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Fantasy The Aspect Saga: Guidelines and Characters

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Eight centuries have passed since the Dragon War shattered the Continent. Eight hundred years since the Aspect Dragons exiled themselves from the material plane. But the past they buried will not remain that way for long...​
Main
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OOC
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Lore
Here
The Aspect Saga

Baconhands

The Traveller
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It is to my experience that loner type characters do not typically do very well in this type of Roleplay. I will strongly encourage you not to make this sort of character; you are much more likely not to interact with the RP and at a significantly higher risk of getting bored.
There is a certain level of detail to be expected: I would hope that each of your posts will be at least 2 paragraphs long.
If you are joining, please remember that this RP is not only yours or mine but the whole group's. If you aren't able to post for a couple of days, please let me know so that I can plan appropriately for it and so that other players can move their characters on to interact with others.
The lore is fairly important and I do expect you to have read some of it, albeit it is still a work in progress in a couple of areas. If you have any questions I will be happy to answer them regarding it.
For the purposes of magic, if your character is lineaged, I'm happy to let you have free reign for the concepts and effects of spells, though please be prepared to tweak them based on feedback.
There is a character guideline that I will be posting, please try to stick to it. I am not very fluent in bbcode; feel free to code it however you would like.
Please wait for me to approve your character before you start posting.
Respect your fellow players. If you have any issues bring them to me.
If the guidelines are not kept to then I will ask you to stop posting.


  • Your character sheet should include the following information at a minimum
    Name:
    Age:
    Country:
    (In the case of the Empire of Alba or the Commonwealth, I'd like to know which state they are from e.g. Volk, Arenthor)
    Lineage: (If appropriate: what is the name of the Aspect Dragon your character is descended from. If your character is not lineaged, you can simply delete this from the CS)
    Appearance: (This can be in the form of a picture, a description, or a mixture of the two)

    Spells: (What kind of spells can your character do? I'll expect two-three sentences describing each spell. Be inventive! There aren't really any guidelines for spells, other than try to make them linked to the lineage of your character in some way. Delete if not appropriate for your character)
    Skills and Abilities: (Is your character especially good at something? Rock climbing, skiing? Apple bobbing?)
    Equipment: (Including weapons and armour if your character has some)

    Personality: (A minimum of two paragraphs)
    Goals and motivations:
    Background/Biography: (A minimum of three paragraphs)

    Extras:
 
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Name: Bronwyn Dunmar

Age: 22

Gender: Female

Lineage: None

Skills and abilities:

Swordsmanship - Bronwyn is excellent with a blade and shield, always placing at the tourneys held in Arenthor and Nordgard
Horsemanship - Bronwyn is a skilled rider and spent much of her youth perfecting saddle tricks from the back of a galloping horse. This has served her very well both in battle and in competition.
Martial tactics & leadership - With a quick mind and a commanding voice, the mantle of leadership sits well on her shoulders. Bronwyn has experience and talent for planning martial strikes and creating defenses. Bronwyn is a skilled fighter and knows what to expect when charging on a front line and fighting either a single enemy at a time, or many.

Appearance: Bronwyn is 5’9" and clad in scale armour, with plates set upon her chest, shoulders and the back of her arms. The scales are sculpted to look like feathers and about her torso and waist there is a leather tunic, quilted and stained blue. Her hair long, thick and dark brown, falling to the middle of her back, though it is usually tied. She has a fine, rounded chin, a thick brow and solemn grey eyes that bear a gentle fortitude.

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


  • An old friend once said to Bronwyn that chivalry was a myth; a fanciful lie told to the lower-born to make them love those who ruled over them. From the moment she heard this she was intent on proving them wrong. Bronwyn strives for moral heights that most others wouldn't try to achieve, though time and reality has tempered lofty ideology into personal strictness and external tolerance. Bronwyn is a relaxed and nonchalant character most often and tries her best to teach by example, understanding that an air of prideful self-righteousness rarely accomplishes more than making one look like an ass. Beneath the warm and placative nature however lies a guilt-ridden melancholy stemmed from dark moments of her past. Bronwyn carries a deep-rooted self-loathing for one particular failure and this has forced her to seek out a path to redemption. Bronwyn's confidence in her judgement has taken a strong blow, and though she is an immaculate commander when she does lead, she no longer believes herself worthy of taking charge. Mostly however Bronwyn tries to be cheerful and has a hearty sense of humour most people find pleasant. She can lift the mood of a room in just a few words and tends to spread her cheer wherever she goes. She is an easy person to trust and has a tendency to be protective over those she sees as vulnerable. It is very difficult to make Bronwyn lash out in anger, though injustice, duplicity and arrogance do make her annoyed. Mostly she is careful of her temper, and usually willing to play mediator rather than opponent unless she is forced.
 
