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Fantasy Shadow of the Seal - CS Page

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Wyll

Senior Member
The Shadow of The Seal
Character Apps
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// Guidelines...
Nobody can say for certain when people started receiving the letters. Some say The Seal - as the group has now been called - has caused the rise and fall of entire kingdoms. Others believe it is the latest in a long list of soon-to-be-forgotten attention grabbers. Some declare that there is only one person behind The Seal. Others insist that it is impossible for one person to hold that much power. Some even believe the whole thing to be a myth. But The Seal exists, and has existed for the almost 200 years. You would know. After all, you are one of them.

First of all, many thanks for showing interest in this little thingie of mine. Just dropping some things here that might help you when thinking of ho to build your character.

Magic System
Magic in this world is primarily supplemental rather than powerfully offensive. A good comparison would be similar to the way magic is used in The Lord of the Rings universe.
For a little more detail, there are three levels of magic: Beginner, Intermediate and Master.
  • Beginner: About the same level as Level 1 spells in DnD. If you are unfamiliar, think along the lines of buffs and debuffs. You're able to do things like cast a shield, coat yourself in an element, amplify physical characteristics, and things of that nature.
    Most NPCs in the world/RP are going to be at the Beginner level - it is the default that everybody starts out as.

  • Intermediate: About the same level as Level 2 and Level 3 spells in DnD. For context, think along the lines of the most basic magical attacks. You can cast fireballs, change the properties of an object, have limited control over other people's minds, and things like that. Intermediate magic users can only have affinity in one element (Earth, Water, Fire, Air, Storm, Mind, Light or Dark).
    To reach Intermediate level, your character must have studied for anywhere from 3 to 7 years at an institute.

  • Master: About the same level as Level 4 or 5 spells in DnD. For more context, your abilities are similar to those in the intermediate category but you can cast faster, stronger, larger, more potent attacks. You are also able to dabble into a second element. However, Masters in magic take a serious hit to other areas of ability due to the amount of time it takes to become a master. Additionally, there are conditions under which they are at their most powerful. For example, Bookie, one of the Pillars, is a Master level magic user. Within the library, he has omni-presence, advanced telepathy and telekinesis. He is also highly resistant to magical damage. However, all of that goes away the second he steps out of the library. Outside the library, he is a high-level Intermediate magic user at best.
    To reach Master level, your character must have studied for more than 7 years at an institute.

  • Magic Items: Characters at the Intermediate or Master level have access to magical items that can serve as either the source or a conduit of their powers. You are able to use this item however you wish, just be sure to include it and its abilities in your CS.

Races & Creatures
That's right, your character doesn't have to be human. This is a mid-Fantasy RP and so most fantasy/mythical/magical races and creatures will be seen throughout the world. Do keep in mind that, as this is mid-Fantasy, Angels, Demons, Demon Lords, Magic Lords and all other high level magic beings, creatures and races cannot be found in the world/RP.
Should you have any questions, comments, or concerns about the feasibility of a race in this world, feel free to each out to me to ask.
Also, yes, your character can have familiars because they're adorable and I love them.

Roles & Jobs
There are three possible jobs your character can have: Assassin, Lorekeeper or Spy. Keep in mind that all roles have been designed such that they fit all jobs. If you particularly like a role but struggle to see how it would fit with your character's job, feel free to reach out to me and we'll work something out.

Assassins are primarily responsible for, as you'd expect, eliminating the targets of a mission. However, not all missions require elimination of targets. In such situations, assassins serve as bodyguards and an extra set of eyes on the situation, such that if a life does need to be taken, they are able to do so.

Spies are responsible for gathering information as well as trading in secrets and lies. They are crucial for infiltration and reconnaissance missions. Sometimes their goal is to sew chaos and lies and bring things down from the inside, sometimes they're simply there to gather information.

Lorekeepers are the organisers of the whole operation. They coordinate between the assassins and spies, pass on instructions from the Pillars and - very importantly - they long every single mission and everything that happens on mission. They always keep the bigger picture in front of them while the others are in the thick of it.

// Character Sheet...

Basics
Name:
Gender:
Age:
Race:
Role:
Job:
FC (if available):
Physical description:

Magic
Magic Level:
Magical equipment:
Magical abilities:

Personality:
Likes
Dislikes
Strengths
Weaknesses
Virtues
Vices
Fears
Head canons
Summary

History
Give an idea of where they were born and/or raised and any significant moments that happened in their life.
If they had to leave their birthplace, let us know why.
Please be sure to include when, why and how they were recruited by The Seal.
// roles ...
scroll
The
Foundation
You have been here for 4+ years. You have seen the Seal go through thick and thin, now standing as a rock for newer characters to lean on and the first to be called when backup is needed on a mission. Because of your steadfastness, there are rumors that you may be a future Pillar.
The
Trouble-Maker
Bookie doesn't like you, he calls you unpredictable and he says that that is a liability to The Seal. You have a tendency to want to do things your own way. But Keep likes having you around and the other two Pillars don't care enough to be bothered by you. Plus, you're good at what you do.
The
Prodigy
You are one of the newest recruits - any time less than ten months - and, in that short time, you're already being assigned high profile missions, missions that others needed years to work up to. You assimilated quicker than anyone the Pillars have ever seen and some of your peers call you a Pillar in the making
The
Shadow
You are one of the newest recruits - any time less than ten months - and you are still in training, learning the ways of The Seal and finding out what kind of agent you want to be. You are made to shadow missions and your primary role is to follow the orders given by whoever you shadow, no matter what the order is.
The
Bleeding
As a principle, you don't like killing and violence and so being an agent is hard for you. However, you try to convince yourself that it's for the greater good; that The Seal is looking out for those who can't help themselves.. Plus, at least The Seal has a code. You still don't particularly support their methods though.
The
Devout
To you, rules are rules and are meant to be followed strictly. Any deviation is intolerable. You adore The Pillars - their word is law to you - and you even aspire to be a Pillar yourself one day. You've given everything you have and everything you are to The Seal with religious, almost problematic, dedication.
The
Refugee
You were on the run from the law, you'd been on the run for a long time actually. However, your luck ran out; they had you cornered and you knew your time was up. You'd given up all hope and resigned yourself to your fate, then The Seal found you and, to you, they are protection from the law.
The
Driven
To you, The Seal is a means to an end. You recognise that all the agents under The Seal are some of the best at what they do. The Pillars form the very pinnacle, where you want to be. But you are not content with being "one of those" at the pinnacle. You want to be the pinnacle yourself, undeniable so.
The
Votary
Newer recruit - 0 months to a year. No matter what those around you said and how they tried to convince you that it was just a myth, you always knew The Seal was real. You'd followed their missions closely, modeling your style after them. The day you were recruited was a literal dream come true for you.
The
Insider
You were a noble once, maybe even royalty. But, all that meant is that you got to see the cruelty of high Society firsthand and it was a vile taste in your mouth. You knew you had to do something. You were nothing more than a nameless vigilante before The Seal found you, now they have your full devotion.
The
Legacy
Both of your parents were agents of The Seal and they raised you while keeping their lives as part of The Seal secret from you. Eventually, you grew old enough to have questions. With few options left, they finally gave you the answers you wanted and brought you into the life they'd tried to shelter you from.
The
Returnee
You got into a nearly fatal accident and you had to leave for several months while you healed and got your strength back. You returned very recently, not only do your memory and muscle memory need to return, it also feels like so much has changed - there is much for you to keep up with.
The
Glutton
You process and consume information at an extraordinary rate and you are always hungry for more, seeking to grow and improve yourself in your craft, each day better than you were the day before. Your progress is staggering and your dedication is an example to those around; you just might be a future Pillar.
The
Talentless
The role you fill under The Seal gives you purpose and it is one of the very few things that does. There aren't very many things that you are naturally good at - even things you worked for years on. But you do your jobwithin The Seal perfectly, almost as if you were born to do this.
The
Joker
You are a treasure trove of talent. You can, have, and will fill all roles, bouncing from one role to the other as the missions demand. You may not be the best at any one role, but your versatility makes you indispensable. Because of this, you're one of very few able to be assigned solo missions.
The
Sun
In a world of secrets, lies and shadows, you are a much needed breath of fresh air - a literal ray of sunshine. You know what The Seal is and you fully commit to your role within it. And yet, you carry yourself with the demeanor of somebody who works in a candy shop, unflappable in your positivity.
The
Fire
Reserved for GM Wyll
You've been here for 4+ years. Whenever somebody is recruited, they are warned about you because you are known to give the newbies a hard time, a true trial by fire. Your reasons are your own, but every newbie knows your name and most fear it.
The
General
You have been around for a while - at least three years - and you may not be the best in your role but you are indispensable all the same. Your experience has made you a master of navigating sticky situations. You are known for your clever ideas, if there is a problem, you are often the solution.
The
Resin
Your natural understanding of people, creatures and situations allows you to be the glue that holds people together when things don't go smoothly. You are perfectly able to discern between when a situation calls for support, guidance or discipline and you know how to provide all three as needed.
The
Hammer
Just as the saying says, everything is a nail to you. You believe in power and asserting dominance and this shows through in how you carry out the activities of your role and even relations with other agents. Not particularly one for tact or patience, you trust in your own abilities to navigate any situation.
The
Bargain
You had been searching for The Seal for a long time and you knew more than you thought. To The Seal, the only thing more dangerous than someone that knows too much is someone that doesn't know how much they know. So they found you before you found them; your search is over and their secret remains safe
The
Spiteful
You've been wronged and want vengeance. You don't care that it's against the code of The Seal to keep personal matters out of the way. For now, you will follow their rules; play their game; obey their silly code...but when a chance for vengeance comes, you won't let them or anyone else stop you.
The
Unbroken
Life has dealt you a tough hand many times over - situations that would have made most other throw in the towel - yet, somehow, you've persisted. Giving up and giving in seem to be fundamentally and entirely against your nature and you carry that spirit through every mission and everything you do.
The
Cautious
Life has taught you that anything could happen and you live every day and every mission with that in mind. You play it as safe as possible, doing everything you can to guarantee complete success no matter what. You refuse to act until victory is absolutely certain, scared of what failure might mean.

// rules ...
01
This RP will be obeying all RPN rules.
02
All accepted players and characters will be added to the group Discord which is where we'll have most of our OOC conversation and plotting - so yes, Discord is mandatory.
03
Face claims optional but encouraged, but all characters need to have a detailed physical description. If you choose to use a face claim, you are free to use any style/medium/source you want but you still need a physical description.
04
Please only apply for one role for now. As time passes, based on interest, there may be the opportunity to apply for more than one, should you choose to. If you have questions or concerns about how a character you want to play could fit into a role, please feel free to reach out to me.
05
Applications are not accepted on a first-come first-served basis. Don't feel shy to apply for a role just because others are applying for the same role.

