress, functional and neat, completed with belt and quiver. As of now, she only owns a couple of outfits: a light blue frock and a plain brown one, and both have holes in them that she keeps having to patch. Those dresses can die in a ditch if she can find something that won't tear, danggit! But her belt and quiver are her precious and she will part with them when she dies.

•HEIGHT & BODY TYPE•
5'7" and slender build, fairly unassuming in stature, but decently toned muscle-wise if you pay enough attention

•DISTINGUISHING FEATURES•
Her sharp gaze and quick movements tend to be the first thing people notice, what with her eyes being the type to bore into your soul and such. Also, she is often to be seen fiddling with something in her hands, be it wood she's whittling or a leaf she's mangling.

—◦✧◦✧◦—

•BIOGRAPHY•

Amaya has fond memories of her early life. Her parents were farmers: they taught her to read, to write, and to work at an early age; they gave her love and time and smiles and would show her cool things like the birds in their nest or the fish in the creek. They died when she was six, almost seven, both at the same time due to a sickness that swept through the village but Amaya never got. After that, she worked for two years as a farm hand for one of the neighbors, a time which Amaya remembers as being decent and nothing else. She was a worker. They were not her parents, and they never would be. They weren't cruel, but neither were they particularly kind. Then, of course, the man of the house, Mr. Al, had to go and become a merchant for his brother's company. And thus the family left her for the city and an airship, and Amaya ended up being sent to the orphanage.

Amaya used to be a little angry at the world, but not anymore, she thinks. She found it a much better thing to just adapt and move on. Throughout her childhood, after her parents' deaths, she found interest in books and nature, although she wasn't the sort to just sit in any one place for a while, preferring to go do something active and maybe useful, or just walk. Maybe read and walk at the same time. She's surprisingly good at it. She also likes watching animals, for the most part, but mostly just likes the company of her pet fox, Walnut. She met him as an injured pup, soon after she arrived at the orphanage, and she's been keeping him in somewhat secret ever since.

Besides Walnut, Amaya's experience at the orphanage was nothing special, she thinks. There were a lot of people, some annoying, and some not so annoying. Most of them were just too loud. But there were several she liked, even if she hated to admit it. Still, she was bored, not having a special job of any sort. So she started learning to woodwork, because it was the forest and she had plenty of it. Then she just started taking to crafting things in general, because it was neat. She learned to make her own longbow, and she started practicing how to use it because it was interesting. She would sneak off to try hunting sometimes, catching rabbits and squirrels and the like. She would also steal off to the nearby village to get supplies, picking up whatever she could find just for the sake of seeing what she could make out of it.

Amaya really would like to go on an adventure. She wants to see things, consume knowledge, master everything, and find an existence that just isn't dull. And, she wants to give this old man a piece of her mind for taking off and leaving the rest of them behind.

•STRENGTHS•
—As aforesaid mentioned, she's incredibly observant. Details don't get past her very often, and she's very spatially aware of what's going on around her. Also just rather intelligent in general. She has a good memory and likes to learn of things and of people.
—Crafting things. She likes to woodwork, and she's good at doing things that require steady, precise movements. She's not an expert yet, though.
—Agility. She's a fast runner, and she can and will climb trees and leap across rocks and stuff.
—Not easily swayed. When bad things happen, she rolls with it. Also very hardworking.

•WEAKNESSES•
—Has a bad habit of going off and doing her own thing. She'll disappear on people without a word as to where she's going, and she'll act differently from agreed-upon plans because she just thinks her way is better, without telling someone first that she's changing said plan.
—Has a bit of a pride problem. To the previous point, she thinks her way is right, and she doesn't like to admit to being wrong. Incredibly stubborn, as both strength and weakness.
—Doesn't mince words. Ever. She has no filter, so that even when the situation calls for niceties, she'll often tell people exactly what she thinks and be surprised when everyone else is surprised that she would say so. Therefore, terrible at diplomacy.

•FEARS•
—Losing her memories. It might be considered an odd fear, since her memory is better than most people's, but she terrified of missing something. Anything. She fears one day growing old and losing her mind, but mostly she fears that happening sometime long before that somehow. What she fears the most is forgetting the faces of her parents.
—Becoming trapped. On a life-trajectory level, she fears that her options are limited to her (having no money and all), and that she'll end up doing a job that's less than satisfying, or being confined to one location. On a baser level, she fears that someone will snatch her away and tell her what to do with her life in the span of a moment, to force her to marry someone or go somewhere or work on something, as they have in too many real stories she's known.
—Dying without doing anything great, and being forgotten.