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Name:
Graham “Gray” Guyver

Age: 21

Gender: male

Lineage: Sidabrinis

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

Appearance: Gray is not particularly tall, standing at 5’7” and his wiry frame makes him look less than intimidating. He has dark, scruffy hair with a loose curl. His brows are thick, and his eyes are set deep, because of this he often looks brooding, or at least, mildly upset. He has an angular face with a short, stubbly beard. His eyes are a warm, honey-brown that diminish the fierceness created by his prominent brow. The silver scales of his lineage are on the back of his forearm. There is what looks like a tattoo across the bridge of his nose, made to look like a streak of blood. Gray usually wears a loose, linen shirt and tight breeches, and a dark brown doeskin hunting tunic overtop, studded with iron. His cloak is deep navy and made of thick wool. His clothes are worn and patched, and the leather is flaking in places, hastily stitched in others. Overall, he bears the evidence of little wealth, yet thorough care given to what little he has. When Graham is particularly uneasy, he breaks out a small tobacco pipe. Gray’s accent is from North Eyra (something akin to Scottish).

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


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

    There is another layer, one Gray doesn’t like to show to anyone. By events in his past he was forced into a career he had no stomach for, a violent career. Graham was trained as an assassin, to carry out the ‘control’ of delicate political situations. He kills practically, without hesitation and without pity. He had to learn to steel himself against the inevitable grief his actions caused, and the soul-eating guilt brought by the blood on his hands. Graham can become completely unfeeling. Making Graham truly angry puts him in the same state. Oftentimes he will not react to the slight that provokes it, he bides his time until one day, the offender may wind up dead.
    Ultimately the guilt cannot be so easily dispensed, and Graham still carries it, harrowed and haunted by it on dark nights, but this he will try to take this to his grave.
 
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Name: Kadri Laar
Age: 19
Country: Volk
Lineage: Kadri is a lineaged of Arbuzs, the Aspect Dragon of Lightning


  • Kadri.pngStanding at 5'7", Kadri is an athletic individual with a slim figure. She has tempestuous gray eyes that appear to shift between dark and stormy to that of a similar colour to an overcast sky. She has sharp, inquisitive features. Her hair is a raven black that falls half a foot past her shoulders that she normally lets hang loosely, though occasionally she puts it into a pony tail. On her right forearm is a cluster of ocean-blue scales which is buried into the skin, which have been there since birth.

    Typically, Kadri wears a deep-blue, linen tunic. It has long sleeves and falls down to her wrists, covering her scales when she's walking and sitting down. The tunic is trimmed with a silver thread that spells out various names; the names of storms. In addition to her tunic, she wears black trousers and boots. A sea green cloak adorns her shoulders at almost all times. It has a hood attached to it. Around her neck is an amulet that has strange runes and images etched into it.
 
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Name: Azillrys Grim

Nicknames: Grim The Storyteller, Grim the Devil

Age: 25

Gender: Male

Appearance: Grim is a fairly tall man standed at about 6' 2" and has a thin frame. He has long silver hair and red eyes which are a trademark of his race. His black scales range from the back of his neck and his upper back. This is part of the reason he wears his hair long in combination with high collars. His eyes seem cold and calculating; his smile devious and sly. However, he can often change his expression to suit his needs. His clothing is too eccentric to put into words. He even has a rose vine wrapped around his hat to serve as an example of that. Despite his eccentric clothing one can tell he is not one of noble background. They instead look like the hand me down costume of a performer, and that is actually correct since most of the articles of clothing are gifts from the friends he made while working in the circus.

Lineage: Tamsus, Dragon of Darkness

Skills and abilities:

Sleight of hand/Theft: Tamsus is a skilled magician who has practiced the art of illusion and deception (in the natural sense.) Sure its good for entertainment, but it is also good for thievery and fooling your enemies. You always have to be on guard because if you blink you might miss it.