A battle of secrets, lies and shadows
© reveriee

Guidelines:

Nobody can say for certain when people started receiving the letters. Some say The Seal - as the group has now been called - has caused the rise and fall of entire kingdoms. Others believe it is the latest in a long list of soon-to-be-forgotten attention grabbers. Some declare that there is only one person behind The Seal. Others insist that it is impossible for one person to hold that much power. Some even believe the whole thing to be a myth. But The Seal exists, and has existed for the almost 200 years. You would know. After all, you are one of them.

First of all, many thanks for showing interest in this little thingie of mine. Just dropping some things here that might help you when thinking of ho to build your character.

Magic System
Magic in this world is primarily supplemental rather than powerfully offensive. A good comparison would be similar to the way magic is used in The Lord of the Rings universe.
For a little more detail, there are three levels of magic: Beginner, Intermediate and Master.
  • Beginner: About the same level as Level 1 spells in DnD. If you are unfamiliar, think along the lines of buffs and debuffs. You're able to do things like cast a shield, coat yourself in an element, amplify physical characteristics, and things of that nature.
    Most NPCs in the world/RP are going to be at the Beginner level - it is the default that everybody starts out as.

  • Intermediate: About the same level as Level 2 and Level 3 spells in DnD. For context, think along the lines of the most basic magical attacks. You can cast fireballs, change the properties of an object, have limited control over other people's minds, and things like that. Intermediate magic users can only have affinity in one element (Earth, Water, Fire, Air, Storm, Mind, Light or Dark).
    To reach Intermediate level, your character must have studied for anywhere from 3 to 7 years at an institute.

  • Master: About the same level as Level 4 or 5 spells in DnD. For more context, your abilities are similar to those in the intermediate category but you can cast faster, stronger, larger, more potent attacks. You are also able to dabble into a second element. However, Masters in magic take a serious hit to other areas of ability due to the amount of time it takes to become a master. Additionally, there are conditions under which they are at their most powerful. For example, Bookie, one of the Pillars, is a Master level magic user. Within the library, he has omni-presence, advanced telepathy and telekinesis. He is also highly resistant to magical damage. However, all of that goes away the second he steps out of the library. Outside the library, he is a high-level Intermediate magic user at best.
    To reach Master level, your character must have studied for more than 7 years at an institute.

  • Magic Items: Characters at the Intermediate or Master level have access to magical items that can serve as either the source or a conduit of their powers. You are able to use this item however you wish, just be sure to include it and its abilities in your CS.

Races & Creatures
That's right, your character doesn't have to be human. This is a mid-Fantasy RP and so most fantasy/mythical/magical races and creatures will be seen throughout the world. Do keep in mind that, as this is mid-Fantasy, Angels, Demons, Demon Lords, Magic Lords and all other high level magic beings, creatures and races cannot be found in the world/RP.
Should you have any questions, comments, or concerns about the feasibility of a race in this world, feel free to each out to me to ask.
Also, yes, your character can have familiars because they're adorable and I love them.

Roles & Jobs
There are three possible jobs your character can have: Assassin, Lorekeeper or Spy. Keep in mind that all roles have been designed such that they fit all jobs. If you particularly like a role but struggle to see how it would fit with your character's job, feel free to reach out to me and we'll work something out.

Assassins are primarily responsible for, as you'd expect, eliminating the targets of a mission. However, not all missions require elimination of targets. In such situations, assassins serve as bodyguards and an extra set of eyes on the situation, such that if a life does need to be taken, they are able to do so.

Spies are responsible for gathering information as well as trading in secrets and lies. They are crucial for infiltration and reconnaissance missions. Sometimes their goal is to sew chaos and lies and bring things down from the inside, sometimes they're simply there to gather information.

Lorekeepers are the organisers of the whole operation. They coordinate between the assassins and spies, pass on instructions from the Pillars and - very importantly - they long every single mission and everything that happens on mission. They always keep the bigger picture in front of them while the others are in the thick of it.



CS Template:

Basics
Name:
Gender:
Age:
Race:
Role:
Job:
FC (if available):
Physical description:

Magic
Magic Level:
Magical equipment:
Magical abilities:

Personality:
Likes
Dislikes
Strengths
Weaknesses
Virtues
Vices
Fears
Head canons
Summary

History
Give an idea of where they were born and/or raised and any significant moments that happened in their life.
If they had to leave their birthplace, let us know why.
Please be sure to include when, why and how they were recruited by The Seal.


Roles:

  1. The Foundation - You have been here for 4+ years. You have seen the Seal go through thick and thin, now standing as a rock for newer characters to lean on and the first to be called when backup is needed on a mission. Because of your steadfastness, there are rumors that you may be a future Pillar.

  2. The Trouble-Maker - Bookie doesn't like you, he calls you unpredictable and he says that that is a liability to The Seal. You have a tendency to want to do things your own way. But Keep likes having you around and the other two Pillars don't care enough to be bothered by you. Plus, you're good at what you do.

  3. The Prodigy - You are one of the newest recruits - any time less than ten months - and, in that short time, you're already being assigned high profile missions, missions that others needed years to work up to. You assimilated quicker than anyone the Pillars have ever seen and some of your peers call you a Pillar in the making.

  4. The Shadow - You are one of the newest recruits - any time less than ten months - and you are still in training, learning the ways of The Seal and finding out what kind of agent you want to be. You are made to shadow missions and your primary role is to follow the orders given by whoever you shadow, no matter what the order is.

  5. The Bleeding - As a principle, you don't like killing and violence and so being an agent is hard for you. However, you try to convince yourself that it's for the greater good; that The Seal is looking out for those who can't help themselves.. Plus, at least The Seal has a code. You still don't particularly support their methods though.

  6. The Devout - To you, rules are rules and are meant to be followed strictly. Any deviation is intolerable. You adore The Pillars - their word is law to you - and you even aspire to be a Pillar yourself one day. You've given everything you have and everything you are to The Seal with religious, almost problematic, dedication.

  7. The Refugee - You were on the run from the law, you'd been on the run for a long time actually. However, your luck ran out; they had you cornered and you knew your time was up. You'd given up all hope and resigned yourself to your fate, then The Seal found you and, to you, they are protection from the law.

  8. The Driven - To you, The Seal is a means to an end. You recognise that all the agents under The Seal are some of the best at what they do. The Pillars form the very pinnacle, where you want to be. But you are not content with being "one of those" at the pinnacle. You want to be the pinnacle yourself, undeniable so.

  9. The Votary - Newer recruit - 0 months to a year. No matter what those around you said and how they tried to convince you that it was just a myth, you always knew The Seal was real. You'd followed their missions closely, modeling your style after them. The day you were recruited was a literal dream come true for you.

  10. The Insider - You were a noble once, maybe even royalty. But, all that meant is that you got to see the cruelty of high Society firsthand and it was a vile taste in your mouth. You knew you had to do something. You were nothing more than a nameless vigilante before The Seal found you, now they have your full devotion.

  11. The Legacy - Both of your parents were agents of The Seal and they raised you while keeping their lives as part of The Seal secret from you. Eventually, you grew old enough to have questions. With few options left, they finally gave you the answers you wanted and brought you into the life they'd tried to shelter you from.

  12. The Returnee - You got into a nearly fatal accident and you had to leave for several months while you healed and got your strength back. You returned very recently, not only do your memory and muscle memory need to return, it also feels like so much has changed - there is much for you to keep up with.

  13. The Glutton - You process and consume information at an extraordinary rate and you are always hungry for more, seeking to grow and improve yourself in your craft, each day better than you were the day before. Your progress is staggering and your dedication is an example to those around; you just might be a future Pillar.

  14. The Talentless - The role you fill under The Seal gives you purpose and it is one of the very few things that does. There aren't very many things that you are naturally good at - even things you worked for years on. But you do your job within The Seal perfectly, almost as if you were born to do this.

  15. The Joker - You are a treasure trove of talent. You can, have, and will fill all roles, bouncing from one role to the other as the missions demand. You may not be the best at any one role, but your versatility makes you indispensable. Because of this, you're one of very few able to be assigned solo missions.

  16. The Sun - In a world of secrets, lies and shadows, you are a much needed breath of fresh air - a literal ray of sunshine. You know what The Seal is and you fully commit to your role within it. And yet, you carry yourself with the demeanor of somebody who works in a candy shop, unflappable in your positivity.

  17. The Fire (Reserved for GM Wyll) - You've been here for 4+ years. Whenever somebody is recruited, they are warned about you because you are known to give the newbies a hard time, a true trial by fire. Your reasons are your own, but every newbie knows your name and most fear it.

  18. The General - You have been around for a while - at least three years - and you may not be the best in your role but you are indispensable all the same. Your experience has made you a master of navigating sticky situations. You are known for your clever ideas, if there is a problem, you are often the solution.

  19. The Resin - Your natural understanding of people, creatures and situations allows you to be the glue that holds people together when things don't go smoothly. You are perfectly able to discern between when a situation calls for support, guidance or discipline and you know how to provide all three as needed.

  20. The Hammer - Just as the saying says, everything is a nail to you. You believe in power and asserting dominance and this shows through in how you carry out the activities of your role and even relations with other agents. Not particularly one for tact or patience, you trust in your own abilities to navigate any situation.

  21. The Bargain - You had been searching for The Seal for a long time and you knew more than you thought. To The Seal, the only thing more dangerous than someone that knows too much is someone that doesn't know how much they know. So they found you before you found them; your search is over and their secret remains safe.

  22. The Spiteful - You've been wronged and want vengeance. You don't care that it's against the code of The Seal to keep personal matters out of the way. For now, you will follow their rules; play their game; obey their silly code...but when a chance for vengeance comes, you won't let them or anyone else stop you.

  23. The Unbroken - Life has dealt you a tough hand many times over - situations that would have made most other throw in the towel - yet, somehow, you've persisted. Giving up and giving in seem to be fundamentally and entirely against your nature and you carry that spirit through every mission and everything you do.

  24. The Cautious - Life has taught you that anything could happen and you live every day and every mission with that in mind. You play it as safe as possible, doing everything you can to guarantee complete success no matter what. You refuse to act until victory is absolutely certain, scared of what failure might mean.





Rules
  1. This RP will be obeying all RPN rules.