•LIKES & DISLIKES•
Likes—her pet fox Walnut, being dubbed the Walnut Queen by the younger children (long story), exploring, being outdoors, archery, woodworking, apple pie, people telling her she was right, and adventure books.

Dislikes—being confined to a space, people telling her she was wrong, people telling her what to do in general when they do not have clear hierarchical status over her, people who complain a lot, soggy bread, cuckoo birds, and subpar clothing material that tears because it is subpar and not because she did parkour on a tree trunk.

—◦✧◦✧◦—

•OTHER•

Kind of imagine her the type that keep up a bored, judgmental demeanor all the time, but is actually very curious about everything and can and will get excited when the time is right. She'll be genuinely (not smirkingly) grinning one of these days, and everyone will just be confused.
 
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•FULL NAME•
Demetriosa

•NICKNAME/ALIAS•
Rosa

•AGE•
19

•GENDER•
Female

•ROLE TYPE•
The Lone Wolf Sharpshooter

•WEAPON (IF APPLICABLE)•
Bow and arrows

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Demetriosa possesses a good eye and a steady hand with a bow that have been honed by years of experience. She also has decent hand-to-hand combat and knife fighting skills.

Spectroglass - a magical device she bought from a traveling merchant which reveals the aura of any living creatures in the vicinity, despite any obstructions such as trees, walls, or cloud covers. She uses it on her hunts to help spot animals who blend easily into surrounding foliage. Think of it like an Ahressan version of infrared goggles. The spectroglass requires frequent refills of mana after usage.


—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Demetriosa has curly auburn hair which she does up in braids when shooting, in order to keep it out of her bright green eyes. Her skin is fairly tanned from the many hours she spends out in woods on the hunt for game.

•CLOTHING STYLE•
Demetriosa favors finer clothes when she can afford it, usually with pricier fabrics and elaborate designs, along with little pieces of jewelry. As she likes to say, "just because I was raised in a gutter doesn't mean I have to look it. " However, when out hunting or adventuring, she prefers ensembles that are more practical, yet still stylish. A sling around her back holds a quiver of arrows, a pouch on her waist holds a crystal or two for "charging" her spectroglass along with a knife for skinning animals, and the spectroglass itself is fitted across her head . No matter what she's wearing, she always carries a locket around her neck, a memento from the parents she never knew.

•HEIGHT & BODY TYPE•
Demetriosa is fairly tall for her age, with a thin frame that is agile and quick.

•DISTINGUISHING FEATURES•
Demetriosa normally has an easygoing, if not slightly cold demeanor. However, when aiming for a target, her expression is observed to grow intimidatingly stern, with her bright green eyes often glinting fiercely in concentration.

—◦✧◦✧◦—

•BIOGRAPHY•

Demetriosa was brought in an orphanage on the poor side of town when she was just a baby, a small bundle laid in a basket next to a gold locket hanging on a velvet ribbon. As she grew older, the young orphan liked to imagine that she was the long lost daughter of a pair of nobles, or illustrious explorers, or some other important figures. She wanted to believe that her parents had a good reason to have left her at the steps of the orphanage; perhaps they were on the run from a royal assassin, or wanted to protect her from a shadowy organization bent on capturing their newest archaeological findings. In between the odd jobs she did helping sweep floors and deliver packages, Rosa loved to come up with fanciful family names, each grander and more regal than the last. Frail and thin, the girl and her imaginative ramblings drew the ire of the local village boys, who proceeded to deliver a nasty beating to "take her down a notch". The attendants at the orphanage could have cared less about Demetriosa's bruised and muddied state, scolding her for ruining her dress and yelling at her to stop crying. After that day, the girl's curiosity about her family history began to fade. Why should she care about the people who had abandoned her? It seemed the only adult willing to offer any consolation at all was an old man who liked to visit and share stories with the children. He told her amazing tales about his escapades in the clouds to help give her strength and courage. "Gramps", as the kids liked to call him, taught her a few basic self-defense moves, which she began practicing on old bags of sawdust at the back of the carpenter's workshop. He even gave her an old crossbow from his adventuring days, which she enthusiastically took up. Demetriosa would run amok on the streets imagining herself as one of the airship's crew, fighting alongside her new idol against the threat of pirates or great beasts. When the village boys returned to prey on her one day, their leader found himself with a bloody nose and a new appreciation for the orphan girl's fighting prowess. Rosa sustained a few blows herself, but this time she found them a badge of honor, rather than a mark of shame. Excitedly she anticipated the old man's return to tell him of her victory, but he had left without even a single goodbye. Her fantastic dreams of battles in the sky left with him.