Actor: As a performed/storyteller he is adept at acting. With his lack of shame he has no problem lying, faking an injury, or doing anything to gain an edge or serve his purpose. He can even cry on queue!

Escape Artist: Although a brawl does not suit him at all he is adept in the art of running away, or escaping trouble. He can untie knots, pick locks, and even escape out of heavy chains if given time. Call it cowardly, but he calls it life.

Strategy: Brains over brawn, or so they say. He prefers to plan ahead and see the big picture. Just know that he is not going to be facing you head on without a plan. He is pretty intelligent.

Photographic Memory- Self explanatory. He can remember details vividly with relative ease.

Weapons/Items:
Cane-A normal cane that he can always seen walking with. Gives him an extra flair to his ensemble; however, it can serve as a way to defend himself in close quarters.

Bag of Tricks: Although he carries most things in his hat, he has some of his "tricks" contained in a satchel for easy access. This includes throwing knifes, a deck of cards, magic powder, small explosive vials (used in performance, but these are merely colorful smoke bombs.)



  • Personality: Grim blessed with a silver tongue and an inclination towards risky behavior. Grim is someone who enjoys freedom above all else. He does what he wants to do, when he wants to do it; however, these actions almost always involve some kind of unconventional twist due to his thrill seeking nature. He would be lying if he said he didn't slightly enjoy the misfortune of others. He never misses an opportunity to employ one of his pranks, or get under someone's skin. His wit is second to none and is often conjoined with his sarcasm and dark humor. You could say that his intelligence is a chief cause of this behavior. Grim was always able to think a few steps ahead of the next person to the point he could even bypass consequences that he knew were bound to befall him. Without a doubt, this behavior is also rooted in his past. Misfortune befalls everyone, and he knows that more than anyone and has become incredibly calloused to things such as morality, life, and death. That is not to say he has no sense of morality. There are certain lines that even he won't cross; however, he won't shed any tears simply because someone died. If you want to get him to do something, then it is best you approach him with tangible terms and not try to pull on his heart strings. Despite all of his flaws he does have a heart. It is unknown of what one must do to get on his good side, but once he befriends you he will never forget you.




 

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Seren-Nur "Seren" Akash
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    Name: Seren-Nur Akash, goes by Seren
    Age: 21
    Country: formerly of the Fenn, currently traveling with Volk traders
    Lineage: Bakrit, the Aspect Dragon of Light
    Appearance:
    Seren doesn't strike a very imposing figure. She's easily called short, or at least below average, standing a little under 5'5". She's wiry, hiding some hidden strength but not enough to be a brawler. Her frame is far more suited for the trees than the cities and she knows it. Her hair is deep, red-kissed brown, usually pinned up in some haphazard way to keep it from her face. She has her father's eyes- pale green, flecked with spots of blue, like the surface of a forest river. They're topped by brows that move of their own will, making it obvious she is thinking something even when it's not clear what. Her freckles, all across her nose and cheekbones, come from her mother. As does her nose, which is prominent and straight. This detracts a little from the attractiveness of her lips and eyes, but she doesn't mind that much. The copper-colored scales, pinkish in the right light, that mark her as lineaged appear on her left arm, only just above her wrist.
    These days, she dresses in a simple set of brown boots, brown trousers, a long-sleeved cream tunic, and a leather vest. She tends to cover herself with a hooded green cloak if she can.
    She speaks with a somewhat lilting accent, something between a Lancashire and a Welsh accent.
 
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WIP

Name: Orzan Morn
Age: 24
Country: Alba
Lineage: Nixhun
Appearance: Beneath his helm, he has short, cropped black hair, steely grey eyes and a pale skin colour. There are a few coppery scales on both his arms.
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Spells:
Metalskin - Entering a state of concentration, Orzan can shrug off otherwise lethal attacks, weapons glancing off his armour and even skin instead of slicing through.

Skills and Abilities: Orzan, like his older brothers and father before him, has been trained to fight, track and hunt since he was a child. He can shoot down a bird in flight at one hundred paces, utilise his axe to disarm, cripple or kill depending on his mission, follow a trail through jungle and city alike. Should push come to shove, he can also outright brawl with his fists, and using his Metalskin spell helps a whole lot with that.
Equipment: A mix of thick cloth, lamellar chest piece, leather boots, metal pauldrons and the telltale Morn helm. He carries with him a multitude of tools useful for his trade such as skinning knives, a flint and a whetstone. For weapons, he holds and axe and crossbow, along with a fletcher full of bolts.