  2. All accepted players and characters will be added to the group Discord which is where we'll have most of our OOC conversation and plotting - so yes, Discord is mandatory.

  3. Face claims optional but encouraged, but all characters need to have a detailed physical description. If you choose to use a face claim, you are free to use any style/medium/source you want but you still need a physical description.

  4. Please only apply for one role for now. As time passes, based on interest, there may be the opportunity to apply for more than one, should you choose to. If you have questions or concerns about how a character you want to play could fit into a role, please feel free to reach out to me.

  5. Applications are not accepted on a first-come first-served basis. Don't feel shy to apply for a role just because others are applying for the same role.
 
Last edited:

The Returnee text 2.png

  • Name: Quill, her true name remains a mystery even to her.
    Gender: Cisgender female, she/her
    Age: Twenty-five years old
    Race: Faefolk
    Role: The Returnee
    Job: Lorekeeper



 
Last edited:







  • Scarlett Leonhardt
















    #The Joker




    #Li Qin










    ♡coded by uxie♡




 
Last edited:









roan fennec
















  • req.




















    #musiclover







    role
    troublemaker
    job
    assassin
    organization
    seal
    alias
    fennec rune sunshadow
    true name
    roan asra duskraven
    birthday
    december 15th
    age
    30
    gender
    agender
    pronouns
    all pronouns
    sexuality
    omnisexual-omniromantic
    marital status
    single
    social status
    peasant
    race
    changeling
    place of birth
    al-lotoy







    #cerberus




    #enfp-t




    #chaotic neutral















    behind the scenes

    disclaimer! roan has two face claims. felix lee is his current disguise; xiao zhan is his true identity.






    disguise: fennec

    roan fennec is an androgynous individual standing at 5'5. as first impressions go, fennec is charming and playful. his infectious smile can light up an entire room. despite his warm disposition, fennec can be downright mischievous.

    fennec is agile and light on his feet. as an assassin, he prioritized stealth over brute strength. due to extensive training, fennec developed a lean and athletic physique. however, since he prioritized speed, his muscles are lithe and supple. fennec isn't a heavy hitter who can unleash substantial physical damage. despite his limitation, he learned how to use his short stature to his advantage.

    as a half-wood elf, fennec inherited some features from his elven father. for example, his fawny beige complexion is tinted with a warm russet undertone and accentuated with a constellation of freckles. his dark honey brown eyes are highlighted with flecks of cinnamon and golden amber. fennec inherited his father's light blonde hair. however, after a magical accident involving shadow magic, his hair turned into silvery ash blonde. due to his human blood, his pointed ears aren't as prominent as his father's.
    visuals
    his hair is soft and velvety like a fennec fox tail. his ash blonde hair is long, spilling down his shoulders in sleek waves. his preferred hairstyle is a messy half up-do with strands framing his face. if he can't find a ribbon, he has a tendency of securing his half up-do with a pair of senbon disguised as chopsticks.

    his russet eyes are framed with long thick lashes. with an exception of a few scars, his skin is relatively smooth and unblemished. his left forearm is marked with a lavender tattoo.

    like a fennec fox shrouded in mist, black and gold are his bread and butter. as an assassin, fennec favored dark clothing suited for blending in the shadows. however, due to his upbringing, fennec incorporated earthy tones into his wardrobe. his clothes are practical, featuring thick cotton shirts and reinforced leather; textiles suited for his bloody career. since he hailed from doran, his hunter clothes are similar to rangers from his homeland.

    fennec doesn't mind masculine or feminine clothing. as long as it's comfortable, he'll wear it.

    height
    5'5
    hair colour
    silver ash blonde
    eye colour
    dark brown
    dist. features

    • his infectious smile is his most striking feature. it can light up an entire room.
    • his freckles resemble a constellation of stars on his face.
    • his lavender tattoo is one of his most identifiable features.
    body modifications

    • his earlobes are pierced once.
    • his left eyebrow is pierced once.
    • a vertical scar over his right eye; fennec survived a knife to the face. despite the scar, his vision wasn't impaired.
    clothing style
    practical, stealthy, ranger






    true identity: roan

    behind their bittersweet disguise, roan is an androgynous individual standing at 6'0. as first impressions go, roan is aloof and intimidating. their eyes are razor sharp, piercing through your soul like an unforgiving dagger. despite their callousness, roan is mischievous and kind. however, their tender nature is reserved for their closest confidants.

    like their disguise, roan is agile and light on their feet. as an assassin, they prioritized stealth over brute strength. due to extensive training, roan developed a willowy and athletic physique. however, since they prioritized speed, their muscles are lithe and supple. roan isn't a heavy hitter who can unleash substantial physical damage. despite their limitation, they learned how to use their prominent height to their advantage.

    as a changeling, a glimpse of their true appearance is as rare as a precious red diamond. their pale complexion is completely devoid of melanin and colorless like powder snow. their pitch black eyes resemble endless voids with a constellation of stars swirling inside the everlasting depths; their eyes feature no white sclera. their face is sharp and angular with prominent cheekbones and a feral grin. their hair is snow white like their skin. despite their ghostly visage, roan isn't a pureblood changeling. they inherited their father's pointed ears and affinity for shadow magic.
    visuals
    • hair: snow white
    • former hairstyle: high ponytail
    • current hairstyle: half up-do
    • complexion: powder snow
    • eyes: pitch black: [1], [2], [3], [4]
    • pointed ears: part-drow
    • tail: heart-shaped pointed tip: [1], [2]
    • inspiration: their changeling visage is heavily inspired by yu suffiad from critical role.
    their hair is soft and feathery like an albino raven's wing. their snow white hair is long, cascading down their back in sleek waves. their preferred hairstyle is a messy high ponytail with long strands framing their face. their red ribbon is a gift from their late mother. after the death of their best friend, roan switched to a half up-do to honor him.

    their voidless eyes are framed with long thick lashes. multiple scars mar their smooth skin. their left forearm is marked with a lavender tattoo.

    their tail is long and thin like a tiefling. snow white reptilian scales – the same color as their pale complexion – encompass their devilish tail. the tip is curved into a heart like an incubus.

    like a raven cloaked in shadows, black and silver are their bread and butter. as an assassin, roan favored dark clothing suited for blending in the shadows. however, due to their mother's influence, roan incorporated red into their wardrobe. their clothes are practical, featuring thick cotton shirts and reinforced leather; textiles suited for their bloody career. since they hailed from al-lotoy, their hunter clothes are similar to rogues from their homeland.

    roan doesn't mind masculine or feminine clothing. as long as it's comfortable, they'll wear it.

    height
    6'0
    hair colour
    snow white
    eye colour
    pitch black
    dist. features

    • their sharp gaze is their most striking feature. it can pierce through your soul.
    • their wraithlike visage is simultaneously extraordinary and unnerving.
    • their lavender tattoo is one of their most identifiable features.
    body modifications

    • their earlobes are pierced twice.
    • three gashes extend from their temple and across their neck, ending near their collarbone; roan survived a bear attack.
    • multiple whip marks mar their back. the size and thickness of the scars vary.
    clothing style
    practical, stealthy, rogue

















req.



pers.



hist.



misc.



















♡coded by uxie♡

 
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Place Holder!
FC — Sun Zhen Ni








basics



appearance



psyche



background



gallery











  • basics









    The Driven































    Hush



    Kroh






















    full name



    Vanessa Belmont










    Gender



    Cis Female










    age



    35










    Race



    Merfolk/Siren
    [Modern Variation]










    Place of Birth



    Falin









    Job



    Spy























♡design by natasha., coded by uxie♡
 
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vesper vedanya
















#tba




#tba




#amita suman










♡coded by uxie♡









the spiteful
















#al-latoy




#hetero




#she/her










♡coded by uxie♡



 






achilles 'archie' marlowe
















# a bleeding heart




# from cathior










♡coded by uxie♡









THE BLEEDING
















# indecisive lost boy with good intentions




# timothee chalamet










♡coded by uxie♡

 






name tbd
















#tba




#ex errant fleet member




#milly alcock as rhaenyra










♡coded by uxie♡









the prodigy
















#assassin




#bisexual




#she/her










♡coded by uxie♡



 
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XIX.
the sun
scroll.















Iron
Woodkid

MIND
NAME: Cresley Hogsweed
NICKNAMES: Cress
AGE: 26
GENDER: Cis-male
RACE: Hobbit
ROLE: The Sun
JOB: Assassin

BODY
EYES:
Brown
HAIR: Brown
MISC: Double microdermal piercings on the back of his hands, a remnant of an old cultural tradition. They possess a faint pearlescence.
FACECLAIM: Joshua Sasse
PHYSICAL DESCRIPTION: Strikingly short in stature, the trademark of a hobbit. A bit below 4 feet tall. Hairy arms and legs, as well as a full, nicely-trimmed beard. Frames what is usually an easygoing smile, stretching up Cress' rosy cheeks to meet a clean-cut head of brown hair. Has big, kind eyes, which rarely falter. Almost always has his little shield strapped to his forearm.

SPIRIT
MAGIC LEVEL:
Beginner, very limited knowledge.
MAGICAL EQUIPMENT: A shield about the size of a human head that straps to Cress' arm. Accented with magical voidcopper.
MAGICAL ABILITIES:
- Brace: Focus hard and flex, baby! Attuned to the metal embedded in his body, sharp, metal thorns rush out of Cress' skin. They're very pointy.
- Punch: It's like a bullet, unnaturally fast, but not so fast that it's a huge spectacle. But really, it is pretty fast. The heat it generates on Cress' hand can be painful over time, but it also makes a nice hot pack in the icy winter. He has quick hands in general, but the knockout punch famously (or infamously) gets the most attention.

positive

Likes: crab meat, bets, stories, martial arts, beer, authority, compliments
Virtues: optimistic, spirited, well-meaning, dependable, tenacious
Strengths: an iron will, quick reflexes, inspiring confidence, excels at 1v1, adept defensively
Headcanons:
- Little is known about the people who raised him, where they've been, or what became of them.
- Despises the cold and would probably be that guy that gets frostbite first.
- Slightly above average height for a halfling!
- Has been described often by Guill as "annoying".
- Super desensitized to violence. Don't expect hesitation or remorse.
- Hard to catch off guard.
- Secretly yearns to settle down someday in a riverside cottage.

negative

Dislikes: soft beds, hesitation, giving up, tough decisions, whispering, pipe organs, apples
Vices: stubborn, flippant, loyal to a fault, "shoot first, ask questions later", "the end justifies the means"
Weaknesses: can be insensitive toward violence, blinded by loyalty, prioritizes his allies (and his allies alone), struggles offensively outside 1v1, short stature/small shield means he must also rely on agility
Fears:
- Poison
- Killing a friend on accident
- Ghouls/spirits (superstitious)

summary

Cress, by a wide array of definitions, is a soldier. He grew up in a rigid order, and took to the ways of The Seal like a hand to a mitten. At all times, he carries a loose sort of decorum that transcends beyond conventional rules of verbal etiquette. He rarely speaks out of turn, listens to others to understand them, and... has a really, really loud mouth. His voice is fills a room in moments, and it's usually some sort of laughter. He treats many matters lightly, almost never breaking his smile.