When Demetriosa had outgrown her stay at the orphanage, she became apprentice to the carpenter whose workshop she helped clean. She learned to craft bows and arrows of her own, frequently honing her archery skills in the nearby forest. Eventually she began hunting animals for meals, becoming so good at it that she had extra meat and furs which she would sell to the local butcher and dresser shops. She spent a year building a simple cottage in the woods with the carpenter's help, and settled down in it as her permanent residence. Since then, Rosa has spent almost all of her time hidden away in the forest, only coming into town for clothes fittings or to sell her game. This new way of life is peaceful and untroubled for her, infinitely preferable to the turbulent and uncertain times spent in the orphanage. She might have continued going about this way, if not for rumors flying around that Gramps, the closest person she ever had to family, might still be alive...

•STRENGTHS•
Demetriosa is the kind of person who always chases their goals without question or hesitation. If she wants something, she'll get to work to try and make it happen. She has a soft spot for the weak or helpless, remembering that she was once in that position herself. If someone truly needs her help, it would difficult for her to refuse them. In moments of crisis, Demetriosa is capable of being very calm and rational, able to act with certainty even in stressful situations.

•WEAKNESSES•
Demetriosa does not work well with those she does not know and is naturally suspicious of them. She tends to try to deal with problems herself rather than ask for help, however difficult the task might be. If someone wounds her pride, especially if they are using her past as an orphan to insult her, the resulting anger can lead to her doing regrettable things.

•FEARS•
Having been abandoned twice before, Demetriosa fears growing too close and emotionally invested in others. Her trusty bow and all the glories of nature are friends enough for her. She has some affection for her fellow orphans, having cared for some of the younger ones in her early teenage years, but mostly lost touch with them after staking out a life of her own.

Demetriosa is someone who enjoys living on her own terms, free from outside interference. Losing power or control over her circumstances is something that disturbs her greatly. She fears one day becoming that little girl again, at the mercy of a cruel world.


•LIKES & DISLIKES•
Likes: Nice clothes, the wilderness, independence, quiet places, gardening

Dislikes: Cities, caged animals, bullies, disrespect, wasted resources
 
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"Imagine how it would feel knowing the ending of every book before you read it. Now imagine being a god."

•FULL NAME•
Luck Unsworth

•NICKNAME/ALIAS•
Luck

•AGE•
20

•GENDER•
Male

•ROLE TYPE•
The Time Traveling Enigma

•WEAPON (IF APPLICABLE)•
Luck carries a single large sword that he calls Eliza (Liza for short). That nearly spans the length of his body. He usually has to use two hands, but being able to accurately swing such a thing is a testament to his strength.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Luck Unsworth was not gifted with any magic, but he does possess some peculiar tools picked up during his adventures.

Eliza: A prophetic, pun loving sword that he pulled out of a rock. It can speak in prophecy...however, it only ever states things that the wielder already witnessed....

Feather Boots: Boots that allow the user to fly. The user can only fly for about 2 minutes before floating back to the ground.

Lonely Jacket: A jacket that apparently hates being closeted. Somehow someway it will always find the last person to have worn it. Makes you wonder how the first guy got rid of it. It's a bit haunting actually....at least it adjusts its size to the user.

Luck prides himself on his natural strength and his ability to take a hit as well as he can give one. He doesn't do things in the most traditional ways..(even resorting to dirty tactics) but he is someone you can rely on in a brawl.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Luck is a tall and charming man with bright red hair and green eyes. In fact, he can be quite intimidating before he opens his mouth and starts cracking dumb jokes. Every movement seems to exude purpose and confidence...even when he is running away. How he does it, we will never know. Without his trusty headband, his hair usually drops down to his shoulders and covers parts of his face. Furthermore, he usually never stands at his full height since he often walks with a small hunch that can probably be attributed to carrying Eliza on his back. The carefree adventurer can usually be seen laughing, or smiling.

•CLOTHING STYLE•
While Luck does not often dress to impress, he usually has a peculiar flair about him that seems to hint at his adventuring nature. His clothes are almost always form fitting, usually consisting of a long jacket, casual pants, fingerless gloves when out on business, and combat boots. He wears a small hoop earring in each ear and often ties a bandana around his forehead that matches his attire to keep his hair from falling over his face. Moreover, he is almost never seen without a scarf around his neck.

•HEIGHT & BODY TYPE•
Luck possesses an athletic build and stands at 6' 1".

•DISTINGUISHING FEATURES•
Luck's most distinguishing traits are the eye patch on his right eye, his red hair, and probably the talking sword.

