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Fantasy Setting Summer Dawn - Guidelines & Characters

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A world where sun and moon stand still. Two halves of a whole, two peoples that are different as night and day. The ambitions of one threaten to destroy everything.
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SilverFlight

Tende altum, volare altius
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Cyndaran village.jpg


Guidelines & Characters


I very much believe in creating a strong and fun team dynamic, so 'lone-wolf' or anti-social characters will not do well here and they will likely not be accepted at all. This will be a detailed rp with a minimum post length of 2 paragraphs per post, this means I do expect the average of your posts to be longer than 2 paragraphs. Please respect the other players and their characters and try to stay active or let me know if you will be away for longer than 3 days or if you wish to leave. Please read the lore before you create a character as there is a lot of structure to the world and its people. I will very likely be able to tell if you haven’t read the lore and your character will have a very low chance of being accepted. Please put a lot of thought into your characters as I will only be permitting one per person for the first part of the rp. Make sure you leave room for growth and development. This is a medieval fantasy rp so I will not permit weapons more complicated than crossbows. Please keep the abilities and magic skills of your characters reasonable, and realistic within the framework of the lore. Please follow the character outline I have posted. Though you may code it however you wish if I cannot read it easily I will not accept it. You may post characters directly in this thread, they must be approved by me before you may begin posting.
If I find you are not respecting the players in the thread or the guidelines I have set I will ask you to leave the thread so please make sure you have read and understood everything written on this page.





  • Nearly all species will be accepted but the Sumennan nobles are always humanoid with very little deviation (horns or wings or tails). The lower born Sumennans and the mystlanders can be almost anything the imagination can devise, though size limits of playable characters are no larger than ogres, trolls and centaurs.

    Sumennan peoples nobles all humanoid, and include elves, humans, fairies, red dwarves and many other distinctly human-like species, the more unlike a human shape they have, technically the lower they are on the social scale. Fauns and sprites are generally lower on the social ladder, while high elves and humans are at the top. Lineages are generally only tracked amongst the noble houses so it is very possible people of lower classes have blood of different races that have technically been considered Cyndaran. There is the possibility of people from one land being able to pass in the other, but interchange between the lands is very rare and never openly permitted.

    The Cyndarans are much more varied and tend to be more closely associated with the wild land. They are the wood sprites and dark elves, orcs, goblins, trolls, satyrs, centaurs, minotaurs, black dwarves, shape shifters and beastmen. There are uncommon examples of these species in Sumenna, but they are nrealy always servants or slaves. The two peoples are ultimately not so different. Generally things like dragons and full beasts (not beastmen) will not be sapient in this world, and so will not be playable characters.

 
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Desrick Larkwing


Age: 27

Race: Orc

Country: Cyndara

Clan: Orc clan (Roz’kul tribe)

Prefession: Roz'kul representative and diplomat to the wood elves of Northern Noend



Desrick’s name was given to him by the wood elf family that raised him for half of his youth. Desrick is small for a full-grown orc man, standing only 6’2”, though he bears all the marked features: a thick, broad frame, well-defined muscles and bristly black hair. His jaw is characteristically wide and square and though his underbite is not as pronounced as others, his tusks are long and sharp. He prefers to wear his wiry hair long and drawn back, scowling at the world from under thick, bushy brows. Despite his perpetual frown his eyes carry none of the harshness borne by his face. They are a soft, vibrant green and look kindly with a wisdom that goes beyond his years. One of the many scars Dezrick has collected is a thick gash that runs across his left brow and down his cheek. He wears a vest and trousers made of thick boar hide, the fringe of which is lined with bristly fur. His belt is studded with animal bone, ringed in ebony wood. Apart from an earring and a nose ring Desrick is mostly unadorned. He carries himself with an unassuming posture, almost slouching, as if trying to hide his true height. He can come across docile and meek, though he is far from it. Generally, Desrick is very soft spoken, as his voice is low and gravelly and tends to travel far without much force.







  • Skills and abilities
    Desrick has been trained for most of his life as a diplomat of sorts. He is well-versed in the customs and cultures of the tribes he connects and has a good idea how to uncover what drives or motivates people. He is good at reading underlying emotions and can accommodate them as needed in each different encounter. Desrick has been trained to fight by his orc tribe, a necessity among his people and his sturdiness and brute strength makes him a serious opponent for most beings. The orc style of fighting is mostly offensive and seldom defensive, with wide, swinging arcs and a fluid guard. He favours the battle axe in combat and doesn’t put much stock in swords, bows or magic. Desrick knows only enough magic to help calm the forest and travel the darkest parts alone.

    Desrick’s knowledge of the plants and animals in Northern Noend is extensive, he could tell you what is dangerous, and what is helpful; he can track well and make useful tools out of what can be found naturally in the forest.

    Weapons and armour
    Desrick often refuses to wear armour, finding it cumbersome and useless on his regular treks to and from the different tribes, he is content with his hide clothes, which are thick enough to take the brunt of the damage an arrow fired at 20 paces could do. Desrick carries a double-bladed battleaxe, well-used but well-cared for. It is mostly unadorned, but has a wood and feather charm tied to its shaft. The blades are nicked in places but always kept sharp.

    Extra equipment
    Desrick carries a small leather satchel containing some herbs for healing, coin and a whistle to summon the wood elves’ trained messenger birds. He also carries a small hatchet and a dagger for tool-making.


 
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Name: Lohrithe Adaeith

Age: 26

Race: Dark Elf

Country: Cyndara

House or Clan: The drow of Velkyn Har'ol

Appearance:

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Lohrithe, like his drow kin, sports white hair. He wears it long, lightly adorned with metal clasps to keep it out of his eyes (and because he likes the way they look, the vain bastard). He likes to wear feathers in his hair, but does not always do so; his mother always made him take them out. Having been trained in combat by a tribe of orcs when he was younger, Lohrithe is of a more muscled build than the average elf of Cyndara. He carries a larger weapon than most of his kin, but fighting is not all that he knows. As expected of his underground people, he works wonders with a chisel and is often found carving beautiful creatures out of the stone of his home. Lohrithe has the light irises and midnight coloured "whites" of his people away from the sun, and pale, moonlit skin. His face is adorned with scars from his training with the orcs, as is his body.

Profession/Station: Sculptor, Warrior, Hunter and Trader

Skills and abilities: Strength is what sets him apart from most of the drow. He is often called upon when muscle is needed, like in the case of a collapse or a large slab of stone is to be relocated.

He has an eye for detail, and it shows in his work. He once crafted a statue of the Roz'kul leader as a tribute for training him in combat. Having been immersed in their culture, Lohrithe is proficient with maces and axes as well. Basically anything heavy.

He has a knack for finding earthly objects with various purposes, such as the magically inclined rocks and gemstones of his underground home. He usually keeps a small collection with him for both trading and emergencies.


Weapons and armour: Lohrithe carries a wide blade etched with elegant golden runes. Its hilt is long for two-handed capabilities, though he can weild it single-handedly with his strength. He hasn't much in the way of armor, as his people are quite isolated and only use armor in times of war.


Extra equipment: He carries a chisel always, and a carving knife. The wood elves know him by his carvings that he sometimes trades for firewood. Usual traveling items, like a waterskin and small pack.

Goals and motivations: Lohrithe is a pretty simple guy. He lives to serve his community. Art is his thing. He would like to be less under his mother's thumb, but has little to show for his efforts.

Personality: Lohrithe is a calm and quiet artist. He lives to serve and to make beautiful the things around him. He enjoys beautiful things, and people. One of his favourite things to do is lie in the grass and gaze up at the stars. Lohrithe is not a leader, but a follower. Admiration for beauty has indeed made him a little vain, but all in all he is a good, community-serving man. He does enjoy wearing things in his hair, like feathers and flowers, but isn't always brave enough to defy his mother.

He is a gentle soul, but is not to be underestimated in battle. Tought by the Roz'kul clan in the art of combat, Lohrithe is indeed a formidable opponent. He takes pride in protecting his people and those less able, and is not one for mindless war. The infighting of Sumenna would confuse him greatly. He would rather talk things out than raise his sword. Like his father, he is a little shy and reserved. His mother is the head of household and acts as such. He dares not disobey her. At least, not to her face. Sometimes, when he goes out to travel the surface, he will find a pretty feather and attach it to his hair; but it must come out before he returns or he faces his mother's judgement and distaste. As a boy, he was once playing with some elven girls, making flower chains for their hair. Lohrithe returned home with a beautiful crown of deep red flowers and was scolded severely, the flowers ripped from his hair and smushed underfoot. His father tried to reason with his mother, but it was futile and ended with the decision to send him for training. Lohrithe puts little faith in his father in that regard.

Character flaws and weaknesses: Being a gentle soul, he is quick to trust and easily backstabbed. His vanity, of course, while being a cute quirk for some, is an eyeroll for others. His mother, high in drow society, is a bit controlling and he often bends to her will. His self-confidence is... not that high.

Bio: When Lohrithe was but a young drow, he lived with his mother and father in the caves carved into spiraling inverted cathedrals by his people. He took after his father, always tinkering with rocks and spare firewood. He learned to carve and sculpt at a young age, and he continued to grow his skill. His mother thought him too docile for a man of society. How would she find a wife for him if he was naught but a meek little thing? So, they sent him to train with the orcs in order to build his self-confidence and make him more manly. Yeah, it didn't go as planned. He returned as a strong young man, yes, but even the orcs could not crush the delicate beauty of his soul, much to his mother's dislike. Since then, Lohrithe has played numerous roles within the dark elf community, such as a sculptor, labourer, hunter, and trader. He is often sent up to the surface for trades between peoples, as he is one of the strongest of the drow.

By the last couple of years of his training with the orcs, Lohrithe had grown quite accustomed to being picked on and beaten for essentially being the runt; of course he was smaller and weaker, being an elf. Sure, he had gained loads of muscle mass and strength, but that meant little in comparison to the orcish students. He had accepted his fate, and honestly was unsure if he would even return home alive. Fortunately, Desrick saved the boy from being beaten to an inch of his life. He took Lohrithe under his.. er.. arm? and protected him, and helped him find his inner orc. Lohrithe grew to trust the kind orc and improved rapidly, soon able to hold his own in a fight. Lohrithe crafted an intricately carved wooden charm with a feather for his friend as a parting gift before he returned to the drow caves.

Rumours of unrest at the western border reached the dark elf caves, and Lohrithe, in his desire to live freely away from the watchful gaze of his mother, took on the adventure of checking it out. The elders agreed that he would be most capable of navigating the harsh terrain of the thorny forest. While they would never admit to it, they were also wary of his orcish upbringing and his strength; should he choose to overpower them, he likely could. Not that Lohrithe would ever dream of such a thing. And so, armed with his sword and food rations, he began the trek to the western forests along the Half-Sun Hills.
 
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Oralia Hearth
Nickname: Ora
Age: 32 years (young adulthood)
Race: Half-Dwarf
Country: Sumenna
House: Dwerstand
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    Original Picture Credit
    Ora is one of those unfortunate souls deemed ugly by the rest of the Sumannan world. It's not so much that she is not beautiful, just that she is not beautiful in the right way. This, of course, is not a distinction that matters in Sumennan society. For dwarves, she is too tall and fine featured. For humans and elves, she is far too short, and features like her nose too strong. For any Sumennan, the largeness of her ‘extra bits’ and the fact that her skin, eyes, and hair are darkened make her worthy of some amount of shunning. She could be beautiful, in another part of the world, perhaps.
    Ora stands in between other Sumennans, and dwarves, at a height of about 4 feet and 11 inches. She lacks the dwarves’ traditionally stocky build, but is more bulky and squat than humans and elves deem proper. For her size, she is naturally athletic, but her size is just all wrong.
    Her eyes and hair are both a rich brown, touched by shades of maroon and purple. Her skin has an olive undertone, and tans far too quickly in the Sumennan sun.
    The most obvious mark of her hideousness are the horns and tail she sports. While some Sumennan can be beautiful with these body modifications, they are very uncommon in dwarves, and size matters. Her large spiral-shaped horns complement the color of her hair. Her tail is skinny and reaches to the ground when she stands, moves like an appendage, with matching tuft of hair at its very tip. Her body also has become populated with darkened marks which have appeared with age. Most are about the size of a small coin, with wobbly borders and irregular shapes. A particularly large one is visible just below her left ear; it is large enough to include the corner of her jaw and part of her hairline.
    The vast majority of Sumennans find her altogether worthy of contempt, regardless of her personality or behavior.
 
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Rossarinya Erulissë Bellethiel
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↬ Name: Rossarinya Erulissë Bellethiel
↬ Age: Twenty-Four
↬ Race: Elven
↬ Country: Sumenna
↬ House or Clan: House Bellethiel
↬ Profession/Station: Noble Merchant

↬ Appearance: Curious and infatuated gazes tend to wander upon her frame when she passes - light and elegant footsteps tread the path she walks upon. Her silky, voluminous rose gold hair drapes down her back and sways with each move she makes to and fro. In the eyes of others, especially during her public outings, she appears confident with her head held high with graceful movements, keeping up the facade of what is deemed beautiful as to not fail her mother or her House's expectations. Her fair and soft complexion is the envy of many female elves as she naturally radiates under the sun's light (almost seemingly as if she glows) and is free of any blemishes aside from her natural rosy, pink cheeks and small, thing lips. Her light, forest green eyes are quite daunting, passive and dull in some moments but illuminating and passionate in other moments. Her true feelings are expressed through her eyes - any secret, any feelings. Rossarinya's attire is always light and airy, flowing wherever she moves almost like the wind. She is often seen wearing a golden leaf crowned hairpiece on her head, just above her bangs, that matches her earrings that seem quite extravagant as it shines in the light.