Perhaps due to his upbringing, Cress has an unabashed penchant for confrontation, habitually speaking his mind and choosing a battle if needed. He talks with his mouth full and bangs his fist on the wall to punctuate his points, but finds a way to somehow still attempt a respectful impression. Cress' jarring honesty can cause conflict at times, but he means well and makes sure his intentions are known. He doesn't enjoy demeaning others or complaining, making a constant effort to find the positive in situations. All in all, much of his personality stems from how comfortable he is with people, full of humor that gets in the way of his job less often than you'd think.

Cress' flexible morals are justified by his earnest loyalty toward his missions and companions. It's almost morbid how upbeat he can be amidst violence and strife, and it's because he's spent so much time in the center of it all. The harshness of the common man's world cultivates killers, thieves, and liars, not for the enjoyment of it but because its people believe they are necessary evils to succeed. In fact, your average bandit wouldn't call these acts evil at all—nor would they care what evil even is, probably. Cress is living proof that you can be all of those things... and yet still super nice.

PROFICIENCIES

Hand-to-Hand:
Though he's not the biggest or the strongest, the metal in Cress' bloodstream allows him to channel and localize it into parts of his body, most often his fists. He throws a hard-hitting punch rivaling the speed of a magic missile, winding his foes while exploiting whatever pressure points he can locate.

Bodyguard: When danger strikes, Cress' small-but-sturdy shield and quick movements help him block both close-up and ranged attacks with ease. His size is misleading; Cress makes a fantastic bodyguard both physically and mentally. In a pinch, he can grow metal thorns reaching the size of his index finger to surprise close-range assailants. They're nowhere near lethal, but it comes in handy.

Climbing: Coming from the mountains, Cress is a skilled climber with plenty of upper-body strength. Somewhat relatedly, he's a slow swimmer.

Halfling Size: Faster, with lighter footsteps, and capable of fitting into tight spaces, sneaking around isn't Cress' favorite activity but it comes fairly naturally to him. The hardest part is getting him to shut his mouth.

HISTORY

The Desert of Abas.

To be Nisai is to adapt to the extreme. Seclusion, tough environments, and tribal tests of resilience mark the life of a denizen of the desert. As time brings all change, the people of Abas could not help but to splinter off and evolve in such a way that prevents the relative unity a big city might possess. There are too many tribes to reliably count, all spread out across one huge, unforgiving landmass. Most are wired to be nomadic deep down, even the ones that settled for good. Keenly aware, resourceful, and ready to move at a moment's notice.

Cress hails from a small village nestled right along one of Mt. Ianis' less-traveled ridges, home to a particularly devout sect of worshippers to the mountain's boons and bounties. With their remote location and wariness toward visitors, it's a wonder The Seal had ever managed to gain so much background on Cress—or it was, until he became more intimately familiar with the organization's vast reach.

What is Voidcopper?

Voidcopper is a metal rarely and exclusively excavated from the depths of Mt. Ianis. It's a deep, rich blue with a faintly iridescent luster. For centuries, the tribe Cress grew up in has braved the mountain's inner tunnels, hauling back the exotic metal to be melted by bits into potent stews and poultices, or cast into tools with strange, unique properties. Over time, as voidcopper accumulates throughout one's body, metal-related phenomena similar to Cress' abilities can manifest. It's an honor to the tribe to accept the metal into one's body, and as far as heavy metals go, it stays in one's bloodstream and organs for quite a long time.

Cress is a more special case in that he's already much smaller in size than the rest of his village, meaning the voidcopper in his body is able to remain in higher concentrations per square inch of flesh. Not only that, but coming from a family of skilled spelunkers, Cress grew up rich off of voidcopper. Naturally, much of the ore extracted from the caves is to be allocated across the whole village, but that isn't to say pocketing some of the precious metal is out of the question.

The Journey Outward

Cress' emigration spurred him to become a part of a larger world, shifting his deep devotion to his people to a massively great cause. It was a dramatic change between his old life in the mountains and the inconceivably complicated world of The Seal. Shepherded by the faith his tribe placed in him, Cress' departure was all-too-secretive but stuffed by the second with well wishes and warm goodbyes.

He's not one to overzealously boast, but of course he was scouted for The Seal. Cress thrives in harsh environments and the thrill of combat, possesses abilities crucial to specialized assassinations, and is... generally... a great talker. But, inwardly, he always knew better than to believe that alone earned him his place. There's always more to one's appointment than a generalized skillset scribbled somewhere.

Cress' village possesses ancient knowledge—specifically about Mt. Ianis and voidcopper—that The Seal needed to access. A danger faces his tribe and his home. All the voidcopper anyone has ever known to be lies within that little tribe's domain, and it doesn't stay in the bloodstream forever. The Seal was persuasive enough to explain why Cress couldn't stay in Mt. Ianis, even if it meant compromising his access to the precious metal that fuels his abilities. So, to Cress, furthering The Seal's goals as quickly and efficiently as possible is synonymous with protecting Mt. Ianis and the sacred voidcopper nestled within.

It's been a few years since Cress' arrival, and the clock is ticking on about a million of The Seal's agendas. Anything he does for his team, his organization, and superiors, he has to trust will lead him to the answers and resolution he seeks, even with the limitations of not being able to know every detail at any given time. Turns out a lot is going on outside that desert mountain of his...




GALLERY










Cresley Hogsweed.


designed by bad ending. & coded by xayah.ღ
 
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Name:
Jason "The Sword of the Seal" Elvesh

Gender:
Male
Age:
26
Race:
Half Giant
Role:
The Unbroken

Job:
Assassin
FC:
ricardo-mango-05-thiago-prado-lyari-stark2-internet-resolution.jpg

Physical description:
Standing at 10 feet tall with a wide and strong build. Jet black hair, but no one had ever really seen his eyes, but they are a deep golden color. Physically imposing in size with a wide frame that carries his body and weight very well. Weighting over 1,530 lbs, but his height and frame carry it well. He has scars all over his body, some burns, some cuts and even a few that looks like rips in his flesh.

Magic
Magic Level:

Master
Magical equipment:
The Greatsword Gungnier
- A sword crafted specifically to withstand his magically enhanced strength. It also acts as an amplifier to his durability. Using his sword gives him a major boost to his durability, which is pretty average compared to his physical ability.
Magical abilities:
Super-Tier Physical Enhancement - Unlike most people who study magic to the master level, Jason preferred to focus on one specific type of magic. He focused specifically on the ability to enhance his body. He decided to forgo any and all other types of magic training. He focused purely on his ability to enhance his own physical prowess, which was already pretty intense. Due to his intense training with this specific type of magic, he is able to enhance his body far beyond what normal people are capable of. This magic makes him capable of completely wiping out an entire room with a single punch. Not only does it increase his durability, but with his years of study and practice with this magic, it also adds a healing Factor. Allowing him to recover from critical damage at an astonishing rate. Wounds that would take people weeks to heal from takes him only a few hours. Normal or small wounds heal in a matter of minutes.

Personality:
Likes:

Jason is a man of hyper fixation. His interests change and very wildly depending on his mood and what's going on in life. One could say that he could find himself interested in many different things at any given time. As such, nailing down one specific thing that he likes is pretty much impossible.
Dislikes:
Jason is a person of freedom. He likes to be free. He has power and skill to ensure he can be free and follow his own path. As such, he hates anything that restricts his freedom. He follows the rules of his choosing, hates people who try to impose unfair rules and completely despises dictators and tyrants. He also hates being pinned down. He like being treated like a tool nor does he like those who use others as tools.

Strengths:
His is strong in every sense of the word. Unbreakable will and determination that few people understand. He is a caring soul, willing to give the shirt off his back for others. He is steadfast and will protect anyone he is charged to protect. A gentle heart and a body built to protect.
Weaknesses:
Because he has such steadfast morals, he can be easy to trick. He has a habit of tanking in order to protect others. His magic heals his body, but it doesn't make him unstoppable, so he gets hurt in his pursuit to protect others.

Virtues:
- The strong must protect the weak.
- Freedom is the right of all those who draw breath.
- Strength is privilege to those who deserve it.
Vices:
- Is a stubborn man. Hard-headed till the end. Once he makes up his mind about something, there is very little anyone can do to change his mind.
- A self sacrificing moron. So willing to throw his own life away for someone else.

Fears:
Jason has only two true fears. The first of being too weak to protect someone who needs him. The second dying alone. He understands that being a Pillar of Strength is important, but his greatest fear is that he will die alone, forgotten to time with no one to mourn him.
Head Canons:
Jason is an animal person and despite his size. So, he keeps an elephant as a pet. The elephants name is Mumbasa and he is just like a massive golden retriever.
stock-photo-vertical-portrait-of-a-large-male-elephant-with-huge-white-tusks-walking-towards-camera-with-blue-1822087709.jpg
Summary:
Jason is a very strong and capable individual. He is steadfast, good-natured and genuinely concerned about the welfare of other people. Despite his nature, he is a very fragile person. His strength and confidence easily shaken by failure and loss. He thrives off of his ability to protect others, oftentimes forgetting to protect himself. This includes protecting himself mentally, physically and even emotionally. His strength is not only his greatest weapon, but also the greatest weakness he has put on himself.

History:
Jason was born to a human father and a giant mother on the continent of Emem in the city of Kumi. His father was a talented blacksmith that would let him sit in the forge to watch him work. He found such joy watching his father take shapeless metal and turn it into a refined weapon. He took great pride in his father and his mother and took to learning the craft soon in life. However, he also found himself also being drawn to the art of wielding a sword. Seeing those mighty warriors wield such expertly crafted weapons with such refined skill, it was something that sparked his inner drive and his parents took notice.