Personality: Orzan is usually a quiet and reserved man, always watchful. Any detail could come in handy, any environment could become a battleground. However, despite his trade and nature, he has a love for fun and camaraderie, be it with his brothers or other friends. He speaks carefully, sometimes with helpful advice or a well-timed quip. Beneath the taciturn exterior, he has a highly sarcastic sense of humour.
When it comes to the more grim topics of fighting and killing, though, Orzan becomes almost emotionless on the surface, nearly dead silent. Fighting is second-nature to him, something he's both used to and comfortable with. Usually killing others isn't a problem, as those he comes across in his job are rarely innocent. However, he has a deeply rooted sense of right and wrong, meaning there are some things he just can't do.

Goals and motivations: As a Morn, his entire life is dedicated to mercenary work. His family name is important, and with it the responsibility to keep it respected by honouring his word, never breaking a contract and never falling to the depravity as others of the trade may. That, and he's curious about the world, always seeking out the next adventure into the unknown.
Background/Biography: The Morns have always been a proud family of lineaged, with their entire lives dedicated to being the best fighters money can buy. On the island of Alba, where political conflict reigns supreme, work is plentiful. However, the Morns are neutral towards all wars and fights not involving them directly. They may hail from Alba, but they do not serve out of patriotism. Due to this, it's not odd to hear of a Morn traveling to other islands to seek work.
Orzan is no different, aside from the fact he spends more time away from home than most. Like his brothers, he spends most of the year wandering and filling out contracts, then returning to Alba to spend the winter at home. To him, home is boring, unchanging, but the wider world offers exciting adventure, with interesting people to meet and new places to see.

From the moment he turned five, Orzan has been put through the exact same gruelling training his brothers went through, to become the "best damned fighter you can be", according to his father. The training of nearly two decades worth of sparring, weapons training, running and hunting has ingrained itself into him. Now, he uses this training as best he can for in, and out of, his work.
 
Name: Rollo Solveig
Age: 20
Country: Arbor, Commonwealth
Lineage: Zalvaris, Aspect Dragon of Earth
Appearance:
(Image WIP)
The towering Rollo stands at 6’6 and is built like a tank. He gazes upon the smols with a pair of round, emerald eyes. His short, strawberry-blonde hair is always swept back, though his unruly bangs tend to stick up. He makes a point to shave frequently, because his thick facial hair grows rapidly, producing stubble at least every other day.

Although he owns nicer clothes, he prefers to go shirtless, wearing a short, fur-trimmed cape, pants of a thicker cotton fabric, and soft leather accessories. For wrestling matches, however, he dons only a green loincloth.

Spells:
  • Flourish - A gentle suite of Rollo's magic, but the most difficult for him to control. Small quantities of magic energy vent from his hands and feet, causing flora in his immediate vicinity to grow. Some examples of include, but are not limited to, flowers springing up in his tracks or seeds burgeoning in his hands.
  • Grasping Vines - Thorned vines shoot from the earth. They can do many things, from ensnaring a person or object to blanketing the ground, creating a clever suite of ground hazards. If need be, Rollo can pluck a vine from the ground to use as a weapon.
  • Woodworking - A simple transmutation spell that allows Rollo to grow a simple acorn into a simple wooden item of his choosing. Usually, he will pick a club or similar bludgeon, but can also pick items such as a staff or crude spear, a wooden stake, or even basic tools.
  • Sustenance - In areas sparsely populated by flora and fauna alike, it's easier to just bring one's own food... or make it. By focusing his energies, Rollo can provide himself and others food by growing a berry bush from scratch. While it ultimately doesn't compare to a nice slab of meat, it beats starvation.
  • Camouflage - Sometimes, brute force is a one-way ticket to an untimely death. Rollo can instantly coat himself in dirt and leaves to blend with a natural environment.
Skills and Abilities:
  • Grappling - Rollo's specialty is wrestling and unarmed strikes. He is notorious for his brute strength, second to none in his hometown.
  • Improvised weapons - A self-taught skill. Rollo has a habit of picking up the first object he can find and lobbing it at an assailant’s head.
  • Woodworking - Each Solveig man learns a trade. In Rollo's case, he picked up woodcarving. He is considered an intermediate-level tradesman, mostly making handles for axes, shovels, and hammers.
  • Navigation - An essential skill for anyone roaming the land. He can read a map and use a compass, or guess the time and direction by the sun’s position in the sky.
  • Climbing - Boy, can he climb. Of course, it’s difficult for him to fall, because he can create vines or roots to assist if there isn’t a suitable handhold or foothold.
Equipment:
  • Bags of seeds & acorns
  • Jute bag w/ changes of clothes
  • Book of matches
  • Wood cutting tools
Personality:
Rollo is (in)famous for causing a scene. His larger-than-life persona sometimes makes him the center of attention, especially during sporting events. He rarely settles for second-best in tests of might, and this leads to high expectations from people around him and vainglorious acts on his part, such as announcing that he’s challenging someone. In many ways, he is like a dorky child, but 6’6 and a mass of muscle.