↬ Skills and abilities: Trade and Business - The House Bellethiel are known for their fine silk and extravagant jewelry that is often used for trade -- attracting customers of all species and status winning over most of the market in gemstones and the finest class of linen. Nevertheless, at a young age, Rossarinya had always been interested in the world of giving and receiving but much more so the object of her interest were how silk and jewelry were crafted and refined. She was taught by her Father the world of business and quite frankly, picked up well on reading others through her observant nature. If she could and had permission, at times, she would go down personally to see where the production of the gems and silk are found and created.

Persuasive - Just as Rossarinya is known for her intelligent mind in the world of trade and business, she is quite persuasive and persistent. Her clever tongue and quick mindedness not only aids her in the world of business, but keying in on someone's inner desires helps her to focus what attracts a customer. Plus, some may be quite intimidated by her presence and would tend to blurt out anything on their mind to get her to retract her interest in them personally. At the same time, she can be quite alluring and charming, tending personally to the customer's comfort and trust.

Knowledgeable - Not a stranger to libraries and books, Rossarinya can be found studying often or reading somewhere under a shaded tree. Backwards and forwards she would re-read books twice to get her bearings. Studying wasn't a skill she learned but rather a natural desire to learn and curiosity to inflame her desire to take what she can receive to her advantage. If her family has access to her getting an education that was taught by another or by herself, why not take what is considered a privilege to others and to use the privileges for good that can potentially benefit others?

Embroidery and Hand-crafting - Rossarinya couldn't escape her mother's grasp despite Rossarinya's protest as her mother wishes. Her mother taught her how to hand-craft household items and sew and embroider clothing. Despite her dislike for "mundane" ideals of what a woman should be taught, Rossarinya is quite crafty in terms of using any items she can get her hands on to her advantage to make an object. It was during these sessions with her mother that she was believed to have an "eye" for beauty and high quality materials.

Art and Music - Being quite well-rounded, the she-Elf learned how to read music and play the harp and flute. Music used to help lull her to sleep when she could not. She is a lover of music and sometimes could be heard humming or even singing as she did her chores when she was younger or even when she studied and worked.

Light magic - Quite a triggering and touchy ability, Rossarinya was taught how to use magic by an "outcast" in the Elven's high society. Her teacher was known for their great abilities in taming light magic but also treated lowly frankly due to him being a faun. She trained under him in hopes to learn more about the world beyond what she was taught and knew. However, Rossarinya doesn't have full capabilities of using her light magic and can only produce a limited amount of magic that her body allows her to take at a limited amount of time (once a day for fifteen minutes straight or five minutes here and there throughout the day). Her light magic can take in small bouts of energy and sometimes even shapes depending on her energy levels that day (small orbs of light or even sparks). Rather than using her magic offensively, she uses it defensively -- sometimes mostly for display of beauty or to "comfort" herself.

↬ Weapons and armour: Bow and Arrow - Much to her mother's dismay, Rossarinya was taught how to wield a bow and arrow thanks to her Elder brothers. They taught her how to horseback ride and shoot an arrow while riding. Although Rossarinya doesn't hit her mark precisely, she is still able to hit her target as accurately as she can and if she ever needed to defend herself. She doesn't like wearing armor as it ties her down too often and is rarely seen wearing such "bulky" attires.

↬ Extra equipment: Rossarinya personally has fruits that she's grown in her small little garden with her at all time, a journal and quill that she writes her notes in (business and personal information), her flute, and an extra pair of outfit that she brings in emergencies.

↬ Goals and motivations: Due to her teacher's stories about Cyndarans and Cyndara, Rossarinya, for the longest time, had always had an active and wild imagination as her mind tends to wonder towards the question, "What is the 'light' that her teacher speaks of in the "dark" and "cold" corners of the world? Can there be 'light'? If so, how is that possible? How can one see? Do they not?" Rossarinya wants to see the 'stars' her teacher fondly speaks about and the different colours that is never seen in Sumenna. She can't imagine the different scenery, species, and wildlife that lives in Cyndara except for what the Elders wanted to engrave into not only her mind but the other residents of Sumenna about stories of the 'cruel' and 'ugly' beasts that resides in Cyndara. But, most of all, she wants to find her teacher Braxius.

Aside from wanting her questions answered about 'light' in Cyndara, Rossarinya wants to find a place where she belongs. Despite having the appearance and "acceptance" of the culture in Sumenna, Rossarinya feels out of place, an outcast, and quite frankly never felt at peace with herself since the moment she could breathe. Rossarinya wants to find her own peace of mind and happiness be it in Sumenna or Cyndara or. . . . elsewhere. She feels like a lost soul with nowhere to go.

↬ Personality: A lost but radiant dreamer. The walking puppet. There are a lot of names to call Rossarinya Erulisse Bellethiel. Quite hard to get to know and understand, Rossarinya is a she-Elf that is two sides of a coin - enthusiastic, curious, and hopeful but also indifferent, straightforward, and cold. To those who do not know her, she is quite easily misunderstood and misperceived especially by those who do not like Elves or even Summerlanders. She is seen as someone who's "like the rest" - vain, merciless, and ruthless - due to how she holds herself in public, not really one to make small talk with others or pay much attention unless someone is directly speaking to her. The only way to get Rossarinya's attention is if one - a customer is interested in silk or jewelry or two - one catches her attention be it with music, magic, animals, or even stories. Despite coming from an influential House that tends to showcase their wealth often, Rossarinya tends to stray in the farback, observing from the side - almost as if she is too "embarrassed" to be with them. As extravagant and fancy the House Bellethiel is, Rossarinya has a demure disposition and rather would not be a sight for sore eyes and hides among the crowd, giving attention to her cousins and relatives. She absolutely hates attention and would rather not be doing anything that would catch the eyes of others. Despite not actively going out and seeking to aid others, Rossarinya tends to do things behind-the-scene, not caring for recognition and would rather others pay no mind to her. Rossarinya is quite secretive, though, not rebellious as she thinks before she acts.

At times, if there is a certain topic especially regarding her brothers and her passion, she can be quite quick to defend her interest, having quite a sharp-tongue. Despite having a no-nonsense behavior with other Elves, she tends to be more quick-tempered if someone mocks her love for books or riding, especially if she already perceives you as someone to be untrusting and someone who will only waste her time. Because of her hostile nature of her own kind as she is outcasted by most because of her difference in opinions, Rossarinya tends to not "fit" or feel as if she "belongs" anywhere, wanting to find a "far off" place that she could she be herself without needing to put up a facade to please her mother and House. Rossarinya feels obligated to be on her best behavior in fear of her family's fortunes and reputation. Not one to care much for herself as she tends to put those she cares about first, Rossarinya is hopeful, sometimes being blindly optimistic that she tends to look on the brighter side of things despite knowing the truths and half-truths of the world. Rossarinya rarely has many friends, but even then she doesn't feel the need for them feeding her loneliness with stories and tales or even by keeping herself occupied to not think of such emotions. In the end, Rossarinya has much to think about before feelings especially if she helps her father with their business being quite quick-witted and clever enough to think on her toes if something goes awry. In the end, all business owners need to know how to allure, charm, and persuade, no?

↬ Character flaws and weaknesses: Unfortunately, due to her upbringing, Rossarinya may come off as insincere towards those around her, covering up how she truly feels despite her wanting to break free of the idea that she needs to act and be a certain way. Quite misunderstood but also hard to understand. Rossarinya doesn't understand the meaning of letting go and pulling down her facade by genuinely saying how she feels and letting loose of the guard she places around herself unconsciously. She is, quite frankly, hard on herself and will never allow herself to be and do anything but her utmost best so when she fails and loses at something. . . she takes it harder than most. Rossarinya has an obsessive nature of wanting to prove herself right and others wrong, sometimes to the point of being quite competitive, losing her sight in the process. But, most of all, Rossarinya is considered eccentric -- a walking doll that should have kept her mouth closed as she's pretty to look at but not an easy conversationalist as she thinks differently than most. Her wild imagination and curious nature tends to be frowned upon as she thinks of idealistic ideas that others can't wrap their mind around.

↬ Biography: Cries echoed through the walls of her home as new life was celebrated into the world. Her mother Caldwen wept and smiled upon her newborn, a feeling of pride enveloped her as she sighed in joy at finally conceiving a beautiful girl Rossarinya Erulisse Bellethiel. Prior to Rossarinya's birth, Caldwen gave birth to three other male children - Andaer, Erumeldir, and Maethorion. Although Caldwell loved her boys, she always wanted a girl that could follow in her footsteps - to live through her. As Rossarinya grew up, she was different to what Caldwen imagined. Rossarinya had no interest in fine and luxury goods in life but always had her head up in the clouds. Despite Caldwen's constant nagging and forcing upon her ideals upon Rossarinya, Caldwen felt as if her child was "defected" as she was too "willful" and too "masculine". Rossarinya wanted to be more then to be a decorated she-Elf. However, Caldwen wouldn't allow such ideals and became a constant reminder in Rossarinya's life that she was "odd" and refused to let go of Rossarinya as she strictly taught her mannerism, the fine arts, and to hold herself to a high standard despite their lower elven status. Caldwen was always obsessed at rising up to the top being a force to reckon with and quite sly and manipulative. Caldwen wanted more for her life than what she already had and made sure her husband Saeldur listened to her woes and needs.

Rossarinya had been born into low nobility that is too high in status to be a common person but too low in status to be considered part of the High Elves in the middle to top tier status. At a young age, Rossarinya suffered much disappointment while trying to mingle with others as some didn't want to associate with a "low-bred" elf while others who weren't above her in status felt too intimidated by her appearance to stay long to get to know her. She hated attending political events and other events that required her to show face despite her protest. Rossarinya isn't close to her relatives despite her mother's persistent of her getting on her relative's good graces to earn their favor but to no avail. Her cousins wanted nothing to do with her and Rossarinya is quite indifferent towards them. Caldwen displayed Rossarinya like a prize to be won - finding countless suitors that could fit with their lineage. At first, there were many a-suitor but gradually they slowly dispersed after hearing rumors of how "odd" the she-Elf was despite her beauty. A waste of a pretty face! Nevertheless, Rossarinya disregarded such words and found comfort in the stories and whispers on the streets about the tales of Cyndara. Her mother used to fed her with baby-bottle filled epic tales of the Sumennans and used to lull Rossarinya to sleep with songs of legends of Sumenna.

At the age of thirteen, her father eventually rose in status and became the epitome of an elf that accomplished a-many heroic deeds and worked as the Second Head Merchant - a feat Caldwen so desperately hopefully wished for. Despite Rossarinya's low-noble born status, her Elder brothers believed she was the picture perfect image of a great person destined for greater things. But, much like how her brothers praised her, their mother on the other hand paid close attention to Rossarinya. Her mother sculpted Rossarinya very carefully like a designed piece of shining art that must be shown off to the world because of its perfection. As time passed, she became more well-rounded - mastering all of the skills her mother wanted to pass down to her such as sewing, hand-crafting, calligraphy, singing, playing music, and showing poise and mannerism in public. On the other hand, her father taught her about silk and jewelry - the production along with trading and business. Despite her mother's love for jewelry and silk - wanting to wear the most beautiful outfits and adorn the most expensive gems, Rossarinya wore as little as possible but at the same time she still represented her House fairly well. However, during Rossarinya's down-time and when her brothers were free from their duties, they taught her how to ride a horse and shoot arrows. She loved her brothers and always wrote to them whenever they were gone from home.

Rossarinya loved her outings when it was just her and the liveliness of marketplace, but one day, she ran into someone she never expected: an older Faun. As fate would have it, the older Faun took her in as an apprentice after much persistence. He knew light magic and it was in that moment Rossarinya's heart was set aflame - wanting to do more than what was expected of her. As Rossarinya watched the older Faun's display his magic in the town's square, Rossarinya's couldn't help but be charmed by the light as it made her feel . . . alive. At first she kept her training a secret, heading into Shereglev Forest to get away from curious gazes and eyes until she met her companion ( a familiar) in the forest and named him Cerys - a beast-like wolfl she had helped save and heal when he was found wounded and left for dead. At the age of nineteen, a year had passed since she met the older Faun Braxius and Cerys. For part of her training, she had learned how to tend to Braxius' garden as a lesson of patience, kindness, and generosity. It wasn't until her mother found out about her secret training that Rossarinya found herself able to produce just a small spark of light from her finger tips. Disturbed by her daughter's relationship with Braxius and Cerys, there was a point in time in which she was forbidden to ever meet and contact them. However, no matter how long Caldwen locked Rossarinya inside and only allowed her out to help her father's business, Cerys always found her, watching her from afar and eventually he became a messenger for both Braxius and Rossarinya as she continued her lessons from all four of her teachers: Braxius, her mother Caldwen, her father Saeldur, and her brothers. However, it wasn't until just recently that she received news from Cerys that Braxius disappeared.
photo credit: dadachyo
 
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Name: Khudalch Ir, goes by Falsedge
Age: 32
Race: Shaksran (War Djinn)
Country: Ex-Sumenna
House or Clan: Until recently, part of a Shaksran band called the Gustfang Band, vassal to House Evereach.
Appearance: Tall and muscular on a wiry frame, Falsedge does not look very feminine- but as for general attractiveness, she has an athletic allure, her posture is good, and her sepia skin has a healthy glow… so long as one does not see the lower part of her face usually covered by an engraved metal mask. Nothing that can't be hidden by heavy makeup if so needed. She has also lost two fingers on her left hand in the line of duty, but this is easily hidden by her gloves as well as armored gauntlets. She bears scars elsewhere, the most notable of which traces a violent gash around the side of her neck. Nothing some fashionable accents to her outfit can’t hide. Falsedge’s hair is sleek and straight, a rich ultramarine blue, kept always in a tight ponytail. Her eyes are a bright orange-gold, with two piercings that adorn her left brow. Her nose is long, thin and straight-bridged, her cheekbones high, and her features sharp, though not exaggeratedly so. Her official look combines brilliant red and blue emblazoned with gold, usually equipped with light plate armor. She gives off a fearsome impression and wears it like a uniform; without pride nor bashfulness. Even though her mouth is usually covered, she can emote just fine with her voice, eyes and brows.