—◦✧◦✧◦—

•BIOGRAPHY•

Luck was born in an alternate timeline apart from this one. His world was much like this one; however, with certainty he can say that the technology is more developed here, and the world was less peaceful. Mana practically didn't exist and people had to rely on the ingenuity to get by. However, the world was not a war torn dystopia by any means, yet, it could have been better. Luck was born into servant household. One could say it was their destiny, or sole purpose to serve one of the many royal families in their world. The conditions were not great, and he had a low chance of survival since there was hardly enough food for both Luck and his mother. Naturally, his mom made the tough decision to set him out to sea with the belief his chances were better out in the world, than inside this prison.

His mother's gamble would prove fruitful...somewhat; he was fished up by pirates. Normally, they would probably throw a motherless child overboard, or drop him off at the next dock; however, in their exact words, he was too damn adorable. As luck would have it, everyone became a familial figure as he grew up. This also meant he learned a lot of things that could only be described as less than honorable. On the run from authorities, traveling from place to place and uncovering unknown treasures with death hanging over your every step, this was how he lived for most of his life. Eventually, at the age of 16 he became the vice captain due to his feats and tenure. By the age of 18 he became captain after the original captain retired due to age. Their adventures would continue, and the seas would become more turbulent due to the news of their captain retiring. It was around this time that one voyage changed his life completely. Rumors of a powerful artifact began to swirl on the seas, and of course, Luck also caught wind of it. After many close encounters with death they managed to find the Eye of Time. The price to use it was to replace it with one of your own...or you could just take it and allow an undead army to swarm you. So, luck did just that; however, he was unprepared for its power as it instantly activated and went out of control. He would later wake up, in an ally way in present day Ahressa with no way home. For about a year Luck would learn about the world around him while trying to uncover any clues that would help him return to his time. He even opened up an odd jobs business. Hey you still had to earn money right? It was at this time that he came across this ridiculous voyage some sick kid was rambling about. If there was even a slight chance that he could return to his time, he had to take it.

•STRENGTHS•
Although Luck is by no means what you would describe as an intellectual, he is cunning and will often lean on experience to handle problems. Naturally a charmer, he has a way with words and could probably quit his day job and began selling snake oil. However, his best trait is his bravery in the face of danger.

•WEAKNESSES•
Luck has a habit of leaving things to chance, often believing that things will turn out for the best. As such his behavior and lackadaisical confidence can lead to reckless decision making. It is easy to lead him astray when playing to his carnal desires. Fame, fortune, and steak are the quickest ways to his heart. Furthermore, despite his valor and strength, Luck does not have an abundance of integrity. Lying and cheating is just part of surviving no?

•FEARS•
Despite the goal of almost every adventurer/treasure hunter being to discover all their is to discover in this world, their is a definite fear in Luck's heart that he will achieve that goal. What happens when this vast world becomes to small, once all the corners have been reached and the shadows uncovered. There's always another adventure...isn't there?

Eternity-Although he fears dying, living for an eternity would be pretty scary wouldn't it? What would you do with all that time?

Being Eaten-sometimes its how you go that's really scary.



•LIKES & DISLIKES•

Likes:
Adventure | The Sky | Treasure |Himself| Jokes | Flying | Those who seek adventure |Children | Spicy Food | Campfires

Dislikes
Slimy things | Spoiled brats | Prisons | Doctors | Anything man eating |Sour Food |Smugness| Politics|Cooking

—◦✧◦✧◦—

•OTHER•

Because he often makes it out of the trouble he gets himself into, many people could never tell if he is really lucky, or plagued by ill fortune.

He doesn't tell people he is from another world anymore. Last time he did that he was called many things we can't repeat here.

The concept of cooking escapes him. His knowledge only extends to putting food in a fire...that's how its done right?​
 
(Picture in progress)

•FULL NAME•
Elizabeth Springfeather

•NICKNAME/ALIAS•
Liz (or Glowstick)

•AGE•
17

•GENDER•
Female

•ROLE TYPE•
Eccentric Wannabe Adventurer

•WEAPON (IF APPLICABLE)•
Liz has three main weapons that she stores on her belt.
A slingshot, which she knows how to use pretty well and has a lot of practice with. Her ammo (a collection of stones, marbles, and whatever else she could shoot well) sits in a pouch on her belt. Liz is always looking for more, so it's not uncommon to see her suddenly stop and stoop down to pick a rock up off the ground.
A dagger, which she has never used in her life, (save for peeling a potato here and there). She keeps it around in case of emergency, but hates the idea of actually hurting a person.
Some "bombs" (which are really just sacks full of some weird powders she mixed together and claims should explode if thrown at the right velocity). She is yet to get any of these to explode, and they probably never will. She has, however, thrown the powder in people's eyes before.
She also keeps a magnifying glass on her belt at all times, claiming that she could use it as a "blinding death laser" if need be (she really just likes to aim the glare into people's eyes when they annoy her).