Some think this pride would make Rollo a complete fool, but even he knows when to pick his battles. In his opinion, knowing when to back off is a better test of true strength than rushing into a physical fight. Still, expect zero subtlety in social and romantic instances; his straightforward approach is the proverbial double-edged sword.

It is worthwhile to keep a rational person with Rollo; he is superstitious and somewhat gullible. If he were to fall for a lie, it would be a major blow to his pride. While he isn't dense enough to overlook a flagrant bluff, he definitely isn't the sharpest tool in the shed.

Goals and motivations:
Rollo has heard the rumors of an artifact surfacing. He intends to muscle his way to it, if need be, and to bury it again. While it would be beneficial as a deterrent versus the kingdom of fire, he thinks such an item would still cause unrest among the Commonwealth, the risks outweighing the perks.

Background/Biography:
Rollo’s father was a sailor of brass lineage from Fenn, his mother an Arborean of bronze lineage. Their meeting was something of an accident; a storm sank the man’s ship, and he and his wolf companion found themselves on the shores of Arbor. After a while, he didn’t want to return home. He eventually married the woman who found him among the wreckage that fateful day, and she bore him three healthy sons.

From a young age, Rollo and his two older brothers enjoyed rigorous outdoor activities. He received a basic education, involving reading, writing, and arithmetic. While his brothers were no slouches academically, he was a slightly better reader. Upon reaching adolescence, his magic abilities started manifesting, with flowers and grasses sprouting in his tracks. His family thought this was odd, considering his father’s earth spells focused more on the actual ground and not what spawns from it. Regardless, Rollo found himself juggling work and spellcraft classes. He grew to be the a powerful young man, both physically and magically. By friends’ recommendations, he also learned to wrestle and thoroughly enjoyed it. He brought a new sort of honor to his family, not as a craftsman or a caster, but as an award-winning athlete. With one bronze and two gold medals from regional tournaments, he won the favor of local lords.

It was during a feast that Rollo overheard the rumors of the discovery of a fabled artifact. Having also been told stories of what happens to people who openly search for these relics, he didn’t admit he knew anything. However, he couldn’t simply let an artifact float around with potentially sinister parties, so he did set out on a quest using bits of information he gleaned from a letter he intercepted.
 
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Name: Yvette Firamor
Age: 23
Country: Born in the Empire of Alba (Kingdom of Alba), currently resides in the Commonwealth (Silverun)
Lineage: Olikah, aspect of poison
Appearance:
58f0188ef2c4e353e837b3147ed31f5c.jpg
5'7" is her height. She keeps her hair short, often cut with her own knife whenever it gets past her shoulders. Her eyes are amber colored. In the light it's been commented on before by others that her eyes appear to be made of molten gold. The location of her green scales are on her left bicep. The scales form a near circle around her arm.
Spells:
  • Dragon's Breath: Allows her to breathe out a odorless, colorless gas that when inhaled induces a loss of consciousness on the victim. The amount of time the victim stays asleep depends on how much they inhaled relative to their body mass index.
  • Venom's Varnish: Instantly coats the weapons in her hands with a neurotoxin that once in the bloodstream causes the victim to undergo (in order) loss of coordination, muscle convulsions, then paralysis of the various muscle groups. If not treated, the toxin can lead to death due to paralysis of the respiratory system. On average it takes about two hours for the poison to go through all the steps and result in death.
  • Elucidation: She cups her hands together and in the space in-between a green crystallized pellet forms. When ingested, the pellet acts as a pain-killer, greatly dulling the ache and agony of physical injuries and most poisons. Additionally, it negates the affects of her own poisons.
Skills and Abilities: (Is your character especially good at something? Rock climbing, skiing? Apple bobbing?)
  • Laying traps (for hunting purposes)
  • Knife-throwing
  • Pick-pocketing
  • Haggling
Equipment:
Her clothing is typically leather garments that allow for a medium amount of defense without impeding movement.