Her voice sounds something like Minerva's from Fire Emblem, but with a tinny/metallic filter due to her mask.

Profession/Station: An ex-captain of internal law enforcement (think secret services) for House Evereach. Now an outlaw.

Skills and abilities:
Shaksran: Shaksrans are strong-bodied, though their strength does not exceed the exceptional human’s of the same musculature. Their naturally high pain tolerance and endurance is what sets them apart. Falsedge employs that same grit and extended battery life.

Military: Raised in typical Shaksran band fashion, she was schooled in discipline, focus, riding, wrestling, fighting with various melee weapons, weapons and equipment maintenance, military tactics, emergency first aid and survival skills.

Anti-Assassination: She is trained to recognize and circumvent, disarm or defend against stealth and assassination techniques from House Evereach… as well as weed information out from captives with torture.

Insight: Wherever she is, Falsedge studies people. It has given her a keen insight on feelings and motives. In an investigation, she’d make a good criminal psychologist. She tends to use her personal insight to provoke others.

Will save +10: Her upbringing and career have made her extraordinarily even-minded internally, unflinching in the face of danger and desensitized to horror. She is not one to take pause and hesitate during a crisis.

Weapons and armour:
Her focus weapons are the twin Khopesh she calls ‘Hack’ and ‘Slash’. These are sickle-swords meant to hook shields and disarm opponents. As swords descended from an axe, they are meant to butcher and bludgeon rather than to pierce. She mounts them across her back; their scabbards are designed to accommodate curved blades (much like a scimitar’s scabbard.)

She has light plate armor over her boots up to and including the knees and over her gauntlets up to and including the elbow, as well as a chestplate and a metal mask on her face. At the expense of stealth, they provide extra defense and offense without the harsh reduction of mobility that one might expect of full plate armor.

Extra equipment: Bag, money, water, alcohol, flint, oil, wax, map, pen, ink, paper, string, 8 ft rope, tarp, some rations.

Goals and motivations: Make something out of Ünentove. For that, she must protect her.

Personality:

Perhaps the first thing one might note about Falsedge’s personality is her facetiousness. She is talkative, prone to making jests, and often acts amused- but what comes out of her mouth doesn’t line up with the rest of her. Truth is, her need to get a laugh out of anything she can is the coping mechanism she’d developed for all of her years pressing on with her personal mission in a society she rejects. Indeed, she has no love for the evil she sees in people. Fascinating, then, that she’s made herself the representative of that Evil (or, as everyone calls it, ‘Justice’.)

While those who have worked with her in Summena deemed her steadfast and loyal, dedicated to carrying out the law of the land with an almost religious fervor and perhaps too much enjoyment (again, that facetiousness), Falsedge’s character is built upon the things she hates. Her inner principles run dramatically counter to those she served for others. She sees a world run by greed and superiority complexes, and views society as nothing more than a system of excuses built so that people could believe themselves to be virtuous beings while stomping all over others without care and ignoring those in need that they could easily help at no expense to themselves. Hypocrisy is what disgusts Falsedge the most. Her purpose is to make people acknowledge the wrongs and evil in themselves and in their society; she has spent her life trying to seed that realization in others by making them come face to face with their own brutality... by dishing it out in droves, all in their name.

“Do not make light of evil.” This was her motto. In her own awfully misguided way, she hadn’t given up hope on the world, and wished to change it, at her own expense. She has done little to enjoy life, instead driven to perform her self-inflicted mission with extraordinary determination. Because of her rejection of Summenan society, one of her hidden redeeming qualities is that she’s rather open-minded. In the mist lands, this is advantageous. Even if she’s been taught that they are monsters, she sees herself as no different, so it’s not a big mental barrier for her to cross- and neither is the idea that the world was wrong about Cyndarans.

Having lived her whole life in a structured environment- chains of command, hierarchy- a character to play, a singular goal she was working toward- Falsedge is not used to the freedom she’s gained in escape. She takes rest and meditates as needed to nurse her mind and body, but can’t be said to be comfortable with her situation. For one, she’s beating herself up over having screwed up her life-long mission, so her mood at the start of her journey is grim. For another, she’s never had the chance to really be herself, and it’s uncharted territory. The inner hero in her can now begin to emerge, now that she’s cast away her role as the villain from her life. That said, old habits aren’t so easy to break out of. Falsedge is abrasive, dislikeable and threatening, and keeps her heart closed. But in these transitory times onto a new path where she can do what her heart tells her to, she can be influenced to change, little by little. If she can fight toward a greater Good, she will; if she sees someone in need of help, she wants to help. What people think of her personality is a moot point to her, as she doesn’t feel the need to be liked.

Character flaws and weaknesses:

Atrocious Reputation: Falsedge was respected in Summena for her service and achievements, not for a magnetic personality. Those who truly admired her are of a bad sort, and she's aware of it. She is generally disliked and lies at the heart of a lot of ‘bad cop’ stories, some of which became well known. Her reputation can precede her at times.

Insincere: The dangerous character that Falsedge built up for herself is abrasive, dislikeable, and threatening; it is a collection of habits that don’t really let her true feelings or intents show through. She isn’t even honest with herself about how she feels. By this stage in her life, enough time has elapsed playing this character that she doesn’t know how to act any other way and makes little effort to be understood.

Unfriendable: Falsedge doesn’t really see herself as a person. She is the means to an end. This kind of self-obliterating attitude means she isn’t even trying to BE a person, so building any kind of bond with her would be exceedingly difficult. It takes two people for a relationship, after all. Now that her ‘ends’ are changing, it means that her ‘means’ are also uncertain; this is why she’s opening up to interaction on other people’s terms, rather than having any actual desire to bond.

Bio:

Khudalch Ir was born to the Gustfang band, about a dozen Shaksran families who have long served as vassals to House Evereach. In a fiercely competitive military culture with community parenting, Khuda was trained and pitted against other children for in-Band status from the tender age of 5; parental figures would favor the children whom they thought would bring them honor and prestige in the future. Khuda was an intelligent and empathetic child and there were other children like her, but their hearts grew cold and their friendships became utilitarian the older they grew. Perhaps because she had understood too well the value of what they had lost, this is where the adolescent Khuda’s resentment for her Band’s culture was born. It didn’t take long for her to realize that the world outside her Band was similarly twisted, and that resentment took over as the driving force in her life.

She studied hard and worked fiercely, finding employ as a soldier the moment she hit recruitment age. House Evereach soon recognized her skill, and even more importantly, her remarkable apparent loyalty combined with her cool-tempered rationality. This made her qualified as an agent in their secret service; scary enough to dissuade defectors, loyal enough not to serve anyone else, and skilled enough to break some knees when those knees are rather evasive, so to speak. She has been part of it for the past 11 years and moved up in the ranks to eventually command a unit of her own, specializing as an anti-assassin unit; Once in awhile, trained assassins may misbehave or think that they can make better business, or safer business, by striking out on their own.

Khuda had sustained disfiguring wounds during the course of her service, but such is the cost of experience; in light of her achievements and loyalty, it was seen to that she be given the resources to hide her injuries and remain presentable in the continued course of her service. The set of light plate armor/gauntlets/half-mask etc. she uses to cover the bottom of her face and her two severed fingers are a matching engraved set whose craftmanship cannot be missed. She has been dutifully covering her scars with the makeup she'd been instructed to use.

With Khuda as its captain, her unit was given the mission to head out to Emain Ablach (the capital of House Lambent’s lands) to find and bring in, dead or alive, one such defecting assassin. Since that assassin was being hidden by someone in Emain Ablach, they were also tasked with cooperating with the local law enforcement in return for their license to investigate and unveil the assassin’s connections.
They were housed at a Lambent noble’s guest house- which is to say, Ünentove’s place. With her sharp insight for people, Khuda could tell that Ünentove was different. Perhaps she could beat reality into this particular light fae- and with her high position in society, making Ünen face its evils could have real impact.

And so, Khuda had been ‘pleased’ to discover that the lower classes of Lambent lands were in the middle of a petty-nobility-related food crisis, which had caused a rise in crime rates. Since Lambent laws can be brutal and strange, she had made proper study of them before her arrival. She made a point of exacting those laws in cooperation with the local law enforcement, applying antique public executions by the book, and not letting any of the harrowing details of her contributions to societal order get lost on Ünentove. Eventually, unexpectedly, Ünentove snapped and denounced House Lambent’s ways, cutting a scar across her face- and in that moment, for the first time in her adult life, Khuda admired a person. And through her interference, she had brought about this singularly beautiful heart’s doom. Ünentove was not only worthless to House Lambent now that she had disfigured herself, but had caused a terrible offense and was due for execution. Because Khuda felt responsible, and perhaps because she had been blinded by a rare emotion for just that moment, she had what she now thinks was a lapse of judgment and decided to help Ünentove. She crippled her own inferiors so that her unit could not pursue them and harmed some Lambent soldiers in their escape. Knowing House Evereach's methods, Khuda knew that surely, they would need to watch their backs... and their best chance at survival would be the Mist Lands.

She took on the alias Falsedge and told Ünentove to also take up an alias, so that if their names were to be said or heard, they couldn’t be used to track them.
 
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Name: Ünentove “Song” Lambent
Age: 30
Race: Light fairy

Country: Ex-Sumenna
House or Clan: House Lambent

Appearance: Like many light fae, Unentove’s skin is pale and glows faintly in the dark. Not enough to light up the path under her feet, but enough that she would be noticeable in the dark. Her eyes and lips are the trademark gold of her family’s line, and her hair cascades down to her knees in natural wild curls, it’s color a gradient from light blonde to orange. She stands at 5'9", and her beauty is what one can expect of a Sumenna House noble, save for the scar arching across her face, marking her appearance as grotesque by their culture’s standards.

Profession/Station: Noble outlaw

Skills and abilities:
  • Trained in all of the arts of her culture - art, music, dance, gossip, fashion - she shines brightest with her song.
  • She is also an apt observer and listener to gauge audiences.
  • Unentove can run a household with bookkeeping, delegation, and can organize festivals to keep patrons talking for weeks. She is also surprisingly good at haggling.
    A shame that she never learned combat or survival.
Weapons and armour: Boot knife
Extra equipment: Basic camping supplies, tools, rations, and Summenian coin.

Goals and motivations: Survive. She doesn’t yet know what role to play in this new world.

Personality:
  • Powerful aesthetic: Like the rest of her people, she can appreciate beauty when she sees it, and rejects that which she deems unworthy. While her sense of beauty has certainly been molded by her society, her tastes have also evolved on their own. Unentove appreciates nature's beauty and has a strange fascination with others' hands, seeing what lines and callouses the lower classes have.
  • Empathetic: A trait that she’s not terribly familiar with given her environment, but one that she has come to quietly cherish. It doesn’t always show itself as she must fight other pre-formed perceptions, but she has given it enough value to make the commitment of effort, which also creates greater appreciation for what empathy means and what it can give to people.
  • Get it done: Unentove will get things done and make sure it’s done right. She will push, cajole, and work towards solutions and goals, and is willing to work with others to accomplish this while maintaining a cheerful and pleasant host-like demeanor.
  • Voice: Unafraid to stand up for herself or others, Unentove is all about speaking out to be heard. This is not to be confused with bluntness, for like others in her house, subtlety is a common in battles of word wit. To be blunt is to end the entertainment sooner, and she would not dare risk being boring. Her will to stand up for herself and others goes hand in hand with her bossy nature and ability to get things accomplished, though this also means she often prompts others to argue with her. When arguing, she will never raise her volume or appear to lose her gracious manner.
  • Responsibility: Taking responsibility for her actions is a matter of pride for Unentove. This may seem at odds with her tendency to reject criticism and proclaim her righteousness, but it is important to note that while she outwardly rejects such critiques, she will strive to fix it regardless so as to not appear as anything other than perfect.

Character flaws and weaknesses:
  • My way or the highway: Unentove is right. Even if she’s wrong-- no, you’re wrong, she’s right. She is not well versed in accepting criticism and will often deny, deflect, or twist it around so that she was right the whole time, even if she flips her opinion to the other side after realizing the logic behind it. Despite digging in her heels, she is quite willing to agree to things once she understands the reasons behind it, and might even make it out to have been her idea or that she was behind it the whole time. To those who criticize her, Unentove's opinion of them will be greatly lowered, for clearly they are not reasonable enough to understand her.
  • Haughty: Used to being obeyed by her household, Unentonve gives off an air of both confidence and arrogance when she’s outside said household and expects others to give way to her demands.
  • Swing what now: Having grown up as fae nobility, Unentove is unfamiliar with how to fight, survive, or even make a campfire. She has muscle and endurance from things like dancing, but she’s more likely to drop a sword on her foot than she is able to poke something with it.