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Liz is a human glowstick. When she wills it, her entire body will light up. She can also light up specific parts of her body, but this takes more focus. Friction can help more specific areas light up. A common way Liz uses this is rubbing her hands together to get them to glow.
It's intensity depends on how Liz is willing to put up with. If she makes it too bright she gets extremely nauseous. Usually the color of the light is a pale yellow, but when she is feeling strong emotions it can change.
She also has been known to light up without realizing when feeling extreme emotion. The most common occurrence of this is glowing a bright yellow when very excited. When she is extremely sad, she'll sometimes flicker a soft blue. If you make her very, very angry, she will glow a bright cherry red. Fear is a dim green flicker.
Liz likes to claim that she could get so bright she would burn everyone near her to dust if she wanted to, but this is an absolute lie and anyone that has known her very long is aware of that. Her light couldn't burn an ant, much less a human.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Liz has frizzy, shoulder-length, ginger hair that's constantly in a tangled heap. She has pale skin with a scattering of freckled across her face (particularly her nose and cheeks), arms, and legs (mostly in the areas that get a lot of sun). Her eyes are a dark chocolate brown. Her face is round-ish and rarely absent of a toothy grin. She has short, worn nails from her nail biting habit.
She moves in a sort of stop-and-start fashion, oftentimes going to do one thing before getting distracted and freezing mid-task to start the second. When she walks, it's never straightforward, there is at least three detours along the way to anywhere (When she's in an unfamiliar area, this gets worse). She glances at everything around her at almost all times, her gaze often stopping off at random points.
Liz has a number of oddly specific sequences of movements that she does at random (although, it gets more common when she's working on a project). Things like drumming her hands on a table in a specific rhythm, snapping her fingers and then whistling a specific tune, or pacing a room in a loop and reversing the direction every certain number of loops. No matter the situation, Liz never stays still for long.

•CLOTHING STYLE•
Overall, Liz's clothing style is comfortable and casual. She likes vests over long sleeve shirts, shorts or pants, and nearly anything with pockets (Her favorite vest is pain, brown a cloth one that has 12 and a half pockets. The half was a pocket that got ripped and hasn't been fixed yet.) The colors she wears tend to be plain, but that's more because of cost than preference (Liz insists that she doesn't care what she wears as long as it's comfortable). Because of her indifference to the clothes she wears, Liz has been known to wear clashing patterns and colors.
There are two specific accessories that Liz is almost never seen without.
The first of which is a leather belt full of pouches and loops. It's where she keeps her slingshot, her slingshot ammo, a magnifying glass, an emergency dagger, and a number of bags and pouches full of knick knacks (marbles, shiny things, buttons, etc) and strange mixtures of powders (only about a quarter of them do what she actually says they will).
The second is a piece of yarn tied around her right wrist. It often gets replaced when it wears out or breaks (she keeps a few scraps of yarn one of the bags on her belt just for these instances). She even sleeps with it. Liz claims it's good luck, but she never elaborates on why.
At the moment, the piece of yarn is lime green.

•HEIGHT & BODY TYPE•
5"5', lithe and boney

•DISTINGUISHING FEATURES•
The piece of yarn tied to her wrist, her bright ginger hair, and the small burn scar on the side of her left ankle (she got it from when she was little and wandered into a farrier's shop).

—◦✧◦✧◦—

•BIOGRAPHY•

When she was young, Liz never liked to do anything alone. In fact, she wasn't even born alone. Her and her twin brother (Trent) were born to a sickly mother who passed away not an hour after bringing them into the world. Their father took the best care of them he could, but he too soon fell ill. He died when they were two years old.
Liz and Trent both were brought to the orphanage, where they spent the rest of their childhood getting swept up in Gramp's stories and pretending they were adventurers themselves. Remembering none of their time before the orphanage, they were hyperactive and friendly to a fault.
Fueled by tales of Gramps's adventures, they snuck out nearly every night to explore the island around them. Twin heads drooping sleepily onto the table at breakfast time was a common sight. So with all of these 'adventures' behind them, when Gramps disappeared, the two were sure they could find him.
That night, they snuck out for the final time. Liz convinced Trent that the only way to find him was to get onto an airship, so the two made their way to the air docks and attempted to stow away. They managed to get onto the top of the airship, but before they could enter the hatch Trent slipped and fell off of the side of the ship. He was never seen again.
She remained aggressively optimistic, arguing that -because no one knew what lay below all of the islands- Trent might still be alive, and would fly into terrible tempers anytime anyone so much as suggested he was dead. It was around this time where she adopted some of her more unusual habits (wearing a piece of yarn on her wrist and making up ludicrous lies, to name the most notable two).
Eventually she came to accept that Trent was dead, but the strange habits stayed with her.
Once she left the orphanage, she managed to snag an apprenticeship with a doctor. She doesn't like the medical practice very much, but she does like using some of the doctor's tools after hours. She attempts to mix chemical solutions (all of her nonfunctioning bombs are made from these experiments), but her only successful one so far is a powder mixture that can make fire turn green.
She longs for an adventuring life, but doesn't have the money to afford an airship. She tried her best to keep in touch with the other orphans, but has so far failed.