At the age of 8 his mother found him a giant teacher. Sword fighting was hard at first. Being smaller than a normal giant, he had to adjust the traditional fighting style of the giants, but with work and effort he mastered this style of fighting. He kept his training up, everyday swinging his sword to keep his skills sharp. It wasn't long until his teacher noticed his magic aptitude start to appear. His parents were informed and realized that their son was meant to do something. Meant to be something more than a simple blacksmith. The next week they gave him his beloved pet elephant Mumbasa, packed his bags and tearfully said their goodbyes. His mother left him with a few words. Kneeling down and tearfully speaking "My dear boy, you have been given the gift of strength. You should always use that strength for others. Protect freedom and show the world who you are."

With those words he journeyed to Falin. At 13 years old he enrolled in the First Magical Institute of Falin. He spent years there, but he was looked down upon. Others studied many spells and some even developed secondary elements. Jason preferred to focus in on his Enhancement magic. Most thought this was a waste and put him at a disadvantage, but instead he turned it into a strength. His mastery of Enhancement brought the magic to a whole new level, even developing a healing factor into it. He became so proficient with his Enhancement magic that he didn't need any other type.

He studied at the institute up to his 21st birthday. Despite his magical studies, he never slacked on his sword play. Studying by day and practicing his sword by night. In his spare time he helped at a local orphanage. He would help them and take the children outside the city to play. On one such day there was a terrible incident. A wandering land dragon stumbled upon them. This beast dwarfed Jason and made its prey known. Jason was full of fear. This beast would be a strong fight and he wasn't sure if he could best it. However, he could hear the children crying, hiding behind him in terror and panic. Jason was stuck. He couldn't run and he couldn't leave them behind. The massive beast charged, ready to kill the kids and him along with them. Adrenaline coursed through him. He couldn't let these children die. He just couldn't. He was strong and it was up to him to protect these weak and helpless children. A burst of courage and strength radiated from him. He released a guttural yell as he enhanced himself as much as he could and met the land dragon in a head on collision.

A moment of awe and shock washed over all who were present. Watching this half giant man struggle and fight back against this beast that, by all accounts, should have over powered him. The scaly creature fought and clawed to overtake him, but the steadfast half giant strained and pushed forward as he held the behemoth at bay. The land dragon struggled in his grip, fighting to attack the children Jason was so determined to save.

Jason felt his boots slide in the dirt, he was starting to lose his footing, but he wouldn't lose. He couldn't lose. It was his job, his duty and his goal to make sure not a single child was harmed. He summoned all his strength, enhancing himself to his absolute limit and began to push back. Snarls and roars from the land dragon as his half giant began to push him back. Jason was being sliced and cut, but he refused to stop. Not when the lives of these children were at stake. Step by step he pushed back, struggling and straining with all his might as he fought to protect the weak, just like his parents always wanted him to, until he finally managed to throw the great beast, injuring its leg and forcing it to retreat.

The people cheered, thanking him and offering him gifts as a hero. Later that night he found a letter, telling him to meet them at the City Gate. Intrigued by the letter he went by himself to see what it was about, somehow finding himself being recruited by the Seal. At only a week after turning 21 he joined the Seal and worked his way up. Now at 26 years of age, he is one of the most respected members of the Seal. Now there are even rumors spreading amongst the agents that he may be named a Pillar. Mostly taking on protection jobs and maintaining the status of one of the most powerful members of the Seal in terms of physical power.​
 
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  • Art: BloominStella
    PROFILE
    NAME...
    Zayna, Saphielle
    CODE NAME...
    Ruby Wraith/Saph
    GENDER...
    Female
    AGE...
    Looks 24 (Is 224)
    DATE OF BIRTH...
    August 13
    RACE...
    Forest Elf
    ROLE...
    The Insider
    SPECIALTY...
    Assassin
    Magic Level...
    6/10 - Intermediate
    Originl...
    Falin
    Appearance
    Trust is not given lightly, it is earned through trials.
    height:
    5’02” (157.48cm)
    hair color:
    Ginger Copper
    eye color:
    Mixture of blue, violet, and green

    Saphielle is a lithe lightweight elven princess. She stands at a bit over five feet in height and weighs only a bit under 100 lbs. Her hair is about knee-length and slightly curled and silky in texture. She has copper highlights woven within her hair and her ears are pointed. She has sun-kissed tanned skin with almond-shaped eyes. Her eyes are a stunning trio of colors, starting with a deep azure blue before fading to violet and then a light sage green towards her pupils. She has a circlet of amazonite gemstones and a necklace tat is an amazonite lily flower, her ears are pierced and she wears a set of earrings that are red and blue. Her outfits are navy blue (almost black) and black skirts with slits as well as leggings and a tight-fitted top that is mainly a tank top. She does have a dark green and navy blue embroidered cloak that she wears too - her nickname the Ruby Wraith mainly comes from her copper hair.
    ⬩ ⬥ ❖ ⬥ ⬩
    Personality
    Bodies and words should be for understanding each other but they’re used to probe one another, wearing each other down.
    Saphielle is a bit on the unusual side. She is fiercely protective and loyal of those she cares about. She can be a bit cold and distant as first glance though. Overall, Saph is super kind and sweet-tempered once you get to know her honestly. She is a kindred soul to many. She has a true desire for peace, but when it comes down to it she views the truth behind the royals as a fake lie. Saphielle is honest, and patient to an extent but has some very bad trust issues. Cautious of literally anyone, gaining her trust takes time and patience. She is shy, quiet, and oftentimes nose-deep in a book or enjoying the outside. She is patient and is adaptable. She will just go with the flow most times. She is a motivated elf who will always provide advice when necessary. She isn’t overly outgoing and dislikes any attention whatsoever honestly. She is an optimist and realist mix. She is also known as the 'Ice Princess' - given the nickname after hearing about Lithoniel being her mother (and her nickname being the 'Ice Queen'). Saphielle is cool and collected when you first meet her, giving off the impression of being a composed and elegant elf.

    While definitely has some decent bonus sides to her, she is wary in regards to royals. She prefers to help those in need and oftentimes her vigilante work allowed her to really help those common elves under the royal reign. She thinks that her family views her as dead ... not that her family ever really cared about her anyway. She has a hard time trusting others and prefers to work alone overall. When in teams she tends to be the voice of reason and the quiet one. She is exceptionally intelligent and stealthy on her feet - that is the reason she is known as an assassin within the group.



code by Nano


Annnd she is done!
 
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the unbroken.















scroll

Kasai



Raoul


















01.

full name




Kasai Raoul








02.

gender




Male | He/Him








03.

sexuality




Gay








04.

age




Twenty-Five (25)








05.

race




Kitsune








06.

role




The Unbroken








07.

job




Spy









08.

p.o.b.




The Lost Lands




































  • you are shaking fists and trembling teeth.



    i know: you did not mean to be cruel. that does not mean you were kind.













♡coded by uxie♡
 
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the bargain.















scroll

aricia



spy




ㅎㅎ














01.

full name




aricia belwick








02.

nickname




ari




































  • poison



    there's ghosts in my house, and i can taste blood in my mouth.













♡coded by uxie♡
 
Last edited:
Navon Hara










  • Full Name: Navon Hara

    Gender: Male

    Age: 28

    Race: Human

    Role: The Fire

    Job: Assassin



    Visage

    1726762535635.png





    Height: 6' 2"

    Hair: Dark brown, shoulder length, wavy

    Eyes: Bright, golden, yellow

    Detailed Description:
    Navon's build is thin and athletic. He is tall enough that he stands out in a typical crowd, but slender enough that he is able to effortlessly squeeze himself through small spaces. His muscles are lean but dense, packing more of a punch than many would expect upon looking at him. Good posture is clearly not a priority for him, but he still manages to not look like a question mark, only the slightest of slouches evident in his stance.

    His body is covered in burn marks and blemishes, random and unnatural dark areas scattered across his body as if fire kissed in the worst of ways. His body is largely devoid of any cuts or slashing marks, but there are a few old ones evident on his face. It doesn't take much to see them - it's one of the first things people notice about him, really - but they are easy to dismiss.

    He is known for the tattered and torn red "cape" that he wears around and it is also the one thing that re always refuses to make comments on. Trying to grill him about it also usually ends bad. Besides the cape, he sticks to darker clothing, enjoying being as inconspicuous as possible.

    When he speaks, it is with a deep, baritone voice that seems to reverberate in his throat before it makes it way out to you. His pace is quick and sharp, always seeming like he's rushing to or from somewhere.​


 
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Basics​


Name: Îstoire
Gender: Male
Age: 24
Race: Merfolk
Role: The Glutton
Job: Lorekeeper
FC (if available): Soon*
Physical description: “My mother was a Betta; my father a Thresher.” Ever had a question about Îstoire’s looks? Then that was the answer: a single statement spoken with a surety that implied it was both self-evident and self-explanatory. And wasn’t it?

As with most merfolk, below the waist Îstoire is a fishious picture of vibrant scales and sweeping curtains of fins—six in total, billowy and scintillating—clearly a mark of his Betta heritage. The thresher part? A closer inspection of his fins, looking beyond brilliant blues, reveals a truly spectacular length of tailfin—at least three feet, if not four.

Magic​


TL; DR - Animation Magic works like telekinesis but objects you control need to receive their instructions in advance.

Magic Level: Intermediate – Animation Magic

Magical equipment: N/A

Magical abilities: Animate – A spell that cast on inanimate objects that takes two parts; first, instructions for the object to perform; second, magic to fuel the accomplishment of these instructions.

The cost of this spell varies with several factors, most notably: complexity, the more complex the task the more magic is required to execute it; size, the larger or heavier the object being animated, the more magic is needed to give it ‘life’; precision, the greater the precision of instructions, the more one can save on magic.

For the above reasons, Îstoire’s preferred way to use Animation is on small objects like cutlery and chinaware and for more general tasks, small dolls or stuffed animals which don’t take much to move.


Personality​

Likes​

  • Reading, especially rare books or forbidden knowledge; gossip
  • Clever Folk
  • Saltwater Ponds

Dislikes​

  • Deserts; Desserts

Strengths​

  • Well-Read & Well-Traveled; Knowledgeable

Weaknesses​

  • Bit of a theorist; understands things in theory which may not necessarily reflect the reality

Virtues​

  • Diligent
  • Open minded; amenable to challenges to his way of thinking or different opinions

Vices​

  • Hedonistic
  • Elitist: a lifetime of education in a ‘higher’ station of life has ingrained a tendency to believe he knows better than those he’d consider less ‘educated’

Fears​

  • Inadvertently harming hundreds if not thousands with a poorly thought-out decision

Head canons​

  • Loves to chat gossip with the spies
  • Secretly organizes wild parties

Summary​

Îstoire is a man of principles and pleasure in equal measure; just as likely to be found buried in a book or buried in a bottle.