Bio:
Unentove was in a strategic marriage to a nobleman, the son of a judge, though as neither were first in line for inheritance, their estate is not as grand as their elder siblings’. This hasn’t stopped them from hosting fabulous parties even on a budget, which keeps their social status high.

As a strategic marriage, they are coldly cordial and have no love for one another. Her husband was in fact in love with another woman who he has kept on as a mistress; the secret that everyone knows. He has a bastard son with the other woman who he hopes will succeed him, and so Unentove’s marriage was never consummated; a secret that only they know. As Unentove has never felt inclinations towards men, she is content with this arrangement and focuses on her role as partner in a practical sense. She is, for all intents and purposes, an otherwise perfect wife in the face of society.

As Unentove is more hands-on with her approach to getting things done, she’s had the opportunity to interact with lower-middle class merchants and the like, giving her a glimpse at what lies beyond their gilded castle. Perhaps it was this resourcefulness that led her to such a broad network and more open-mindedness than the rest of her house’s nobles. It is difficult to determine when the seed of empathy began revealing itself in small daily interactions, but is one that she had enough introspection to notice, embrace and foster.

Over the years, Unentove began to question their way of life a little more each day. This was further pushed through the goading of brutal law enforcer, Falsedge. Hailing from another house, Falsedge was pursuing a criminal that fled to the Lambert’s lands. Not wanting to house the enforcer at the main house, Falsedge and her small company was invited (ie: decided by House Lambert leaders) to stay at Unentove’s smaller residence while they followed the course of justice. Falsedge’s presence was constantly pushing at the irony of law by following the law to what might be called extreme cruelty. Unentove held great distaste for Falsedge’s harshness, but couldn’t miss the hypocrisy of the laws that were being highlighted through Falsedge’s actions.

It wasn’t until the boycott on wheat that Unentove began to truly see the despair of the lower class, when food shortages gave rise to crime that upper classes were determined to pretend didn’t exist. The punishment for theft was death, and after a law passed lowering the age of when a minor is treated as an adult, they saw their first child execution. Unentove rejected this in the most public manner she could, declaring herself no longer a part of their system so as not to support the system further, hoping that others might come to the same realization. In this moment of passion, she took a knife and publicly slashed her own face in front of the nobles, proof of her rejection of everything they stood for. Thus was she condemned herself, to be made an example of and instill order. Death was the judgment passed, though one might argue that this was the punishment due to ulterior motive on her father in law’s part.

On that eve, Unentove’s husband came to her. He had resented her for taking the role of wife when his true love could not, and like the rest of their culture, he was appalled at her actions and her now grotesque face. And so it was not through caring that he helped her escape, but, as he bluntly explained, was a way to keep his mistress in his life. If he became unwed through Unentove’s death, his father would find him a new wife who would more than likely insist on her own heir and for the banishment of the mistress. He reasoned that maintaining marriage with an outlaw was better than risking losing his love. To further ensure her escape, Unentove was surprised to find the despicable Falsedge there to assist her, abandoning post to join her as she fled.

Due to their House’s location, Falsedge and Unentove were close enough to cross the mist border, wherein she takes on the cover name “Song”. She has no idea how to survive the wilds, much less know how to discover her new role in the world.

---
Image source: My art! fallingmist.deviantart.com
[expressions]
 
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Name: Valac of Greenhaven
Age: 17
Race: Naga

Country: Cyndara
House or Clan: Nagakin. Greenhaven doesn't really consider itself to be a tribe; it's a simple settlement near the heart of the Noend forest, its entrance nestled between waterfall rocks, leading to a long and tubular dug dirt tunnel smoothened by the passing of many scaly bodies, which in turn leads to a massive circular chasm in the mountain forest, not quite a cave underground as the mountain forest high above opens up to the sky. No more than 250 inhabitants are there, making it... actually one of the larger Nagafolk settlements... yeah, they don't often get preggers.

Appearance: Valac is on the skinny teenager side, with a a deep and slightly nasal voice . Like for most Naga, clothes altogether exist mostly as an accent to jewelry and accessories which are fashionable among his people and are often used to carry a message about the wearer. Case in point, his headband's flap on the side indicates that he's a merchant, and the jewel in the center of an elaborate design indicates that he's an enchanter. The rest of his clothing (loincloth, bolero, armband, neck jewelry) are fashion accents. Valac has orange markings in the style of a Brazilian Rainbow Boa, with dark brown hair and scales. His skin, hair and scales both have an iridescent sheen, and his eyes are opalescent.
In Nagakin settlements, they tend to slither with their upper body almost horizontal most of the time, but around upright races, they tend to 'stand' their upper body to be seen at eye level and not accidentally trip people over. Valac tends to adjust his height for whoever he's talking to, but he could hypothetically slither at just above the height of his tail at its tallest point (~35 cm), or stand up to the height of his upper body plus almost half of his tail (which is 17.5 feet long) which would make him about... 12 feet tall? Except he can't slither if he's standing that tall, plus it would look silly.

Profession/Station: Peddler. He mainly peddles wares between settlements. Sometimes he gets the odd get-the-rats-to-move-out-of-my-basement/locked-myself-in-or-out-of-something/make-my-drink-fizzy request from those who know he's an enchanter.

Skills and abilities:
  • Basketweaver: Valac is skilled and fast at making hand-woven baskets and accessories out of dried plant fibres, and can also make rope and woven accessories. He's tried his hand at tapestries but it takes too long for him to make and he doesn't usually have access to a loom, so he sells those made by other Nagakin. His own items are only a small part of what he sells.
  • Enchanter: A fairly good enchanter with a utilitarian repertoire, Valac learned all of the spells that are commonly taught among magically-inclined Nagakin; temporary stuff like reinforcing or softening a material, magically locking a door, refilling a glass of water, making a pen write for you (it's "spellery", get it?), briefly charming animals to make them docile, etc. All of his enchantments wear off eventually, so if you drank that magically created water, you'll be thirsty again.
  • Lower body/tail: Aside from being potentially useful as a weapon (constriction, bludgeoning) (he's actually never used it that way xD) it makes him an excellent climber (it's why they call it 'scaling' a wall ;Y) and a powerful swimmer.
  • Not sure if skilled but it's a thing: Though it hasn't come very far yet, Valac is trying to figure out how to adapt swordsmanship to the Nagakin physique; it's a dedicated hobby, he's working on it.
Weapons and armour: He has a sword, double-edged. It holds enchantments well thanks to the materials it's made from.
Extra equipment: Huge, tough basket he carries his wares in, probably why he's got good abs. If emptied it could fit one person.

Goals and motivations: Going to Summena is motivation in and of itself. Aaaadventure! Also, preventing a war is good?

Personality:
  • One of those mood-readers: Sometimes an advantage and sometimes a flaw, like a model citizen with a good upbringing, Valac does what's expected of him and speaks appropriately. He tries his best to be considerate of everyone. He wants to get along, and for others to get along, so he'll subtly mediate and choose his words carefully. He keeps in line with what other people are acting like and even though he's content and cheerful almost all of the time on his own, he does his best to feel the way others are feeling when he's around them.
  • A kind and gentle soul: He's not trying to take care of those around him so much as make his way in the world, but his empathy and human decency are all there and ready to kick in whenever someone's in need. Since he finds it hard to say no, he's been roped into more sidequests than he can count in these short two years, but it's been good for building up his customer relations! Actually, people he helps usually end up buying something from him, so with an inkling of guilt, it's an unintended business model.

  • I'm on an adventuuuure!: With as strong a sense of adventure of his own, nothing gets him as excited as travel! He's a brave kid, though he can't be called fearless. He does employ a fair bit of caution. This prevents him from acting all that reckless; but he's young and sometimes inconsistent due to social pressure, so if the mood is right, he might do something clumsy and foolish. Big mistakes might demoralize him for awhile, but he'll bounce back in a few hours or a week at most.
  • A little bit of that teenage hubris: Though he hides his confidence well, Valac believes that he's good-looking and very competent at what he does, and might overestimate himself at times; whenever he fails to meet his own expectations, inwardly, spaghetti is upsetti.

Character flaws and weaknesses:
  • The yes-man: Valac is a little too conscious of what other people think of him. In social situations, he just wants to fit in. He'll talk about what other people want to talk about and not draw attention to anything that makes him different from others. The approval of his peers is more important than his self-expression.
  • Doormat: If he disagrees with anyone, he'll be at most very gently "I don't know/Maybe" about it. If he disagrees with literally everyone, he might just close his eyes and suffer by himself. Whatever people subject him to he can't even stay mad for long, it just devolves into depressive silence.
  • Listening to the Real Adults: In a party dynamic, he'll easily perceive adults as authorities and fall into a pattern where he waits for instructions and does what he's told, instead of thinking for himself.
  • Heavy: A grown Naga is HEAVY. That means that if he's injured or too tired and needs to be carried, it'll take at least two people and still be... pretty difficult, given the size of that tail.
  • Girls are scary: Despite all of his other world experience.... Valac is a hormonal 17-year old, after all. One who hasn't spoken to enough girls. He's shy and nervous, which can make him skittish and unintentionally goofy at times, and then he's doing that thing where he messes up his "S" and his tongue flicks out when he speaks, and then he's embarrassed himself, and then he can never face you again without dying a little inside (please spare him).
  • I'm yo man: If anyone makes him feel insecure about his manliness, he'll be pressured into putting on the pretend-machismo. He doesn't act it out offensively, but he lays it on too thick to believe.
Bio: Valac was an adventurous, if lonely, child- there just didn't happen to be more than two other children his age in all of Greenhaven, and their kind of playing just didn't really overlap. Valac seemed to be slow to grow socially; they liked to play with toys in the comfort of home, spend time with adults and and talk, whereas Valac liked to explore and play with animals. The parents of those other small children didn't like their kids hanging out with him because he had gotten them lost once on one of his little escapades. As such, the 5-year old Valac was often out adventuring alone, and as the weird baby who, to their horror, could somehow catch and eat live mice when they weren't looking (how unhygienic??) but was otherwise very well-behaved, his parents felt that he could fend for himself well enough to leave him unsupervised at 5 years old when he went out to play all day. Little did they know he was often venturing outside of the settlement.

He had found a friend in the forest, a mysterious human hermit called Muthos who would tell him grand tales full of adventure whenever he visited, (plus give him snacks too). Just like some of the heroes from her tales, she had a sword; since he expressed interest, she began to teach him, though not all that seriously. When he was 12, she disappeared. There was nothing left in the hut except for the piles of books and paper she had seemed to collect- and a letter, addressed to him. Apparently, she had departed for Summena to embark on her own grand adventure. Ever since then, he has dreamt of some day following in her trail- er, footsteps. Summena awaits! ...once he's prepared though.

And so he doubled his effort on learning all of the little magic tricks available to him, studying it enough to become a relatively good Enchanter. He continues to study magic that he finds on his travels, hoping to one day pick up some kind of shapeshifting spell or illusory spell that could serve as his disguise the day he enters Summena. Next step was learning a trade. No problem- his mother Eingana was a the best weaver in Greenhaven, and he learned it from her. That said, it turned out that he could make better money on his time by selling others wares than his own creations, so he finally took on the life of a peddler two years ago, accumulating travel and business experience, building his resources at the same time. He has also kept up training his swordsmanship ever since his childhood, knowing that it will serve him well some day.

He's actually done business with an orc village, once. It was okay, but he had never acted more macho in his life than the one day he spent there. He was originally planning on longer dealings, but drained by his valiant attempt to keep up with their culture (good thing the kids were only interested in wrestling his tail-end), he figured he ought to... do business... somewhere less exhausting.

---
Image source: My chibi art =u=
 
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Pyrrhus [Peer-rus] Elantus

Age: 24
Race: Centaur
Country: Cyndara
Clan: Centaur clan (Plains tribe)

Profession: Poet, composer and comic thespian
Pyrrhus stands 5ft at his equine back with a total height of 8ft. Lean and well-muscled his skin is a dark olive and his hair is black and wiry, with a slight reddish tint when it catches light. A brittle mane of hair is cut short down his back, with pieces left long and braided to end in glimmering copper rings. His face is angular, with a down-turned nose and long, fur-covered ears. He wears sideburns that stop just shy of his cheekbones and trace the line of his jaw to disappear into the wiry hair about his ears. His eyes are startlingly blue, round, and contain a gentle inquisitiveness that is comically at-odds with the rest of him. His coat is ash-grey with a red sheen the same as his hair. Short and glossy fur coats thick limbs that end in feathered hooves. His tail is like that of a bull, thick as a sapling and tapers to end in a tuft of wiry hair. Pyrrhus' clothing is minimal: a leather harness tied about his equine body to hold the sheaths for his knives at the shoulder. Leather straps across his bare chest to hold a quiver of arrows. His forearms are wrapped in leather bracers that are studded with brass. His ankles are guarded in steel bracers, to allow him to deflect blades without injury.




  • Skills and abilities
    Pyrrhus has trained with his blades since he was old enough to use them, mainly his training was performance based, but the duels, though for show were real combat maneovers and his mother made sure they could also be applied to self-defense. Many centaurs prefer the reach of a spear or staff as it protects their flanks and back. Pyrrhus is a daring fighter and has learned to be quick with blade and hoof. He is a fine archer, though prefers combat face to face rather than using his bow in a straight battle. Pyrrhus is also a very accomplished healer, dedicating himself to magics that restore and revive and dabbles in earth magic, enough to help the farmers of his homeland with the growth of their meager crops.