•STRENGTHS•
Optimism - Liz is relentlessly optimistic and happy. No matter what the circumstance, she is determined to find the bright side. It's rare to catch her without a grin on her face, and even rarer to catch her with a frown.
Wit - Liz is a quick thinker. She's known to make snap judgements and clever plans. She always has a new project brewing in her mind (though, there's a large chance that it will never come to fruition).
Adventurousness - Liz lives by the motto, "I'll try anything once." The world is her oyster, and she's gonna crack it if it kills her. Everything is worth investigating.

•WEAKNESSES•
Optimism - Liz is optimistic to a fault, even in the most inopportune of times. Her willingness to do anything and everything lands her in a lot of dangerous situations, both financial and physical.
Distractedness - When she sets her mind to something, Liz will instantly get sidetracked. Be it something as simple as making tea, or as difficult as her next attempted chemistry experiment. Completing any task takes three and a half unrelated ones in between.
Trusting - Liz has a tendency to believe that everyone has a heart of gold. She finds it hard to believe a stranger would lie to her or a shopkeeper would try to swindle her. Even when faced with the most terrible behaviors, she always believes it has a morally good reason.

•FEARS•
Negative Emotions - Aggressive optimism and positivity is Liz's (however unhealthy) coping strategy for everything. She's built her identity around being happy, and when she begins to feel sad or lonely, she begins to fear that she's losing herself, so stamps down any negative emotion she feels as best she can. It, of course, doesn't always work.
Her friends arguing - Liz finds her best comfort in her friends, and the mere idea of them not getting along sets her heart into her throat. If her found family fractures, she fears for what will happen, not only to her, but to her friends as well.

•LIKES•
New places; New things; Anything new, really; Pockets; Music; Creating things; Ice; Knick-knacks; Anything sweet; The color purple


•DISLIKES•
Arguing; Staying still; Silence; The number 23; Cactuses

—◦✧◦✧◦—

•OTHER•

A couple of Liz's odd habits not mentioned above:
- Insulting people by calling them various types of nuts ("You absolute coconut" "You useless pecan" etc)
- Walking away to do something else mid-conversation
- Eating any ice cubes she can get her hands on and calling them "water popsicles"
- Saying bless you hours after someone sneezes
- Stopping mid-conversation to point out a random plant or animal
 
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•NICKNAME/ALIAS•
"Momo," to those he trusts.

•AGE•
Thirteen and three-quarters. That second bit is very, very important.

•GENDER•
Male

•ROLE TYPE•
The Fledgling

•WEAPONS•
A shortsword and a small scepter. There is absolutely nothing remarkable about either of them.

•TYPE OF POWER/GIFT•
Omotholo is a Greymeister, or, as they are sometimes known, a Cantriper. Possessing no particular elemental affinity whatsoever, Grey magic does very nearly nothing at all unless shaped or fashioned in some way. Whilst elemental magics are primed to affect the world via energy given physical form, Grey magic very rarely does so, instead manifesting itself through phenomena.

At present, Omotholo has but a handful of cantrips at his disposal:

Passerby Cloak: To eye and hand, there's nothing at all remarkable about the grey cloak Omotholo wears. When its hood is raised, however, those without some sort of friendly relation to the wearer will overlook them in the midst of crowds, and fail to recall their appearance when attempting to do so.

Skip: Hop high, hop far, and drift as if you have the wind upon your back! Pushing oneself into the air suddenly becomes an easy affair, and the way back down is light and leisurely, as if one has been left as light as a feather. Perfect for crossing small rivers, or hopping from chimney to chimney.

Marimo's Matronly Essentials: Do away with dust, keep your quarters clean, light your lamps with a snap, and add a spot of shine to all your everyday sundries. Despite the cantrip's name, it's unclear just who Marimo is or was.

Greypath: A simple, bolt-like manifestation of grey magic channeled through a scepter, rod, or similar casting tool. Whilst fire might leave behind burns, or water might leave the target wet, the energy that forms Greypath simply dissipates after making contact, leaving behind no trace other than its initial damage.