History​

The seas of Tainam play home to more than just the Errant Fleet; while spartan Fleet may rule the waves with martial might, beneath the waters, merchant republics of merfolk and water elementals are the lifeblood of inter-continental trade.

Republic is a strong word to define the loose consortiums of Trade Companies and Ocean Caravans bound and maintained by mutual benefits; and those who threaten the lives and livelihoods of these maritime peoples will soon find the sea to be a hostile environment—even other Mer-Clans, or rather, especially other Mer-Clans.

With few other races able to live beneath the waves, it should be no surprise that the greatest rival of the Merfolk is...other Merfolk. Whether for the rights to monopolize lucrative trade routes or seize affluent positions on the Mer-Council, Mer-Clans are always jostling against one another.

For the Mer-Clan Republics the age-old adage rang truer than most, ‘We have no eternal friends, and no perpetual enemies. Our interests are eternal and perpetual, and those interests it is our duty to follow.’

In these less-than-friendly waters, Îstoire grew as the second son of a caravan clan. With neither coin nor strength of numbers to secure themselves a seat on the republican councils nor dominate trade in any sector of the sea, his family swam from shore to shore, fingers to the pulse of the market, flipping goods for profit.

At their level, the power struggles of high society were a distant affair. They eked out a meagre existence. It wasn’t much, but it was honest work.

Born a spare, not an heir, Îstoire was never expected to succeed as Caravan head. The years elapsed and for better or worse, his elder brother remained in good health and, more importantly, their father’s good graces. But where one path closed, another was opened. What profits the caravan did make, paired with his father’s merchant connections, paved the way for Îstoire’s entry into the academy of the twin cities, Kehinde & Taiwo.

Îstoire took to the academy with great gusto; it was fresh, liberating, rejuvenating. The twin cities were known for their merchant culture and as the second son of a merchant caravan, Îstoire fit right in. Outsiders believed the Twin Cities were chock-full of black hearted capitalists: people guided only by the opportunity for the next quick buck.

That couldn’t be further from the truth! The simple fact of the matter was that there was purpose and satisfaction to be found in a career; a good career, a meaningful career, a career by which you carved out your own life with your own hands. There was a special fruit, a taste of bliss harvested after a sowing of grit and toil.

In the academy Îstoire came to understand that principle, that way of life; nothing ventured, nothing gained. Independence, purpose, and most of all, fulfilment, were available to anyone willing to add a bit of elbow grease. Îstoire chased his curiosities; history became a favoring, the future unraveled itself as one became more familiar with the past.

Wanted to know how Falin rose to dominate the continent? The answer could be found 20 years prior on a horse ranch somewhere—well, that and a thousand other reasons; but, fact of the matter was, an answer could be found. And it wasn’t just history: economics, culture, language, it was all subtly connected in ways that would boggle the mind.

Unfortunately, Îstoire couldn’t obsess endlessly over his curiosities. He still had to cook and clean and go about all the tasks of maintaining the human experience…up until he didn’t. As a student of a Magical Institute, Îstoire naturally learned to harness the arcane power of magic and within it he found the key to free-time—animation magic. The art of imbuing inanimate objects with magical energy and instructions, a sub-skill of magic tool creation.

Îstoire’s preferred golems were stuffed animals programmed to complete relatively simple tasks: retrieve books, boil tea, sweep the floor. Once he’d abstracted away as many of life’s trivial tasks as possible, that’s when academy life really began. He could throw himself entirely into reading and researching and partying! Make no mistake, Îstoire was not a man who buried himself exclusively in his work. Work hard, play hard! He found the sentiment was shared among his fellow students.

Every now and again, people needed a break. This was twice as true for the workaholic residents of the Twin cities who almost accounted for most of the student population. They may not have been the Greatest of the magic academies, but when it was time to cut loose? Hmpf, if they claimed second then who would dare claim first? The Fall Fairy Ball would be whispered of for years to come! The Academy has since banned the possession of more than 5 grams of fairy glitter on campus, but they were still rather proud of that one.

Academy life would’ve continued as such—research and studies, parties and galas, but the heavens had other plans and Îstoire’s life was turned upside down. His family had accepted a trade commission, seemly innocuous but with consequences they couldn’t have possibly imagined. The goods they were supposed to be transporting were marked, not official contraband but they were politically sensitive. Without even knowing they’d been implicated in a scheme that brought them to ruin.

Îstoire hadn’t known. He couldn’t know. He only learned after everything had been said and done. Out of the blue his family was gone, casualties in a conflict they had no business being involved in. Needless to say, for Îstoire, life as he knew it had ended. He hadn’t the money to continue attending the Academy and was forced to drop out.

(OOC: The following is summarized, and I’d like to re-write it at a later time when I’ve got more information on the politics, factions, etc. of the Twin cities and can really show off how I plan to handle Îstoire as a Lorekeeper.)

There at the gates of the Academy, Îstoire swore vengeance on those who saw fit to play games with the lives of others. The lofty genty who condemned others to death with nary a second thought.

With what study he had done at the Academy, it wasn’t hard for Îstoire to find his feet. Even Academy dropouts carried a certain…prestige.

It took time—day and weeks—before Îstoire even knew who his targets were, but once they were identified he put years of Academy training to good use. Slowly, he orchestrated their downfall—researching their history, understanding their circumstances, discerning their motives and objectives. It was only once he’d thoroughly understood his foe that he could lure them to their destruction—plying their enemies, disturbing their allies, painting the pretty little target that would them to the same unknowing destruction that had befallen his family.

And yet, how could any shift in the scales of power go without consequence? As clever as Îstoire believed himself, he had failed to truly consider the consequences of his actions.

In the aftermath of his revenge people suffered; people who had done no harm, people who now scrambled to adjust as the power systems above them sifted and put the squeeze on them.

When Elephants fight, it is the grass that suffers…

Îstoire fell to a state of depression; the shadow of guilt hung over an uncertain future. That’s when he received the Seal’s calling card.

As subtle as he’d tried to be, as hidden as his machinations were, the Seal had sniffed out the tracks and traced them back to him. For a moment, Îstoire despaired. Was this karma? Retribution for his recklessness? And if it were…didn’t he deserve it? Did it even matter?

The Seal may have been the first to sniff out his involvement but there was no guarantee that they would be the last. If death was inevitable then it was better to meet his end at the hands of these ‘righteous’ assassins, no?

Later that night, with a bottle of liquid courage, Îstoire faced his fate…
 
01
02
03
04
05
  • Height
    6'0
    Hair Color
    Black
    Eye Color
    Ash brown
    Physical marks
    Scarring on his ears, minor combat scars on his upper arms, hands, and back.
    Appearance
    Kygo is light-footed and lightly-spoken, tall and fit but not exceptionally so, and he doesn't carry himself with any particular poise. To some extent, Kygo is noticeable in a crowd, either for his ear coverings, unseasonably layered clothing, or his vacant yet dour expression. Without those quirks, he would be a rather average person, with pale skin and dark features that don't set him up as either particularly attractive or memorable.
    He has no visible scarring, and clearly takes some care to his appearance, but tends to fade from memory unless someone has direct contact with him.

    Of further note is Kygo's clothing style, which always consists of several layers with long sleeves and pants. On occasion, he will also be seen wearing layers of pleated skirts that scrape the ground and hide his rubber-soled boots: he won't remark on it, and ignores anyone who does.
    He also appreciates gloves, scarves, and cloth forearm braces and foot wrappings, when he has a chance to be indulgent in his clothing choices. Of course, he adjusts his garments to the demands of his work, but he never wavers on avoiding jingling accessories and covering as much of his body in as much fabric as possible, despite how warm he might get because of it.
Code by Nano
 
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kalin

the refugee





































full name


Kalin Everett Rochet









job


Lorekeeper









age


31









gender


Cis-Male, He/Him









sexuality


Demisexual-Demipanromantic









p.o.b.


Falin









race


Tiefling
















































  • hair

    Shoulder-length, black, thick, straight hair, dead ends (cuts with his dagger), usually worn in a braided ponytail or regular ponytail.









    eyes

    Golden yellow iris, sharp almond eyes, double lidded.









    height

    6'2









    weight

    201 lbs










    build

    Medium build. Tall but not incredibly bulky, has some muscle buildup but not much.









    skin/features

    Darker red skin (#b51807), orange freckles (#d93d09) primarily on his cheeks and arms. Faded scars along his back and hips where he was beaten and starved (more pale red: #f85346).









    clothing/equipment

    Usually wears a black robe with silver lined cuffs with runic designs on the arms, shoulders, and down the middle of the robe, black pants.
    Small curved bone dagger that was used to escape and kill his old "Master".
    A silver locket necklace that holds a piece of his parent's horns each.

















♡coded by uxie♡

 

Agent File: The Foundation





overview



Lucas Holland. Also has gone by just Lucas or "Winter Wolf". Age is 32 years old, mistaken to be older due to mere stature/presence. Born and raised in Cathior. Masculine, noted use of he/him. Human, though on the much taller side. Specialty: Lorekeeper.







appearance







6'7 (~200.7 cm)

height






217 LBS (~98.4 Kg)

weight






Blonde

hair color






Stocky/Muscular.

body type






Pale Blue

eyes






Calahan Skogman

faceclaim







>The first thing you will notice of Lucas is his height. He's on the tall end for humans. This in addition to his muscular build make him seem like a tough guy. The often "zoned out" look / resting face doesn't win many "approachable" points either. Many express he seems cold until you speak to him. The muscular build isn't merely looks either. Lucas is reportedly a very athletic and strong guy, taking great care of his health and build.

>Lucas's style of clothing is defined as "survivalist." Perhaps due to where he was raised, he always seems to be ready to take on harsh climate or unexpected conditions. He's noted to wear layers of clothing. With one layer being firm and padded for protection. Doesn't so accessories often, typically just a belt to store things on.

>Lucas carries several scars all across his torso, back, and arms. Some are faded, old wounds that have long since healed. Likely a remnant of the trials he faced both from the environment of Cathior and his training after joining SEAL. Other identifiable traits would be pale blue eyes and blonde hair that rest at his shoulders.



notes






psyche



Compassionate




Friendly




Disciplined




Reliable




Rule-Driven




Self-sacrificial.




Decisive






Lucas is overall a reliable person. Someone you can fall back to when things go awry. The "dad" of a friend group. He's always going to put other's before himself, no matter what it may cost him in return. It's something that will never change about him. Self sacrificial and protective of those around him.