    Weapons and armour
    A pair of Arathean steel knives, the blades of each about 2 ft long. They are simple pieces, unadorned, though they are hard as dragon scales and do not dull. Pyrrhus also carries a bow of yew wood and arrows he makes himself, fletched in red. Unbeknownst to Pyrrhus the leather armour plate on his back is charmed with a resistance to dark magics. The damage depends on the nature and strength of the spell but the piece does its work to reduce the effects of most magics of evil intent. Pyrrhus won it in a game of cards.

    Extra equipment
    A very fine, intricately carved lute as well as paper and ink for his compositions.


 
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Name: Azaria "Shadowhand" Eldrvarya

Age: 32

Race: half light elf, half dark elf

Country: Sumenna

House or Clan: In the employ of House Everreach, though also of noble blood

Appearance: (description or picture or both)
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A halfling elf of both nations, she looks almost normal to any Sumennan, at first. Pointed ears, slim build, angular face, beautiful. But she bears some features of her father, as well: slightly elongated canines, light, foresty green eyes, and a perpetual scowl or smirk. While her skin is pale for an elf of Sumenna, it is not obvious by her skintone that she is of drow decent. Her hair is dark, like her mother's, and long. Across her right cheek is the tattoo seen in her photo. It covers the scar Lassard bestowed upon her as a child before letting her escape with her life. Prefers colours of the night and shadow.

Profession/Station: Assassin, thief, and smuggler.

Skills and abilities: Azaria is an assassin and a thief, and a good one at that. She could be better at lockpicking, but she usually manages to find.... alternative ways to move past such obstacles. She moves silently to all but the very well trained ear in the utmost quiet, and the way she moves in the shadows is unrivalled. Thieving is as easy as a casual stroll past a pocket on a bright day. If she can reach you, she can reach anything on you. She is creative, but has almost zero social skills, and comes off as a sassy asshole. Insults are a specialty. Get her really angry and you're either a berry-headed boar-licker, or you're dead. Not so good at wrestling, say, with an orc. Size is not her strength in a brawl. She has dead perfect aim with a bow, same as her throwing knives.

Weapons, armour, and equipment: She generally wears all black, preferring what shadows Sumenna has to offer. She wields twin daggers, adorned with a jewel each: one red, one blue. Throwing knives line her belt, and a bow with black wooded arrows is slung across her back. She carries a small satchel and pockets, usually filled with a small roll of wanted posters, a knife, a few lockpicks, some food, and whatever other random items she may have picked up, perhaps from someone's pocket. Often carries backup cranberries. Her canines also make lovely weapons. Her boots hold a hidden pouch of poison, to which she is immune.

Goals and motivations: Revenge. Azaria wants nothing more than her father's murderer's blood on her hands. She trains for that day, for it must come.

Personality: Azaria will sooner cut off your hand than shake it. She is a ruthless killer, and a formidable opponent, though she can be beaten with.. er... certain dirty tricks. >;) She despises her mother, and rightfully blames her for her father's death. She does have a soft spot for children, especially poor ones. She does have a heart, it just takes a lot of melting to get to it. Though she gathers much coin from her work, she does not surround herself with luxury; she would rather sleep up in a tree, weapons drawn, than pretend to be content in a fur-lined bed of kings.

Her hardened attitude is merely a fierce wall built up around her heart, built to mistrust and remain detached. She would not be lied to, again. That being said, the key to her heart is genuine, repeated kindness. Kindness, and a soft touch, provided she does not flinch away and/or slit your throat. She is vulnerable, but tough. Ruthless, but kind. Of questionable morals, but inherently good.

Though a slippery person to come by, the halfling does enjoy the presence of fauna. She can be found listening to the forest birds up the trees, perched on a branch, or sneaking a horse in a stable an extra carrot. She cares for the animals she hunts for food and other necessities, and praises herself for her lethal, single shot hunts. Others fear her for it.

Character flaws and weaknesses: The halfling finds it hard to put her trust in people. She is brash and volatile. Revenge clouds her judgement, consumes her emotions. Azaria is a raging fire just itching for water. She desires love and acceptance, but refuses to let people in. She is her own enemy.

Bio: Conceived along the borders of the Half Sun Hills, Azaria was born to elven parents of quite opposite decent. Her mother, a vain woman from Everreach's hold, and her father, a curious scout from the Cyndaran caves of the drow. Their love was true, until her mother sold her heart for societal reputation. When the question of the child's heritage came about, Azaria's mother claimed the act had been less than consensual, rendering the child's Cyndaran father a criminal worthy of death. Everreach was only too eager to have this Cyndaran "monster" imprisoned, so when Azaria's father returned to his love from his home in the comfort of darkness, white robes descended upon him in an unfair ambush to drag him away. He was believed to be dead soon after.

On a trip into the city, Azaria slipped away from her mother at the market and, by some twist of fate, followed a trapdoor into the castle's dungeon. There, she witnessed her father's death by the hands of a high ranking light elf by the name of Lassard. Azaria was made to watch, even at the ripe young age of seven, in order to have her learn what it meant to cross Everreach. The halfling watched as her father bled, red spilling from his neck down his pale skin. She remembered, years after, the pain in his eyes, his strange eyes. She remembered snapping into a wild rage, taking up the small blade of her guard and sinking it into the exposed bit of neck of the man. She could still remember the warmth of the blood that spattered across her face. The day she first tasted blood. And the day she earned the scar upon her face.

Nowadays, Azaria, oft known as the Shadowhand, plays in the underground, the conspirators, the filth, while also having her hand in the pockets of Everreach's murderous desires. She works for and against them, taking the assignments she desires to free her of boredom, and the contracts that keep her pockets well lined and her contacts respectful. She does not care, as long as it makes her mother cringe in vanity. She loathes her mother, for she knows the truth. And she wants Lassard dead... by her own hands.
 
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Name: Trileon 'Leo' Sionis (Also goes by The Forest Mother)

Age: 22

Race:
Half-human, half beastman. (Human on her mothers side.)

Country: Cyndara

House or Clan: Ex-Dovahro

Appearance:
Trileon stands average at 5 foot 8 inches. She has long, elegant black hair reaching down to her knees, though prefers to keep it up in two separate buns on either side of her head. She has sharp, pointed features such as her cheeks, chin, and jawline, with her nose more bird-like in appearance. Her body is thin and wiry, with decent muscle definition. She wears a loin-cloth-esque skirt made from large plant leaves and vines, and a brassier made from the skulls of deceased animals she discovered. Her skin is colored off-blue, much like a lavender or periwinkle. She always wears a necklace made of small jewels, a headpiece made from scattered bones, and a ring on every finger of both hands. Using her forest magic, she typically travels long distances with a set of large, leathery black wings. She has a series of self-inflicted facial piercings made from small pieces of bent metal-- One on her left eyebrow, the center of her bottom lip, and the bridge of her nose. Her eyes are entirely blacked out in color, though tend to take on a golden hue when performing her magic. She has a set of large, straight ram horns, and will tie a string of bones inbetween their tips.

Profession/Station: Self-proclaimed forest witch, working with plants and herbs to heal local injured wildlife.

Skills and abilities:
Long Range: Though she lacks in hand-to-hand combat, she makes up for it with her proficiency in archery. She prefers to snipe her meals from high vantage points, such as trees or cliffs.
Peacemaker: Can talk her way out of most stressful situations, usually by highlighting the fact there is almost always a better way to solve things. Because of this, conflicting parties will often come to her resolve disputes.
Healer: Spends most of her days creating salves, potions, and various other tools used for healing. The locals refer to her as 'The Forest Mother' for this reason.
Parkour!: Can traverse difficult terrain with speed and ease.
Quick Reflexes: Self-Explanitory. You throw a rock at her head, chances are she'll catch it.

Weapons and armour:
No armour, but she regularly carries a bow and quiver stocked with arrows.

Extra equipment:
- A leather pouch hanging on her hip. It contains natural gauze, healing salve, and a thread and needle.
- A large wooden staff, appropriately adorned with jewels and bones.

Goals and motivations:
A Quiet Life: All Trileon wants is to be able to live peacefully, without the drama and conflict that comes with being half-human in Cyndara territory.
Travel: Despite having a human mother, she was born in Cyndara, and would like to see her mother's country of origin someday.
Father, Where For Art Thou: Though not at the forefront of her motivations, she would like to meet her father. Or at the very least, find out what happened to him after she was born.

Personality:
Sorry, Could You Repeat That?: Upon first meeting Trileon, she may appear standoffish or apathetic. She treats others with little regard, often ignoring them when they are speaking. It's not intentional, she swears!
Bad Cop Turned Good: At first, she feels that she has more important things to do than sit around and share pleasantries, and will often cut to the chase when speaking. Those who know her well enough will tell you that side of her is merely for protection, as being an outcast she is often wary when newcomers stroll along. As she begins to open up, she enjoys laughter, and has a more child-like playful side to her personality.
Greater Sense of Self: Living most of her life alone in the forest, she is acutely aware of her connection to the earth, and considers herself to be one with nature. She often refers to local wildlife as family, and becomes deeply offended when they are not treated with respect.
You Wouldn't Like Me When I'm Angry: Though she considers herself to be kind and good-natured at heart, there is only so much she will put up with before showing her fangs, so to speak. If her hand is forced, she has no problem using her agility, speed, and limited strength to take down an opponent, though those significantly larger than her would overpower her easily.
Whats Cookin' Good Lookin'?: Trileon will often compliment the beauty of nature and other creatures, as well as other races, even if they are considered 'ugly' or 'imperfect.' When the same is returned to her, though, she gets flustered and unsure of how to respond.
Love, Trust, and Pixie Dust: Trileon believes in the good side of everyone, believing the most hardened criminal can have a heart of gold if put in the right circumstances. Because of her difficult upbringing, she sympathizes with those who feel they don't 'fit in' and act rebellious as a result, offering her hand in friendship to them.
Forest Dweller: Having only known the forest, life in Summenna and even certain Cyndara area's are foreign to her. As a result, she will appear naive in the face of other travelers from these areas, and often become excited at the prospect of new knowledge to obtain. She is eager to learn new ways to create products that can heal and improve the life of others.
Did I Say That?: Trileon doesn't mince words when it comes to the truth. Kind she might be, she has no problem telling you like it is, and believes lying leads to more decietful, manipulative behaviour. Sometimes it comes off as mean, but that is never intentional. Take it with a grain of salt - She really does like you!
Honor First, Love Last: Despite having her fair share of opportunities, Trileon isn't considering the prospect of a relationship, believing her devotion to her craft is more important. When talking about her work, she appears prideful in all that she has accomplished. Though, It's not entirely out of the question.
Character flaws and weaknesses:
Stereotyping: Despite being half human herself, when it comes to any Summenna races, she is quick to cast them as selfish, judgmental creatures who despise the Cyndara as a result of how she was raised.
I'll Make A Man Out Of You: Prefers to resolve problems with words rather than fists. (..Or at least, that's what she says to hide the fact she's not that great at fighting..)
Anger Management: Though it takes a lot to make her angry, when she is, it will usually take as much effort to calm her down. She has a tendency to resort to insults or sarcasm to offend her opponent, taunting them while just narrowly escaping their reach.
The Mom Friend: Over-worries about those she cares about, to the point where she will put herself in harms way to protect them.
Can We Keep It?: Will form an attachment to animals, even dangerous ones, despite their potential to harm/kill others.

Bio:
Trileon was conceived when a human from the Summer Plains embarked on an adventure deep into the Ncend Forest. There, She discovered a secluded tribe of Dovahro beastmen. Intimidated by their strange forms and power, the human began to observe them silently from a distance, keeping notes and researching them from the shadows. One of the beastmen would frequently travel to the edges of the forest to collect food, and it was this beastman the human would constantly follow. Though it crept upon her slowly, from her time watching him, she began to form an unrequited attachment for him. When she finally decided to reveal herself to him during one of his hunting trips, she was rejected, and taken back to the Dovahro tribe as prisoner. There, she was forced to remain as a type of servant -- Cooking their meals, repairing their weapons, stitching their clothes -- And over time, the same beastman who rejected her grew to love her. Together, the two eloped deeper into the forest, unable to be found by the fellow Dovahro. Not long after, the human died during child birth: The complication of human and beastman too much for her. Stricken with grief, the beastman took his newborn daughter back to the village to be raised, leaving her behind as he decided to isolate himself indefinitely.

Trileon's early years were nothing but hardship. Never knowing her father, she was the outcast of her tribe. She had no set caretaker, and was instead regularly passed around the community as if she were a burden. She was always picked on, always made to do the most manual labor, always treated with little respect -- All because she was half human. When she finally reached adulthood, in an effort to make herself more like her fellow beastmen, she began practicing forest magic. The other Dovahro took this as a sign of disrespect, as she wasn't considered a beastman and therefore their magic wasn't meant for her. She was exiled from the tribe, cast into the far reaches of the forest. It has been many years since then, and despite their wishes, she has become a master in forest magic.

Having little knowledge of survival outside of the tribe, the first years on her own were grueling. This has hardened her, and given her a deep appreciation for wildlife and nature in general. Slowly, she built a life for herself as The Forest Mother. The same people who once dubbed her impure, imperfect, and a half breed, now come to her for aid. Her home now lies on the outskirts of the forest, high in the trees and out of reach from those who might wish to harm her.
 
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IOLAS ORIXALIM

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Name: Iolas Orixalim

Age: 88

Race: High Elf

Country: Summena

House or Clan: Ex-House of Evereech



Appearance: Iolas retains much of his youth despite being 88 years old. Iolas’s skin seemingly glows as his soft features radiate outward for all to see. Like most elves he has long pointed ears, and his hair is a bright blonde that runs just past shoulder length. The left side of his face (your right if you're facing him) is slightly covered as his bangs swoop in that direction. His slender frame betrays his strength; however, he is fairly tall, standing at a height of 6’ 3”. He almost never frowns, believing it compromises the beauty of one’s face; however, there always seems to be a faint sadness in his emerald eyes, almost as if tears could fall at any moment.