Omotholo claims that he uncovered these cantrips through simply reading about them, though he remains somewhat tight-lipped when it comes to where he saw them, or how exactly he manages to cast them. However, it seems unlikely that these gifts are innate, as his only true birth talent appears to be a modest form of Truesight.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
Dark of skin and dark of hair, sporting youthful, patient features and not much in terms of weight and height, Omotholo is nothing if not the spitting image of a mild-mannered, mollycoddled son. Exactly whose, sorry to say, is perhaps a mystery lost to the ages, but such is in the nature of many orphaned children. His complete lack of remarkability or unique sense of presence is perhaps a point of specialness in and of itself--should one care to look long enough to notice.

•CLOTHING STYLE•
Omotholo's clothing is simple, and entirely within his means; tunics of soft yet cheap cloth and reasonable condition, trousers much the same, and shoes and socks intact enough to serve their purpose. The only clothing of any true note upon his person is his aforementioned grey hooded cloak, decorated along its edges with slightly lighter thread. Since the day it was first fashioned for him, Omotholo has never failed to wear it when out and about.

•HEIGHT & BODY TYPE•
5'0", thin.

•DISTINGUISHING FEATURES•
Very nearly nothing at all, something which he doesn't seem to mind.

—◦✧◦✧◦—

•BIOGRAPHY•
Omotholo appeared upon the orphanage doorstep asleep and unwanted, as many children do. He came with naught in his tightly-wrapped bundle but him, a small grey stone, and a slip of paper bearing quite an odd name.

Though he grew up in the shadow of many other children, he didn't seem to mind; most of them were kind enough, and though there wasn't always a lot to go around, the kinship he felt with these other lost souls compelled him to share and make the most of what little he was given, traits which both built strong friendships and made him a hub of unknowingly unrequited kindness. There were only ever two things that he could never give away: the grey cloth in which he was found, and the small, smooth stone that came along with him.

For his tenth birthday, his cloth was fashioned into a cloak for group outings. It was around this time that he also discovered the beginnings of his Cantripy hobby, though seeing as what came to him was nowhere near as flashy or impressive as the skills possessed by some of the other children, they failed to garner him all that much attention. It was perhaps for the better that this did not seem to bother the boy all that much; he wasn't really in it for attention, and the ability to see his chores done with the simple tap of his fingers was reward enough, seeing as it gave him plenty of time to scamper about the city, taking stock of its hustle and bustle, travelers and tradesmen, and other such things. He turned a bit of coin as a gossip-monger, for he always seemed to have seen things he shouldn't have, and managed to stay out of trouble well enough.

Why is he on this journey, one might ask? Well, quite simply, the problem is that those he cares for have decided to leave the orphanage; caught between an unknown journey with them, and an unknown life without, he figured that he'd might as well take the path filled with familiar figures, seeing as both choices wound up being somewhat frightening either way.

•STRENGTHS•
-- Resourceful:
Though he isn't one for combat, Omotholo is oft one for thinking; his outlook on things can be surprisingly mature, and his solutions to problems oft come from a place one would believe beyond his thinking.
-- Watchful: Omotholo takes more readily to watching rather than doing, though such can be a boon in the right situation. There has been many a time in which the boy has managed to pick up on crucial details that went unseen by others--even with his Truesight out of the picture.
-- Careful: And, in line with his penchant for purposeful observation, the boy prefers to know what his risks are. And, once he knows, he'll certainly be sure to keep them in mind all the while.
-- Considerate: When Omotholo talks and acts, he does so with a manner both polite and sincere, and is oft willing to inconvenience himself for the sake of others.

•WEAKNESSES•
-- Fearful:
Easily startled, scared, and sent running for the hills, Omotholo is nothing if not a flighty sort. Whether there is a spark of courage in his chest at all remains to be seen, yet if there is one indeed, it is rarer than birdsong in the midst of winter.
-- Gullible: Some people would say that the curse of an honest nature is expecting honesty in return; sadly indeed, Omotholo does very little to prove such voices wrong.
-- Worryful: Were hesitancy a person, it would have an utmost friend and confidant in Omotholo. Almost always will the boy think twice, and almost never will he leap headlong into adventure without cautions, worries, and insecurities to the contrary.
-- Sheltered: Though he knows how to read--and read he will--the boy has little in the way of real experience when it comes to the ways of the world, relying on his older and wiser companions to get through the day.

•FEARS•
-- Working Alone:
Without seasoned companions by his side, the boy breaks down. Outside of basic upkeep, housework, and the odd spot of petty thievery, Omotholo detests facing a challenge alone. Indeed, one could even say that he detests facing challenges entirely.
-- The Unknown (or, rather, What He Thinks Will Be Out There): When Omotholo's mind wanders on talk of what lies ahead, it seems to always find the scariest outcomes to ponder. If he doesn't know what it is, where it is, why it is, or even how it is, chances are it--whatever it may be--will turn the boy to fear.
 