He's optimistic, aiming to always see the good in others even in the line of work he's chosen. Lucas is fond of giving second or even third chances, but you continually throw away the trust he gives you, you will find there is only so much he can forgive. He will not let people walk all over him or use his kindness as a weakness. He's been in this line of work tooo long to not know how manipulative people can get.

He's disciplined, not letting his anger guide his actions. He's learned to keep calm in the midst of panic or stress. Always quick to make a decision. Prioritizing agents safety whenever out on a mission.



Lawful Neutral
alignment


likes
The cold, Snow, Wolves, Home, Protecting others, Making friends, Listening to other's stories, Old folk Tales, Naps, Warm foods like stews.

dislikes
Alcohol, Hot climates, War, Losing people he cares for, failure, betrayal, not being able to help others, being late, bananas .

fears
Failure, Not being able to save someone.

strengths
Physically fit, great listener, resourceful, survivalist, high endurance, calm, negotiator, empathetic, organized.

weakness
Self sacrificial, can be overly protective, may let his desire to protect everyone overrule his rational side, strength over speed (he's "sluggish" when fighting), Evades personal space of others, people can use his kindness against him despite his best efforts to prevent it.





background



The Beginning



There really isn't much to say about Lucas's early life. It was a typical upbringing for someone born in rural parts of Cathior. A place where the cold can be unforgiving to those who failed to prepare. As the eldest of his family, a lot of responsibility fell on him. His father taught him from a young age all the skill he relies on today. Things such as his resourcefulness or the ice magic his father taught to him. "Taught" being a bit of a poor word choice. "Showed" is more fitting, as he only saw a few demonstrations and was left to figure the rest out on his own.


Lucas's father died sometime in when Lucas was a teen. A cold that he couldn't recover from. It left Lucas having to learn very quickly how to take of his mother and two younger siblings. The twins fell sick easily. So Lucas learned to take charge of everything else so his mom could focus on their care. Lucas, if nothing else, was a devoted son. Ensuring his mother could rest and focus on the younger kids without worrying about other factors. He didn't want to lose anyone else to sickness.

Just like that the years went by. Peaceful, even if some days they found themselves struggling, they would always manage to make it through. One way or another.

He was 23 when his mom passed. Leaving behind him and the twins. They all were adults, able to handle themselves. That didn't stop Lucas from insisting on helping the twins out though. He had gotten so used to taking care of others, it felt wrong not to have someone to look after.


section title



It was two years later when one of the twins had fallen ill again, with little sign of recovery. Lucas knew a town a a bit far had medicine, but there was no way to send a message let alone ask someone to bring the much needed medicine in the weather that had blown in. So, he made up his mind. He'd get it himself.

It was a very long journey. How he hadn't succumbed to the cold of the raging storm was purely a miracle on its own. Perhaps even nature itself felt empathy for him. Lucas bartered for the medicine he needed and continued his journey. Perhaps they saw his future or just felt pity on him, but they gave him more than he had asked for. Something he would forever be grateful no matter the reason.

It was the journey back that changed his life forever. A SEAL Agent had somehow ended up stranded in Cathior. Lucas had not known they were from SEAL. He thought them to be a myth anyway. All he saw was a person in desperate need of help, and he was never one to turn away someone in need. He found them a temporary shelter, provided them with food and the extra medicine that he had been given.

Once they were able to make the journey, he brought them to his family home. It didn't take long to see why they had been stranded in that condition. Pursuers. With the agent in such a condition they were hardly able to fend them off. Lucas wasn't about to let someone die in front of him. He jumped into the fray without hesitation, fending off those who intended to harm those under his roof. In the fight he did kill one of the attackers, while the others fled off.

The twins seemed wary of him after witnessing that. Never letting him close to them, and it brought great pain to his heart. He had wanted to ensure their safety and now he was a source of great discomfort. He felt in some way. he had failed to be a brother worth looking up too.

When the agent's reinforcements arrived to pick them up, they extended a letter to him. A silent offer for protecting one of their agents. He did take some time to reflect on it, before feeling it was his best choice. He followed the instructions on the letter and the rest is history, being a SEAL Agent the last 7 or so years.

It doesn't stop him from asking about or even checking up on his siblings from the shadows, knowing they are safe and well brings him comfort. Perhaps things had worked out as they were destined too.




ADDITIONAL INFO







—Has a familiar named Polaris, it's a wolf with pure white fur like snow. He originally just called it Snow......but the familiar didn't seem to like the name much. Rather it seemed to find the name rather uncreative. So Lucas eventually gave the wolf the name Polaris. The familiar is capable of using varying levels of frost like magic. Such as making a tiny area colder, applying frost to it's bite or scratches, freezing water it touches.

—Lucas is also capable of using very weak ice magic. Beginner level, to be exact. He can free a little bit of surface water and coat himself or his weapons with ice. Coating himself in small areas with ice before the impact of an opponents weapon is the much common skill he uses for defense. It helps make up for his more slower offensive attacks with his weapons. He also will coat his weapons or first with ice for a heavier blow.
(Ex. Richter Belmont from "Castlevania Nocturne")

— Lucas met Polaris during the snow storm he ventured into when seeking medicine. The wolf was a great aid in helping take the Agent they encountered to Lucas's home and during the fight where Lucas protected the agent.

—Lucas doesn't carry any magical equipment at this time.

—His preferred weapon is the hatchets/throwing axes or hand to hand combat. He is also well versed with daggers, longswords, and the whip.



coded by xayah.ღ
 
Don't currently have easy access to my computer and I simply do not have the cell of brain to deal with RPN coding on my phone. Therefore, behold plaintext character bio! May its boringness not ruin my character (If allowed, I would like to change this to a coded profile once PC has been returned to my loving hands)

Character:
BASICS
Name: Else
Gender: Any
Age: 26
Race: Changeling
Role: The Resin
Job: Lorekeep
FC (if available): Will provide references to specific masks they wear as they arrive. (Or can provide a couple now if that would be preferred for approval reasons)
Physical description: Else, as changelings often do, wears many different faces. They have a few favourite from their mental closet that they like to throw on, but they do not feel any particular draw towards maintaining one face for an extended period of time. Those who know them will simply know them—that, and they always ensure they have the same tattoo of a favourite constellation (five stars in a jagged line meant to represent a serpent) on their jawline for easier identification. (Altough they always stress that one should take great caution that someone is who they say they are regardless of immediate appearances. As a changeling, they would know.)

Else does have a true form, but it really is not one they would ever take in public places. It feels a little like being in your undergarments—too exposed, too personal. This form is humanoid in appearance, of average height at a neat 5'5", and has the sort of half-there look to the skin and hair as if one were looking at a ghost. Pale deathly sick looking skin that nears lavender in hue, a shock of white hair in a feathery mess cut to their ears, and milky silver eyes like one of the blind. They look very angular in this form, all sharp edges. There is the keen sense of something missing when one sees Else like this. Like they are a painting that had been painted to completion and then wiped clean before the ink could fully dry—half formed lines, smudged edges, and the stark loss of colour.

MAGIC
Magic Level:
Intermediate
Magical equipment: The Index –
The Index - When Else was gifted this book from their cousin, its original purpose was to simply magically catalogue a personal library so that one can reference information with ease. You would simply speak the topic of interest to the pages, and the Index would flip to one of its blank pages and ink would bleed onto the clean sheet with neatly detailed summaries and 'where to find information' hints.

As the years progressed and Else developed magically, they started to mess with the fine fibers of magic etched into the Index's pages to turn it into something more personally useful—with the intent of turning it into an invaluable tool towards their future goal as a librarian.

Now, in present day, the Index is altered significantly. The magic is advanced, most of it by Else's own hand by with some assistance of professors from a few institutes—first at Taiwo, then at the Eastern institute of Kidem. Now it keys into whatever library (the magic defines a 'library' as any mass of books within its radius) is closest, and draws information from there. It details where to find specific needed books, it spiderwebs relevant topics, and it does it all in Else's own thin, sharp handwriting. The perfect tool.

PERSONALITY
Likes
– Order, certainty, a good plan, the wild, personal change (adaprive), meeting new people
Dislikes – Indecisiveness, exterior changes that impact routine
Strengths – Social connection, empathy, planning, memory, strong sense of self, surprising assertiveness
Weaknesses – Unintentional manipulation (ties in to their role as Lorekeeper wherein they view it as manipulating the pieces to achieve their goal), struggles with maintaining long term relationships (boredom)
Virtues – Patience, diligence
Vices – Prideful, glutton for knowledge
Fears – Pitch dark, fire, old age, having their autonomy stripped away, being ignored
Head canons – Physically they have felt and experienced such a wide range due to being a Changeling, they know what it is to big and to be small. Perhaps this is why they’re keen on new experiences (that align with their interests) because they want to expand their mind further by changing their situation and setting.

Enjoys working with the same crew/people because they view them as assets/tools VS struggling to be friends with the same people due to boredom and having a drive towards meeting new people instead.

Strong sense of self, yet pair that with the unintentional manipulation and they’re always changing their appearance and ‘personality’ to be what they think the other person wants in order to best achieve their goals. Like liquid.
Summary: Ultimately, Else is an individual who is very assertiveness towards reaching their goals. They prioritize their work and their growth over the well being of others, although outwardly they present a very loyal and helpful attitude. They are a quick thinker and quite keen, which gives them a natural edge to their duty of assisting in the field. They make fast relationships, but struggle to maintain any depth to these bonds and much prefers meeting new people as if they were new things to study.

HISTORY
Else was born on the outskirts of the Twin Cities. Their family wasn't very intimate, not emotionally present, and in many ways were only there for the basics of sustainability—food, shelter, a home. There was a web of support that Else was seeing in other families while growing up that simply was not there in their own. As an impressionable youth, it became a concern of 'is it because we're changelings? Am I the strange one for wanting more than this?' and this dichotomy ultimately funneled into their desire to leave at a young age. They knew they had the power to change their own face and being and yet they felt like they were a rock stuck in place—life was happening to them and around them yet they were doing nothing with it. At sixteen, they moved out.

Turning into the main cities, Else sought out some sort of pursuit to guide them through life. They'd always been drawn to literature; in many ways, reading books had provided an understanding to emotional connection that they would not have otherwise grasped. This drew them to the local city library, impressive and beautiful...and barred from employment without a certification in how to properly navigate a library as staff.