He adorns himself with jewelry that includes multiple earrings, bracelets, necklaces, and headbands as are the customs of his people. One notable piece of jewelry is a necklace with a shining, jewel that almost seems to be made of ice. Etched into the jewel are the words “Love Always.” Beneath his clothes Iolas has multiple scars as a result of the life he had lived. Moreover, it is said that he ads another scar to his body for every living thing that he kills.

Profession/Station: Wanderer

Skills and abilities:

Blade Master: When it comes to swords and close combat, Iolas is very lethal. He prides efficiency and beauty with every strike and moves gracefully across the battlefield with his dual wielding style.

Poet? Didn't know it: Iolas is a gifted writer. He often writes poems, and logs of his travels. It started out as a hobby, but it is something he has become passionate about as it was a release point for his burdens.

Outback King: Iolas has survived as a wandering outcast for most of his life. He knows the layouts of both nations. (Moreso Summena. He has never traveled deep in Cyndara.) He is as comfortable living outside city walls and under the skies as he would be in a warm home.

Weapons and armour:

Iolas wears very light plated armor, preferring ease of movement over defense. For weapons Iolas carries two fine double-edged blades.

He usually wears a dark hooded robe and a dark scarf to cover the lower portion of his face while traveling.

Extra equipment: An extremely thick book detailing his encounters. Some might call it a Diary, he calls it a bible. He makes sure to write in it everyday, and its one of his most precious items.

Goals and motivations:

Create a safe haven for those like him and his father.

To meet his mother.

To meet a relative of the dark-elf that saved him and apologize.

Personality: Iolas has lived a long time and has thus undergone many changes in his life. He never made many friedns, but most are dead, or people he wish were dead. This has lead to a somewhat lethargic attitude toward life itself; for Iolas, living is not as important as it once was. In his earlier years, Iolas had the personality of a stone. He was simply a killing machine meant to serve his people and his god. He was without mercy, and thought it was an honor to die for a cause. During his years living under the dark elf, he began to grow little by little as a person. At first his stoic demenor turned to rage as his prejudice toward anyone within the Myst took priority over all else; however, he began to see the beauty of their country, their people, and their hearts. Although he never wanted to show it, he was very grateful to the dark elf who took him in, and taught him to look beyond the eyes of a soldier, and dream as an individual. He taught him how to love, grieve, and channel anger. He taught him that all life was valuable.

After his mentor's death, Iolas reverted to the killing machine he once was due to the suffocating guilt that rose within him. For all he knew, he deserved to die since that day. Seeking to channel these difficult emotions he raged across the lands as he sought blood and death. At this point in his life he was a mindless beast given to savagery. As his life came full circle, he finally regained his consciousness, and finally learned to live with the pain of his past, and use it to move forward. Despite his leap forward, he has refused to forgive himself. Now Iolas wears a mask of eerie calmness that often deflects others from his true emotions. Although he has grown to despise the prejudices held on both sides, he still keeps up with some of the customs of those from his homeland. For instance, he refuses to frown or contort his face in a way that will betray its beauty. Instead, he almost always carries a soft, faint smile and displays a relaxed, soft spoken demeanor even during critical times. He often seems somewhat desensitized to tragedy which makes him seem cold and uncaring even though this could not be further from the truth. He cares about those who live in this world deeply, and it is his desire to save as many as he can to make up for his sins. Although he would rarely show grief, it pains him that the shadow of death follows him wherever he goes causing him to truly believe he was cursed.

Although he is often misunderstood, Iolas is not a vegetable. He often speaks in parables, riddles, or in a roundabout sort of way and usually finds the silver lining in most situations. His second mask, if you would call it that, is a flurry of wit and sarcasm to cover up the internal storm that he has locked away for many years. He knows he should let go of his pain; however, he feels that should he move on, he would lose the last thing that connects him to the only man he called father.Lastly, it is extremely difficult to get close to Iolas; the real Iolas. However, if one manages to do the impossible they will see his pain, his love, his fears…everything he has locked away for so long. Nevertheless, Iolas is courageous dependable and loyal to a fault. He strives to protect those who can’t protect themselves


Character flaws and weaknesses:

Blinding Talent: Overconfidence in himself can cause him to let his guard down, or bite off more than he can chew. Even when faced with overwhelming odds, or failure, denial becomes his strongest weapon but in reality it is simply a glaring weakness.

PTSD: Certain things trigger something awful in Iolas which causes him to act out of the norm (the norm for him anyway). These might be blackouts, fits of anger, blissfulness during tragedy etc. Most likely caused by his PTSD. The intense guilt he feels about his past haunts him always.

(F=ma)>Iolas: Iolas has a pretty decent amount of strength for an elf; however, that is not something he can rely on in battle. Instead he prefers to rely on agility and skill rather than head in collisions.

Blunt Edge: Although Iolas is not above killing those he cannot "save", in most situations he only fights to defend or incapacitate creatures without killing them. Only in the most critical of times will he revert to his past self and kill those who oppose him. This makes battling 10 times more difficult, especially when the opponent would love nothing more than to skewer him.

Back in my day: Although he has not reached even half his life expectancy, he has lived a long time outside of social hubs. Iolas has become out of touch with certain practices' particularly those within cities. This would often lead to him behaving like a untrained/unknowledgeable child. He becomes extremely curious about things he doesn't know.

Fangless Wolf: Iolas is most lethal with two swords, dangerous with one, and almost harmless without them. Of course he could eventually take out average citizens, or a couple of grunt soldiers, without his prized blades but he his usefulness really runs its course when he does not have them.

Morality of a Devil: He wants peace and does not particularly likes violence, but that doesn't mean he is a saint. If it comes down to it, he has no trouble stealing, lying, or doing other questionably immoral things as long as it does not involve killing and destruction.

Bio: (3 paragraphs): He let out a great cry to let the world know he was here, and that he would cause it to quake. It was said that he glowed upon birth, signifying the arrival of a prodigious talent. Whether or not that was completely true, the fact remains that he was branded a warrior at birth. Iolas parents were not of noble descent; in fact, they were fairly-average in status and in beauty (by elven standards); however, Iolas was blessed with natural gifts that was most likely latent in his parents. Those in his family have only been utilized as mid-level merchants, or clergymen despite their elven heritage. Feeling inferior to their son’s potential and unable to properly raise him, they gave him away to the House of Everreach. A choice his father decided on. There, he was trained as soon as he could walk. While normal children learned to count fruit, he learned to count rations. When others cried, he bled. He honed his magical skills and became the perfect warrior for the House of Evergreen as well as Summena. By the age of 14 he was regarded as a genius. Some even joked that he had an outside shot at becoming the heir to Everreach if he continued to progress at his current pace. However, his lineage would always catch up with him, despite his efforts to please those of nobility.

He often dealt with unpleasant assignments such as assassination, recon (in areas where fierce battles were likely to ensue), interrogation, you name it. Nevertheless, his blind obedience and success rate only served to bolster the legend of a young boy who was slowly becoming the poster child for their race. This brought about jealousy among those who thought of him as an outsider, as well as those who thought he was too young. When he had turned 17 he was given a dangerous assignment to locate and eliminate a dark elf spotted on the borders of Summena. Despite the truths the story contained; Iolas, and no other elf of House Everreach was to confront the beast who had already took out 10 fine soldiers with ease. One of the jealous heirs gave him the mission under a “special assignment” provision; of course, Iolas complied without question. Iolas tracked down the dark elf to the Myst country; rather, he was lead to the Myst country. Once he was deep in their territory, he spotted the dark elf and immediately could ascertain the gap in their abilities much to his dismay. After a few struggling flashes of light, the battle ended decisively with Iolas choking on his own blood. Unable to fight, or even speak, he was going to become “fertilizer” for the man-eating vegetation in the area; however, at the very last moment, the dark elf noticed an ornament around Iolas’ neck. An ornament, given to Iolas by his birth mother whom he had never known.

A decade ago, his mother had spared the dark elf’s life after he had been injured in a battle with a nameless beast. Although he was completely vulnerable, she had shown compassion and healed him the best she could with her low-level magic before catching up with the rest of squadron before they noticed she was gone. Their meeting was swift, but the impact long lasting. He remembered the engraved stone around her neck, and now that same stone protected Iolas, so instead of killing him, he decided to raise him since he felt indebted to the one who originally owned the stone. It was as if Iolas was being born for a second time. It was not easy as the dark elf quickly learned how indoctrinated Iolas was in comparison to his kindhearted mother. Iolas held fast to his prejudices, and thoughts of his homeland; however, every breath was a reminder that he was being spared. After many long years he was able to look up to this dark elf as a father. Both were somewhat outcasts at this point of their life, and he discovered they were more alike than different. He even learned of some of the Cyndaran’s customs and religion; however, happiness was short lived.

One day, while they were out near the Half Sun Hills, a group of Summerans scouting the area had spotted them. You could attribute the following events to some strange PTSD developed by the way Iolas was raised, but seeing his countrymen and his new father figure prepare to do battle fractured his heart as well as his loyalties. With the dark elf’s guard down, Iolas literally stabbed him in the back and killed him while he was completely open to such an attack. Quickly realizing the horror of what he had done, only after it was too late, Iolas blacked out. When he came to, carnage surrounded him and he had no memory of what he had done. As he closed the astonished eyes of his late “father”, he let a single tear roll down his cheek. This was the last time he cried.

The years that followed were turbulent indeed. Possessing rage for the sake of rage, Iolas lashed out at anything that was living as if he had a death wish. He survived as an outcast to both countries, wandering, killing, surviving. After many years of living as a monster he came to a realization as he watched the setting sun; who says this was the way the gods wanted them to live. He had lived long enough to see their were flaws in both religions; however, perhaps they always wanted a world of tranquility. Accepting this twist on the stories and lore that he was told gave him peace, and he began to worship both gods as he sought out peace. Because of his past, troubling rumors, folktales, have spread about a wandering, bloodthirsty, monster/ghost who kills without warning or mercy even though he has since left that life behind.

 
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Name: Crow Stenmann
Age: 19
Race: Half-Dark Faerie/Half-Human
Country: Sumenna
House or Clan: House Cautura

Appearance:
7F3DF178-BD28-4077-9DC0-A4D382762C32.jpeg
Crow’s stature is rather small compared to many human men, as he stands at only 5’7. He is of especially fair skin and hair, with blue-green eyes and a lithe frame. The pasty white complexion is only broken up by faint violet patches resembling simple scrollwork by his widow’s peak and on his shoulders, back, hands, hips, and feet. He hides all these markings beneath his bangs and clothing, regardless of how warm the weather may be on a given day. These markings are faintly bioluminescent, so he even goes so far as to tie a headband over the ones on his forehead, should the need arise.

He inherited his mother’s height and eyes, but more of his father’s pale coloration and markings, as well as his talent for magic. His other facial features are a fairly even mix of maternally- and paternally-inherited traits.

Crow’s clothing is generally layered, with linen and thin black or dark-brown leathers under his light armor. When in the public eye, he wears a pull-over blue and gold surcoat identifying him as a retainer of a cleric. He is seldom without a long, white scarf with red sun emblems on each end.

Profession/Station: Inquisitor

Skills and abilities:
  • Improvised weapons - All inquisitors are trained to weaponize objects in their environment, making them particularly dangerous adversaries.
  • Medicine - Although many inquisitors are attractive and non-threatening in appearance, their medical knowledge is the source of their fear factor. They can utilize torture implements with accuracy enough to avoid inflicting life-threatening wounds to their targets. Alternatively, they can use this skill for good and perform first-aid.
  • Deception - Inquisitors are not who they claim they are; building a facade is key to their practices, and to know their true nature is to hold forbidden knowledge.
  • Light magic - In order to blend with the real clergymen, some inquisitors learn a small amount of magic, usually a light spell that could be gentle enough to illuminate a room or intense enough to blind foes for an easy capture or kill.
  • Healing magic - A newer development, Crow has learned to remedy injuries by channeling energy into his hands. He is able to cure light wounds easily enough, though tending to moderate or serious ones can exhaust him quickly.

Weapons and armour:
  • Lucerne hammer - a long and intimidating polearm. Equaling its brutality is its versatility, as it can be used for crushing blows from its hammer head, armor-sundering swipes with the hawk, or standard thrusts with its narrow spear head.
  • Candlestick - a seemingly-ordinary brass lighting implement that was actually molded around a lead base for added weight. A favorite among inquisitors posing as clergymen.
  • Cuir bouilli - a piece of armor modeled after a standard metal cuirass, yet fashioned from layers of boiled leather. The boiling process made the leather stiff and solid, giving it protective qualities similar to those of metal.
  • Padded gear - leggings and arm guards made of durable, quilted fabrics provide a small degree of insulation versus bludgeoning to the extremities.

Extra equipment:
•Branding iron
•Hammer
•Steel manacles
•Cloth bandages
•Needle and thread
•Strong vodka (80% alcohol)
•Handheld lantern
•3 candles

Goals and motivations:
  • An unspoken desire to run away and start again with a clean slate
  • A need to settle the conflict among Houses to prevent a war against Cyndara
  • A longing to express himself more as a healer than a torturer
  • A need to impress the High Inquisitor and Archbishop, which conflicts with more personally fulfilling goals

Personality:
Crow, like many inquisitors, is apparently two-faced. One moment, he is a calm and stoic figure with a knack for speaking. The next, his sharp gaze and tongue could pierce a man’s soul. Either way, he is extremely curious and tends to pry into matters that may or may not be his business. This is what it means to be an agent of House Cautura, under which he has spent his whole life serving; his outward demeanor is dictated by his obligations to his lord. He makes conscious efforts to hide his bioluminescent markings, because he was taught to feel shame in having dark faerie blood and to appear as human as possible.