⋆☽CHARACTER SHEET☾⋆

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•FULL NAME•
Sima Long

•NICKNAME/ALIAS•
Sima

•AGE•
20

•GENDER•
Male

•ROLE TYPE•
Kind Elegant Support

•WEAPON (IF APPLICABLE)•
Paint Brush
A brush that can switch into a knife by solidifying its brush tips.

Traditional Parasol(Umbrella)
A Traditional Parasol that can serve as a spear when closed and shield when opened.

Hand Fan
A fan which tips can switch into blades.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Talisman Inscription(Paper Charms)
Sima can inscribe magic into talismans and papers for use when needed. The talismans have three types depending on what kind of magic was inscribed on it; Offensive, Defensive, and Utility.

Offensive Talismans are those inscribed with magic relating to offensive magic. (e.g. A Talisman that boosts the effectiveness of fire magic, making it more destructive.; A sword inscribed with a talisman to make it more sharp.)

Defensive Talismans are those inscribed with magic relating to defensive magic. (e.g. Making different kinds of materials harder.; Conjuring a barrier.)

Utility Talismans are those inscribed with different kinds of magic that are not related to offense and defense. (e.g. A talisman that makes other types of magic/skills effective. ; A talisman that makes you more stealthy.)

Sima is most proficient in Defensive-Type Talismans.
—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Sima's skin color is quite pale which matches his hair. He has gorgeously long white hairs that he times some parts of it into a ponytail. His figure is relatively slim but he still has quite some muscles built inside his body.

•CLOTHING STYLE•
Sima clothes himself in the traditional clothing of his homeland. He wears long robes, often in layers. The outer robe cover often has different kinds of patterns that sometimes depict the guardian beasts of his homeland; phoenix, dragon, qilin, and black tortoise.

•HEIGHT & BODY TYPE•
6'3"

•DISTINGUISHING FEATURES•
His clothing style is rarely seen far from his homeland and paired with his long white hair that sometimes makes women jealous, Sima would always draw quite some attention.

—◦✧◦✧◦—

•BIOGRAPHY•

Sima was born as the Eldest Son of a Noble Household. As a result of being the heir to a Noble House, much is expected from him. He was educated in how to bring himself, and other things necessary for a future lord. But politics wasn't really in Sima's interest. He kept going on with the lessons but he started a hobby of painting and reading books. Painting is the way in which he expresses his thoughts and emotions while reading is to satiate his hunger for knowledge as he does not want to be ignorant of the world.

His father held an important position in the Royal Court while his mother was always away on social gatherings for politics so he would barely see his parents. He was mostly raised by the butler of his household which he is most fond of and basically treats him as a second father. After Sima basically finished all his lessons and the books in their territory, he went on an adventure to pursue more knowledge. He went to different kinds of lands and cities to visit their libraries and read books there and also expand his proficiency in arts.

In his adventure, he met an old man who he calls "Old Man". That Old Man told an interesting story about a fantastic continent with endless magic that captivated him. He desired the knowledge and experience that the fabled land would bring him but also feared it as he basically knows nothing of it. After that encounter, he set on a mission to discover as much as possible regarding that land. And if possible, explore that land himself.

•STRENGTHS•
Kindness - Sima is kind and likes to help people who are truly in need and that he deems worthy helping.

Knowledge - Sima prides in his intelligence and the knowledge he possesses in the world. He is very interested in reading and so he has read many books from libraries all around the continent to satiate his desire for knowledge.

Calm - Despite anything that may happen, Sima always remains calm. Sima believes that being calm will help you make better judgments and be rational. Even in front of his fears, he will still put up a calm-front.

Calculating - Paired with his calmness, Sima always calculates things and makes the next move based on what facts provided him and what he thinks is correct.

•WEAKNESSES•
Stubborn - If Sima is set on doing something, virtually nothing and nobody would be able to stop him.

Frank - Sima is straightforward when speaking. If he sees you as useful, he will commend you. If he sees you as useless, he will be straightforward in telling you so.

Inevitability - When all things seem inevitable, Sima would just leave it up to fate and would not fight against it. After all, what can he do in the face of inevitability?

•FEARS•
The Unknown - Sima fears the unknown which he has no knowledge of.

Death - Sima fears his death and those around him. He has a desire to protect that is why he specialized in defensive talismans.



•LIKES
Rain
Painting
Reading
His Clothes
Helping People
Knowledge
Elegance
Tea

DISLIKES
Intense Heat
Crowded Places
Baseless Arrogance
Brutes
Coffee
Being disturbed while in the process of inscription
—◦✧◦✧◦—
 

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