This brought them to the only one in their family they could tolerate: their second cousin Jaeya, a young changeling who made a living building and repairing metal and wood prosthetics in their own house in Taiwo. Jaeya was everything Else's immediate family wasn't, and she was certainly not one to turn away a young cousin in need of a place. Jaeya was also a bit of an opportunist however, and she did make Else assist in the shop to 'pay' for room and board. In their spare time, Else began studying for their librarian certification and within two years it was theirs. At eighteen, they began to work at the city library. (And paid for their room with coin instead of labor.)

As their love for old literature and history grew, so too did Else's ambitions. It was only a few years later that they were plotting with Jaeya, learning how to run one's own shop and eyeing local properties. At twenty, they began to rent a small shop on the corner of a busy street in Taiwo. This is where The Seal found them.

Else had a knack for knowledge, for memorization and organization. They didn’t just sell any old knick knacks of history but rather curated a shop that connected bits of the past in ways that had been overlooked before. They were a scholar obsessed, a bloodhound for history, and a mind for information that swelled with each passing day. This ability to infer from their own mental catalogue and draw connections to relevant tasks is what drew the Seal to them for their current role. (An old book donated to the shop, that red-stamped letter tucked between its pages.) And it was Else's unquenchable thirst for more that made them agree to do it.

Now they are twenty-six. Working for The Seal has been a distinct pleasure. They take great pride in finding the best loops and connections for any job, and in their free time they get to read anything and everything. In many ways, it is more than Else could have ever imagined for themself. They enjoy making themself greater, they enjoy doing their job, and there will never come a time where Else regrets this decision.
 
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Lunette Nari
THE GENERAL
33
Female
Lorekeeper
"Little Moon"
Shifter (Rabbit)
5'3
Rumar
LIKES, DISLIKES, FEARS
✓LIKES✓
✓Sword Dance ✓ Loose Clothes ✓ Helping Others ✓Sweets ✓Children ✓ Romantic Tales ✓Warmer Environments ✓ Evading other's personal space ✓ Cooking ✓ Being around others ✓Sparring ✓ Closed in spaces ✓ Running ✓ Using "half"-form

♢DISLIKES♢
♢ Alcohol ♢ Having to yell ♢The corrupted ♢ War ♢ Nobility ♢ Talking about her children / what happened to them ♢ Heights ♢ Foxes ♢ Swimming ♢ Cold Food ♢ Bitter Food ♢ The color purple. ♢ Being restrained ♢ Sudden loud sounds ♢ Being stuck in "human" form. ♢ Being teased for being shorter than others

❐FEARS❐
❐ Losing any more people she cares for ❐ Fire ❐ Drowning ❐ Being Restrained ❐ Being Trapped in Human form ❐ Failure ❐ Being discarded / Being Useless ❐

MISC
❐ Someone gave her the nickname "Little Moon" and it's just stuck. ❐ Despite "little" feeling like a jab at her stature, she doesn't mind the nickname. ❐ Lunette is her first name and what she usually goes by. ❐

❐ Inter. Magic Level ❐ She has always struggled with magic on her own even though people have tried to teach her. ❐ She does however have a small ring that allows her to more easily use water magic and has been able to have some mastery through that. ❐ Things such as calling forth water, making small burst, using it as a whip like weapon are just a few examples. ❐ The ring has limits, so don't expect her to be calling forth rain storms or anything ❐

❐ Her main weapon is 2 chakram embedded with magic that allows them to shrink or enlarge. ❐ She has also learned some mastery over fencing, whip, daggers, and dual wielding shortswords. ❐ She thrives best with "finesse" type weapons. ❐ Push her into a rage and you'll find she gives into a more animalistic fighting style, unafraid of using claws a teeth. ❐ You would think as a "prey" animal she'd be more passive, but she's just as vicious as any predator. ❐

❐ Despite being really good with animals and loving to spend time with them, she doesn't have a familiar of her own. ❐ Her Reasoning is she does not deserve to look after one when she has failed her kids. ❐

❐ If I had to give her a realistic FC it would either be Winnie Harlow or Angela Basset ❐

❐Specialty - She was recruited as an assassin, but once she got established into SEAL she opted to become a Lorekeeper. ❐ Don't let her passiveness fool you, she was good at both jobs. ❐

❐Before her kids, she was a traveling performer and her fighting style reflects that. ❐ She's very agile and flexible with her moves, and doesn't follow any traditional set of teaching. ❐ She's quick witted as well and very adaptable to many situations. ❐She likes to say her creativity gives her the edge in a fight, as her moves are less predictable. ❐

❐Appearance - Lunette falls on the shorter end, only around 5'3 in her human form. Her most noticeable trait is her vitiligo, present in all her forms. It affects her hair in half-form and human form, and her fur in hare form. Her human form has long brown hair with white clusters toward the front hairline. (Image below). Often has it pulled back with a head band or sash like item. She prefers loose clothing allowing optimal movement and for the convivence when shifting. She's aways wearing the ring that attuned to water magic on her right hand, and a necklace with her wedding ring. Though she tends to leave it at her place within headquarters in fear of losing it during a mission. ❐





PERSONALITY
✓VIRTUES✓
✓ Outgoing ✓ Loyal ✓ "Motherly" ✓
✓ Great Listener✓ Confident ✓ Patient ✓
✓ Creative✓ Charismatic ✓ Adaptable ✓
✓Independent ✓ Persuasive ✓ Calm, usually ✓
✓ Not easily angered ✓ Caring ✓ Quick witted ✓

✗VICES✗
✗ Places blame easily on herself ✗ Low concept of personal space ✗ Resentful ✗
✗ Self Strict ✗ Secretly holds grudges ✗
✗When angered it becomes hard to calm her down ✗
✗Self Sacrificial ✗ Meddlesome ✗ Self Destructive ✗
✗ Overprotective ✗ "Airy" ✗ Guided by emotions ✗

✓STRENGTHS✓
✓Quick-footed ✓Good hearing ✓ Calm ✓
✓ Level Headed ✓ Versatile with weapons ✓ Creative ✓
✓Good at understanding others ✓ Experienced in SEAL operations ✓
✓ Great Social Skills ✓ Relaxed ✓
✓ Easy to get along with ✓ Loyal ✓

✗WEAKNESS✗
✗ Scared of water ✗ Holds grudges ✗
✗ Lacks physical strength compared to others ✗
✗Still sensitive when her past is brought up ✗
X Without the ring she can't use magic well ✗
✗ Self Destructive ✗ Over Protective ✗
✗ "Heart is on her sleeve" ✗
✗ Still grieving / blaming herself ✗

BIOGRAPHY
☾FAMILY☽
☾ Lunette had five kids ☽
☾The triplets Kailan, K'nani, and Kaira were her eldest. ☽
☾Lillian and Raylan were the youngest and were twins. ☽


☾ Lunette was never close with her own parents. She was raised by her sister and doesn't like talking about her actual parents. ☽


☾HISTORY☽

Lunette was born the youngest of her family, the last child of a nomadic couple living on Mount Lanis. Perhaps that is why Lunette always had such a desire to travel, her families ways rubbing off on her. Despite her family seeming close, her parents did not actually give their children much mind. Often leaving Lunette's sister to fend for herself and the young Lunette. It shouldn't come to much surprise when Lunette's sister reached adult age, she grabbed her sister and left.

They not only left their family and community behind, but left Mount Lanis entirely. With what little they had, they secured passage to the Free lands of Emem. They moved city to city before settling in Rumar. Lunette was only around 10 at the time and the change was quite impactful for her. Despite the initial constant disorientation, she began to take to the change in strides. She didn't find it too hard to mingle in with locals, charming her way to getting their acceptance.

Things were well. As she grew up, she and her sister grew distant. At first she couldn't understand why. They had always been close after all. She did begin to understand as she reached adult herself. Her sister was tired, always looking after herself and Lunette. She had felt Lunette was her responsibility, especially after moving her away from their parents All those years looking after the both of them had left her with what some may call "older sister burnout." Lunette had done her best to help where she could, but after a while she understood it was time for her to begin her own life.

She traveled all over Rumar, joining a performance group. Lunette was only 20 when she met someone she could call her life partner. A man around her age who had become just as hopelessly in love with her and she was with him. They got married only a year after meeting, and discovered not long after that Lunette was expecting.

Their little family grew quite large very quickly when Lunette gave birth to the triplets. She pretty much became a stay at home mother to spend time with her family. Not that she minded, she found very quickly she enjoyed kids. Unlike her own parents, Lunette strived to be a attentive mother. With how much she loved her little family, it shouldn't be too shocking to learn she found herself expecting again only 2 years later. Thus the twins became an addition to the family.

Things were so so well until the year she turned 26. The small family received news that her husband had died at sea, sinking with the trading ship he was on. Lunette had never found herself so distressed. It was the biggest turning point in her life to her, especially when only more tragedy followed.

!!!TW Non-graphic mention of kidnapping and child death. I tried to keep it vague as I could !!!!

A year later her children were taken from her, kidnapped while she had been buying food. The caretaker she had hired turned out to had been targeting her and her kids. For what reason she had never learned. It took her weeks to hunt down the ones that had taken her kids. Unfortunately by the time she had gotten to them, her two youngest had passed and her eldest were in such states that no medical knowledge she had could save them. She snapped. For the first time in her life the anger and grief she had experienced threw her in a blind rage. The small dingy warehouse building became a blood bath.

It seems SEAL also had their eyes on who ever had done this. They found by the time they arrived all there wasn't much left. Just corpses and a certain hare shifter covered in blood sobbing over her children's bodies. They agents dispatched were confused, and weren't able to get answers straight out of her. Just a mumbled mess of "they killed my children, I killed them."

The agents decided to take her in for interrogation. Perhaps out of pity or maybe kindness, they did help give her kids a proper burial. Which did ease her anger a bit, though hardly enough at the time. She was given to Seer for interrogation not long after her arrival to the headquarters. Whatever information the woman had gotten from her seemed enough to satisfy her.

Lunette was given a choice, and seeing no other option she choose to join SEAL. Her first few years were hard. Starting off as an assassin, her rage made her difficult to reign in. Always causing trouble and snapping at others. She ended up in trouble quite a bit. She was certain that back then the pillars were sick of her antics and were thinking of ridding of her. Though it seemed at least one was patient enough with her and gave her a chance to grow. It took a bit, but eventually the rage cooled. She change from an assassin to a lore keeper and became much more calmer. Taking to new recruits or those younger than her like moth to a flame, replacing the rage with the desire to look after others. "Mothering" the newbies, often to their dislike.


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