However, beneath the stone exterior lies a wandering and turbulent mind. Crow’s thoughts drift to happier places when he has a free moment, and he questions what he truly wants in life. After a violent interrogation, he may retreat to a more private area to reflect on his actions and question whether they were wise. Despite his education dictating Cyndarans are evil, he wondered if he should really fear a part of himself. In secret, he wishes to show more compassion by practicing healing magic and allowing others to think and speak freely. These and other deeper desires are repressed so that he can go about the motions of his duty.

Regardless of whether or not he is putting on a facade, he does not smile much. It takes a lot to make him laugh beyond a small chuckle. When speaking, he pronounces his words clearly and occasionally pauses to think of a better word. He is also grounded and rational, and adamantly denies that some things cannot be explained. He is not superstitious and requires sufficient evidence to believe a story. Finally and not surprisingly, he carries himself with a degree of pride, refusing to let himself look dirty or disheveled. Failure is not an option, and he will go out of his way to remedy a perceived wrong on his part, if possible.

Update: In recent weeks, Crow has been learning to relax and enjoy the little things in life. He smiles and laughs easier and shares more helpful ideas, becoming somewhat of a researcher of history and magic. As his inhibitions lower, so does his overall shame in who he is.

Character flaws and weaknesses:
Crow has a stained conscience; more and more, he finds himself hesitant to hit people during interrogations. He is inexperienced in matters of love, thus is susceptible to lowering his guard around people who present themselves as warm and loving. His smaller stature and lack of physical strength also make him a rather trivial threat when unarmed.

Bio:
Crow was the product of a short-lived forbidden romance between a Sumennan human woman and a Cyndaran dark faerie man, the latter of whom bypassed the checkpoint to enter the city. They parted ways and went into hiding, never to be seen again.

The circumstances surrounding Crow’s birth remain a mystery to all. As far as most are concerned, his life started when he was discovered at the front gate of a fortress in Eskaro. This building happened to be a boarding school for inquisitors, who trained him to scavenge and hunt. The head of this academy—High Inquisitor Stenmann—raised the child to fit the name.

High Inquisitor Stenmann only adopted a child because he is infertile and wanted an heir to his fortune. Due to the alarming lack of orphans who weren’t already in service of another temple or monastery, he was quick to steal this mystery bastard that someone quite literally left at his front door. However, he refused to simply let this child have a literal treasure trove; he vowed to make his adopted son work hard for it... as an inquisitor.

Growing up at the fortress was not easy. Some people knew of his mixed heritage and ignored him. He was frequently tasked with cleaning or keeping the candles lit, the latter of which required him to carry a long pole with a candle on the end, all the way across the fortress. He would have to also clean the wax off the floor or be chastised.

Crow began his formal training at age 13. His relation to the High Inquisitor had no bearing on his exemplary performance and resulting high grades, and yet it played a huge part; Crow was always determined to work hard to impress his adoptive father, whose standards were high. The five-year program involved a year of magic studies (his best subject), three years of medical training, and one year of improvised weapons training. All five years featured courses in speech, geography, psychology, criminology, theology, and other topics that would develop keen inquisitors. Crow opted to take electives in martial combat, the only subject in which he ranked below average. Over the course of his education, he witnessed over thirty interrogations and actively participated in twelve, even when the quota for the last semester was only ten.

A few months before he was ordered to assist House Brynson, Crow witnessed an especially rare visit from a brave Cyndaran healer. He saw this person demonstrate compassion by curing a Sumennan woman’s injuries, an act which sparked a fascination with healing magic within Crow. It also made him rethink his brutal ways, causing him to become less sadistic. Although he remained externally callous, he swore in secret to leave and brave the Half-Sun Hills himself and risk life and limb to start anew in a place in which no one knows him.

However, a wrench was thrown in Crow’s plans. Lord Engelbert Cautura has received a letter from Gideon, with news of servant abductions and suspicions that House Evereach has a much darker scheme in the works. Since such allegations are never taken lightly, an order has been passed down to High Inquisitor Stenmann, calling for an investigation. Following protocol, he gave the order to one inquisitor: Crow. He is to resolve this conflict, or else it will be escalated to a group of senior inquisitors, which will reflect poorly on him.
 
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𝐍𝐮'𝐨𝐯𝐢𝐬 𝐌𝐨𝐫𝐭𝐚𝐢𝐫𝐞
Dark Princess of Soleil
"Just call me Nova."

  • elfff.jpg
    Age: 28
    Race: Half Drow/Half Light Elf
    Country: Born in Cyndara, raised in Summenna
    House or Clan: House Soleil (by association)

    Appearance: Similar to other dark elves, Nova's skin is drastically pale, and she has a set of sharp fangs. Most of her appearance, though, comes from her Light-elf father; Piercing gray eyes, and long, flowing dark hair, usually kept in a ponytail. Because of this, she's often mistaken for a malnourished Light-elf. Her more pointed features-- Cut cheekbones, jawline, and stern brow she almost undoubtedly inherited from her mother. She wears several earrings on each ear, along with a pair of leather gloves.

    Profession/Station: Mercenary

    Skills and abilities:

    - Skilled in close-quarters combat.

    - Nova has a sly silver tongue, capable of feigned poise and rationale to gain another's trust.

    - Excellent in terms of both agility and flexibility.

    Weapons and armour:
    - A large iron morningstar.
    - A small dagger, concealed in one sleeve.
    - Lightweight golden armour.

    Extra equipment:
    - A long cloak adorned with dark feathers.
    - Some extra gold in a small leather pouch.

    Goals and motivations:
    - Take down Evereach, thrusting House Soleil back into the limelight and truly earn her fathers respect.
    - Do the job, do it well, try not to die, walk away with a big bag of gold. Y'know, usual mercenary biz.



"Face it, you need me."
 
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Pearl Sapphire
Age: 29-years-old

Race: Water Elf

Country: Sumenna, Crystal Islands

House or Clan: House Sapphire

Profession: Undercover diplomat representing the people from Sapphire Shores

Appearance: At 5"9', Pearl is a reasonable size. But for an elf, she is a little bit small. She has blue skin like that of the ocean, coral coloured lips, turqouise eyes and hair made of water. You may notice a few small fish swimming around in her locks and a starfish just behind her ear.








  • Positive Traits

    Observant
    Watching her brothers daily meant that Pearl gained an extra skill over them - observance. By standing back and looking rather than being in a situation herself, Pearl learnt to see what others may not notice. Every slight change will be observed, even if it's something as simple as an object being in a different place or a person's body language changing. This, along with her charisma, is something she will use along side her negotiation tactics to achieve the goal set out for her.​

    Charasmatic
    Charisma is something Pearl takes a great deal of pride in. She may not have had it for her entire life, but she has worked hard to achieve it now. Being in the position she is in, it's always important to be able to have a good conversation with someone and for them to feel comfortable sharing information with her. Her parents were harsh people who rarely, if ever, spoke to their people. Now, after taking over her father's place, Pearl wishes to show the islanders what real leadership looks like. It's not about being above another, it's about hearing what they have to say and helping them achieve what they wish to see.​

    Curious
    Pearl is constantly in search of new information. Questions have always been a part of her life - she always asked about things she didn't understand, about things she didn't agree with and about things that were new to her. If she felt dissatisfied with the answer, she would search for it herself by reading books and trying to shape her own opinions. She believes that if you commit yourself to learning and to seeking knowledge, good things will come to you. No one will ever know everything about a subject, not even if they have studied it for years. New information is always arising and Pearl wishes to grasp each opportunity for extra knowledge that she spots.​


    Neutral Traits

    Bookworm
    Pearl adores books. As a child, she spent days on end reading about all manner of subjects. Now, she will often carry around a novel she is reading and you may catch her flicking through the pages in down-time.​


    Flaws & Weaknesses
    Insecure
    Seeing her brothers get everything they ever wanted or asked for as a child has left Pearl very insecure. Her siblings were always loved, cared for and told how handsome and powerful they are by her parents, while Pearl was left to be looked after by servants whom weren't even paid for their extra duties. Pearl often finds it hard to see that people like her, so she may need extra encouragement inside of relationships.​

    Not a Fighter
    Though Pearl has done some very basic training in using a cutlass, she has never practiced exstensively. She prefers to fizzle out arguements with words rather than getting into a fight. Battle is not her forté; it's the very last resort for Pearl.​

    Lanky
    Elves are lanky beings and Pearl is no different. This often means she is rather clumsy - knocking over things, tripping up and generally bumping into things. It's quite an embarassing trait for Pearl and she is always trying to avoid situations in which she needs to coordinate her long limbs.​


    Goals & Motivations

    Exploration
    Pearl has never really left Ocelaria. She wants to see the world and learn more about it and its people.​
    Friendship
    Pearl has never experienced true friendship. She speaks to so many people so often, but never really has the relationship to become friends. She believes now is the chance.​

    Knowledge
    Knowledge is power. Pearl is always seeking new information and she knows that this experience will bring plenty of new opportunities for study.​


Ocelaria (O-seh-lah-ria)
Ocelari (O-seh-lah-ree)
Portrait credit: Madelime
 
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Feyre Yinnelis

56a52f617deb5dfa52ab34cf_589a005a974071be0e615ac6_320.jpg


Age: 24

Race: Half-Dark elf, Half-Dark Fae

Country: Cyndara

House or Clan: She proudly belongs to nothing, and no one.

Appearance: Feyre stands to be only 5'6", despite her elven heritage, with a thin, lithe, trained form that moves with an ingrained grace, agility and quiet stealth, built for speed rather than strength. She's got dark, ebony skin that's marred by multiple scars, both from past battles and from her past itself, though her back is especially marred with long, pink scars than nearly cover her back entire, stretching from the back of her neck all the way down to just above her tailbone. Inherited from her fae heritage, she sports intricate, swirling, purple markings that covers her stomach entirely, marking her station as a magic-wielder in the dark-fae community. Despite her scars, Feyre is uniquely beautiful with fair features, pointed ears and pointed canines inherited from both her fae and drow heritage, sporting easily recognizable with the intricate white markings tattooed just at her cheekbones, sporting vivid blue orbs that seem to pierce into a person's soul, a touch of sadness gracing them though she'd deny it to the very end. But perhaps her most recognizable feature is her light, cyan blue hair that sleekly runs all the way down to her waist, dotted with white specks that seem to represent stars. Overall, Feyre has a unique, strange, wild and otherworldly beauty to her.

Profession/Station: Former priestess, currently a spy/Agent for Gideon

Skills and abilities:
Star-charting: Feyre's mother had a deep adoration for the stars, and would spend hours with Feyre, teaching her to love and chart the stars and using it as a method to calm Feyre's wild hobbies and give her a calming pastime.

Shadow Magic: Soon after her enslavement, starting from childhood she discovered her gift of shadow magic, her ability to create and manipulate shadows that could both protect and shield her, and silence her enemies. The darkness was her comfort and her weapon and she practiced when she could, honing her magic over the years into a fine point.

Wilderness Knowledge: Living out on her own starting from childhood, and once more when she was free, gave her an expanse of knowledge regarding survival skills such as knowledge on plants, animals and other survival skills.

Swordplay: Her father put a sword in her hands the moment she was able to hold it, ever so paranoid of war breaking out, fearful of an invasion of the light-side, he wanted to make sure his daughter was well taught in the ways of combat, and she has honed her skills over the many years she's been able to, finding a particularly favor for duel-wielding, unlike her father.

Martial Arts: As well as swordplay, her father taught her hand-to-hand combat so that even weaponless she'd be able to handle herself.

Stealth: Her training as a spy has taught her to move with silence and agility, able to stick to the shadows and move unseen.

Singing/playing the lute: Feyre was gifted with a beautiful voice, and has made use of it, alongside her favorite musical instrument, the lute, a hobby she's picked up over the years.


Weapons and armour:
Feyre wields two daggers strapped to each side of her hips, the blades made of a dark metal that almost resembles obsidian, and carries various small knives in the hidden parts of her armour. Feyre typically adorns darker colored clothing, specifically black mostly, under her sturdy black leather armor.

Extra equipment:
She always wears her gold band necklace with golden leaves around her neck, her last small piece of home, as well as sporting three golden earrings on one ear, one chain earring and two simple piercings, and carries with a dark brown leather satchel carrying a small amount of gold, lockpicks, and a current half-eaten apple.

Goals and motivations:
* Find her brother and discover if he's alive or dead.
* Kill Azarlis and Lassard, the ones she will never forget.
* Stop Evereach from causing a war against her homeland.
* Help Gideon in the fight against slavery and abolish it for good.

Personality:
Feyre is...lost. She has lost sight of all that she was and all that she wanted to be. Once, a long time ago, Feyre was a naïve, inverted, gentle girl with a kind heart. Truly, she was such a softie, but by no means was she ever tame. Feyre was a rebel, wild and reckless, she wanted to see the world and do everything the opposite her country wanted her to be. But the life she has lived has all but transformed the girl she was as a young girl. Feyre now is...someone different. She's prideful, prideful to the point where she'll never apologize, not without half killing herself to do it. Her pride may be her strength, or her weakness. Feyre despises talking about any of her pitfalls in return, mention of her past, or the scars on her back activates her short fuse quite easily, just as any exploit of weakness in her does. Feyre has an upfront of walls in front of the compassionate heart she hides.

Feyre comes off as a sharp, witty, cocky woman that cares about little but herself, and puts on a damn good show proving it, but mostly to those she doesn't trust, and she doesn't trust easily. Feyre enjoys partaking in sharp, witty banter, and can be bold and insensitive at times in her comments, and very sarcastic and full of dry humor in the worst of situations, unconsciously trying to bring light into dark situations. She still has a bit of a wild streak to her, and enjoys acting sometimes recklessly and mischievously if it benefits her. Her temper can be short to particular subjects, such as slavery and her past, and can act recklessly in her anger. She speaks her mind, even when she's scared, perhaps more so to put up walls to hide her fear from her enemies. But deep down, Feyre loves, even though she hates and fears it, she loves deeply for people she can grow to care for, and is loyal to the bitter end when it comes to friends and family. She's kind, and compassionate and though most would never know, an understanding individual who's always a shoulder to lean on if need be. One simply just has to break through her walls.

Character flaws and weaknesses:
As one does in these hard times, Feyre has bitter scars that has effected her for the worst. Her pride has changed her, changed her to someone that refuses to apologize, and can cause her to act stupidly or recklessly in her emotions if damaged or pushed in any way, and could harm friend or foe with it. Her sharp tongue has often landed her into trouble, and for this people are either fast friends or fast enemies. Feyre hates being touched, an unconscious fear towards it. Her pride compels her not to cry, instead she turns sorrow into rage to avoid facing her issues. She bottles up all her trauma and true emotions behind her walls, and because of this, her temper is easy to unleash. Feyre is scared of coming to terms with her past, and facing her fears and weaknesses is something she simply refuses to and cannot handle. She hold prejudice against Sumennan inhabitants but that of Gideon and can act more brash and distrustful towards them easily. Most of all, Feyre fears love more than anything else in the world, and will run from it and avoid it before, she fears, it undoes her.

Bio:
Feyre was born in the wilds of Cyndara, in the wilderness near the borders of Half-Sun Hills, two years after the birth of her half-brother, Reanis. Both siblings shared the same dark-elf mother, Esther, but different fathers entirely. Reanis was the result of a unhappy marriage between Esther and her past husband, a dark elf named Morthos. Morthos slowly unveiled his own opinions towards Sumenna and it's inhabitants, and only a few short months after Reanis was born, did he admit into crossing the borders into Sumenna, taking matters into his own hands and murdering a few traveling Sumenna civilians to Esther, and claimed he felt no guilt. That the arrogant Sumennan's got exactly what they deserved. Esther was horrified of her husbands actions, sharing the popular opinion of Cyndara and despising any form of harm or murder upon another. Esther, a former priestess, had no intentions of staying with Morthos after that, fearing harm may come to Reanis for his actions, she fled the home one evening and never looked back. Only a few months after, she had learned that Morthos had been murdered in his home only a few weeks afterwards. Soon after she met a handsome, dark-fae by the name of Kalian, and they fell into a quick, deep love that would last them into the end of their days, they married eventually, and soon after bore fruit their daughter, Feyre. Feyre would grow up happily with her family, and especially close with her older brother, Reanis. Both siblings found a deep love for exploring and adventuring as young children, though Feyre was almost more or so careless and reckless than her elder sibling, but of all, the young girl wanted to see the sun.

Soon after Feyre's seventh birthday, Esther's past would catch up to her. When Esther had left Morthos, she had also left her belongings in his home as well. One evening, while the family slept, a squad of Sumennan soldiers broke into their home, searching for Esther and believing her partner in Morthos's murders. A paranoid Kalian raised a blade against them in her defense but they only cut him down, Esther screamed and wailed as the soldiers demanded she confess to her involvement, to protect her children, she confessed she knew of the murders, but not once partook in them. As repayment for her cooperation, they gave her a swift death. Believing it a 'mercy' the solders took both Feyre and Reanis from their home and brought them back to Evereach. The siblings were separated, torn from each others arms as they were forced into different roles and jobs. They would never see each other again. Feyre was brought to work as a 'servant' for only one of the highest in Evereachs's army, Lassard, though she found comfort in other servants that helped raise her. Feyre did her best to make herself invisible when Lassard was around, though only naturally were mistakes made every now and then, and she learned first hand his cruelty. She grew up serving in the household, but as she grew into her late teens, she began to dote upon one soldier that worked under Lassard, Azarlis, a handsome high-elf that flirted with her frequently, naïve and longing for love, the two entered into a secret romance.

Azarlis and Feyre had seemingly fallen deep into love, and were together for a few years, until she turned twenty. Feyre and Azarlis were walked in upon one evening, by Lassard after a servant had caught them a few nights before. Rather than loose his rank, Azarlis turned on Feyre, and claimed to Lassard she had threw herself upon him like an animal, and was trying to better her superiors and seduce him. Feyre was whipped until an inch of her life before she was thrown out to live on her own, expected to die or succumb to slave traders. Slave traders had eventually found her, living on her own, she was overwhelmed and captured and sold into the slave market. For only two years Feyre was enslaved before she was rescued by Gideon, whom freed her from the slave trade. Once she had been nursed to health, and gratefully became both a servant and entertainer with her natural gift of singing for Gideon, she pledged her loyalty to him, sharing his passion against slavery, and with her combat skills and magic handy, she wanted to do more than become a servant. She became an agent for Gideon, and has been thus far been assisting him in his ways to uproot slavery where she could, and undermine nobles where she could as well, until now.


 
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Name: Periwinkle “Winkle”

Age: 68

Race: Svirfneblin (Deep Gnome)

Country: Cyndara

Clan: None

Appearance: Winkle is a deep gnome, a subrace of the cunning gnomish people who live underground in scattered communities. Winkle stands at 3’3” making her one of the shorter deep gnomes around. Though because wasn't raised in a deep gnome community she doesn’t wear traditional gnomish clothes, instead, she wears exploring gear gifted to her by the Hermit Beryl. Her best quality is her amber colored eyes, which constantly survey her surrounding with a curious gaze.

Profession: Hermit


  • Earthen Affinity - From a young age, Winkle had shown a high aptitude for earth magic. Beryl her mentor began to cultivate the young gnomes talent and allowed her to become a rather potent mage over the course of several decades. Winkle enjoys solving problems with the least amount of effort and often employs her magic in creative ways.

    Seasoned Scholar - Herbology, Geology, Meteorology are but of the few subjects Winkle is knowledgable on. She enjoys learning about all manners of things but her favorite subjects are the natural sciences. While she had a general knowledge of such subjects she has mastered none of them as she would find herself bored trying to stick to one subject.

    Alchemist - The only science Winkle has mastered is that of Alchemy, which she learned from the instructions written inside the Periwinkle Notebook. She has studied the effects of a myriad of different chemical combinations and has even discovered a few for herself. She often keeps an assortment of general use potions on her person, but with the right ingredients she sure the possibilities for potion crafting would be limitless.
 
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Can't see me



29adc72533771e23cb0099077ba81e03.png


  • full
    ~Name~
    Azael Furpaw
    ~Gender~
    Male
    ~Age~
    25
    ~Species~
    Skinchangers
    ~Clan~
    The Skinchangers of the NightReach
    ~Profession~
    Thief/Hoarder/Freeloader








Can't see me
 
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Name: Meera

Age: 19

Race: Shapeshifter

Country: Cyndara

Clan: The Troupe: a clan of travelling families of shapeshifters who focus on trade, medicine, and story-telling

Appearance:
Standing at 5'7", Meera is an athletic individual with a slim figure. She has curious brown eyes that seem to want to take in every little detail of the world around her. Meera's expression doesn't tend to stray into anger or ferocity; it is rare to see her without some form of a smile on her face. Her hair is a raven black that falls a foot past her shoulders. It is mostly uniform in colour albeit for a single streak of gold about an inch wide.
Typically, Meera wears a black, linen tunic. It has long sleeves and falls down to her wrists. The tunic has a gold, embroidered trim in the shape of leaves. In addition to her tunic, she wears black trousers and boots.

Profession: Trader for The Troupe, budding medicine practitioner

The Troupe have somewhat of a reputation for being healers, potion brewers, and herbalists. Without a permanent settlement, the clan is often on the move, foraging as they go and buying and selling as they need, with their traders ranging many miles from home to get the supplies that are required to keep the Family strong and healthy. In keeping with these practices, Meera has been instructed in the ways of such merchants and has developed, over the years, a keen sense of what price something should generally go for, especially for herbs, berries and other ingredients required in potion making.

Such experience has afforded some decent understanding of the medicinal, and poisonous, properties of a significant number of wild herbs and berries and, to a drastically smaller extent, what spices can bring out the best taste in a meal. Ranging far from home has been a staple of her life; she has always had a vague idea (she would call it an instinct) of the direction to her clan. Being far from help has taught Meera to be observant enough to avoid most predators, and she has a rudimentary understanding of medicinal practices and simple potion creation.

As a shapeshifter, Meera has the inherent ability to transform into a raven. Her raven form is somewhat distinguishable from others, with a single, but prominent, azure-coloured feather on her head.

: Meera likes to be light on her feet; heavy armour does not lend itself well to travelling quickly. At most, she adorns a leather chest piece, finding it to be light enough to keep her mobile but protective enough to ward off glancing blows. At her mother’s insistence, she carries a short sword, about two-feet long, although it has become dull from lack of care and lack of use.
: A black suede satchel, thirty centimetres by twenty centimetres, contains about half a dozen small leather pouches with herbs and berries, as well as small vials of basic potions she has crafted herself.
There are three kinds of potions she currently knows how to make: a fast acting pain killer; a potion that can seal minor cuts; and one that, when ingested, makes someone fall asleep for a minute
: The survival and prosperity of her family is Meera’s top priority. In her eyes, this means looking after her immediate friends and family, the Troupe, and then Cyndara. To this end, she would like to learn to make more powerful and effective potions and salves, and perhaps even magic, so as to become a more competent and therefore more useful healer.
:
It would be an incorrect statement to say there isn’t anything about her home, clan, and nation that she isn’t proud of, at least in some way and she has no real issues hiding this fact. Nothing is quite as important to her as family and to her, there are four kinds: the family she chooses, the family she was born to, the clan that protects her, and the nation to which she belongs. Why she ranges so far is to ensure the long-term survival and prosperity of the first three and she is always open to the idea of welcoming more people into the first. A larger family is oft a more prosperous one in her eyes.

To this extent, she is fairly outgoing and willing to befriend most people she meets, though the idea of welcoming Sumennans does not sit well with her. She has had no interactions with them, and while she is somewhat willing to make a few exceptions here and there for them, in general she can only go based on what the stories say about them, and what they say aren't exactly great.

She relies on knowledge gained through experience, and is somewhat sceptical about the benefits of learning from books. Meera will enjoy a good story, however it is told, and tries to approach most things with good humour and optimism.
:
Seeing Cyndara as a big family has always been a bit of a problem for Meera, as it has made her quite trusting towards the other inhabitants. She has been on the bad end of trade deal many times because she has always thought that her fellows had her best interests at heart.
Meera has not had much experience in fighting; the idea of killing a sentient creature is entirely unnerving for her, on top of the fact that she is somewhat squeamish at the sight of serious injuries. If given the option, she will try to run instead of fight.
:
The Troupe found themselves skirting the borders of the Half-Sun Hills and Cyndara. The sky was cloudless and dark, but the mists hung heavy and the vestiges of the evening-lands in the distant west rendered some of the stars from view.
Meera was born here, during one of the few times that her clan had stopped in its seemingly perpetual travels for more than a day. She was the fifth of six siblings. The family she was born into was one of seven trading families within the Troupe and as she grew, her siblings and her mother often ranged far from home for weeks or months at a time, returning with herbs, meat, metals, and other valuables. Thus, she was initially educated by her father, a potion brewer who had married into Meera’s mother’s family. His lessons stuck with her; why her siblings and mother were away was for the family, everything that was done was done for the family. To ensure the survival of the family was the purpose of the traders and the potion makers.

As she reached her teens, her mother and her siblings started taking her trading. Until she became old enough to travel by herself, she shadowed the more experienced traders. Interacting with the various clans, and witnessing the friendly relationship her mother had with the various clans convinced Meera that Cyndara was simply a large, albeit distant, family. When she was old enough to trade by herself, she first visited the Roz’kul orcs, and secured a few pounds of king’s foil for a fair price. She established a good trading relationship with the orcs.

Curiosity had never really been powerful influence on Meera, but an idea came to her mind recently: the Half-Sun Hills were supposed to be forbidden, she knew, but what herbs could lie there? What medicines lay beyond even them? Surely such a venture could bring a great amount of prosperity to her family if she returned successfully. As a raven, she knew she was less noticeable, and one night, steeling her nerves, Meera headed west. She recalled flying for what felt like days, only stopping a few times for subsistence meals before carrying on, practically bewitched by the climbing sun. Unwittingly, she found herself in Sumenna.
 
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LAFRAE, L.


Appearance.jpg
  • Full Name
    Leandra LaFrae

    Nickname
    Lea (pronounced like ‘Leah’)

    Gender
    Female

    Age
    24-years-old

    Occupation
    Huntress / Astronomer Apprentice

    Country
    Cyndara
 


  • 144cc4074580b737d7d28afff126564a.jpg
    Name: Alistair

    Age:
    32

    Race: ????

    Country: Cyndara

    House or Clan: ????

    Profession/Station: Rogue/Sorcerer
 

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