Her weapons of choice are two twin daggers. When they can't get the job done, she'll switch to using the broadsword at her hip.
The daggers:
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The broadsword:
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She typically will also have a length of manila rope on her attached at the belt as well as a money pouch and a water skein.

Personality:
In regards to her past Yvette is surprisingly genuine and forthright by nature. She has the tendency to speak whats on her mind, even at the possible cost of lost relationships. Her belief is typically one that if the person she's talking to can't handle the spoken truth then that's on them, not her. However, when proven wrong she willing admits to her wrongdoings, knowing that she can't always be right. Though this doesn't stop her from still continuously striving to try to learn more about the world around her to become right more often than not.

In the past Yvette had to learn to be resourceful and adaptive to her changing circumstances in order to survive. These traits allowed her to become very much open to new experiences and willing to making last minute changes in plans so that she'd be able to succeed in whatever tasks she had set out to do, whether that be haggling down for a perfect price when shopping or coming up with a spontaneous distraction to free her victims of their precious coin when pick-pocketing. Due to the relatively uneasy life she'd had growing up, Yvette also had to persevere through some tough times. Her comparable success in the matter led her to become harshly critical of those who do back down when the going gets tough.

For the sake of her friends and comrades in arms she becomes very attached and will willing put herself in danger for their sake if need be, even getting defensive at those who threaten them in any way. Despite this, the number of those who have ever managed to get close enough to Yvette to be called a friend are few and far between. After all as the old saying goes, "trust is always earned, never given".

Goals and motivations:
Yvette strives to clear her name from the wanted posters. Though alongside this she is driven by the desire to no longer be in a state of poverty. In going after the artifacts of yore she hopes to achieve both goals at once.

Background/Biography:
Yvette Firamor was born in the great kingdom of Alba under the tutelage of two of the nation's most powerful nobles. The two nobles' marriage and subsequent consummation that resulted in Yvette coming into the world was largely controversial among the other members of the nobility, who sought to undermine the two newly-weds by any means necessary as a means to replace their position. Fortunately for the other nobility, and substantially less so for the couple, Yvette's mother's heart gave out in child-birth resulting in her death. Her father, broken by his love's passing, fell into a slump and for many days was unwilling to participate in any work regarding the monarch's council, consequently leading to the loss of his place on the council. Additionally, he found himself unable to spend anytime around his newborn daughter, as in his heart he felt that she was responsible for his love's death. He hired a caretaker for her and eventually, when Yvette had become old enough to to do menial tasks on her own, her father sold her off as a slave to a visiting merchant from Silverun. This, she would later learn, would be the biggest blessing her father could have ever done for her.

Growing up with the merchant in Silverun, Yvette was never treated as a slave, but rather she was more akin to the man's own daughter. He taught her when they went on trips to neighboring towns of how to hunt with traps and knives in the wilderness. Then when she began to show her potential as a lineaged of Olikah, he did research in the libraries and worked hard with her to help her start to master her abilities and spells. In return, she worked hard alongside the merchant to learn the ways of negotiations and haggling in the trading world. As Yvette got better and better the merchant began entrusting his wares to her whenever he had to leave on business. Everything for once in her life seemed to be going well. That was at least until the day that the merchant left his belongings with her and went out to do business as usual, but this time did not return.

Yvette waited several days where he had left her, praying to each aspect dragon individually that he might come back to her, but he never did. She managed to sell off all of the remaining merchandise and lived off of the money made for awhile. When it ran out, she knew she'd have to find another way to live, but for the short-term she took to theft. Using the spells and skills she'd gleaned from both her deadbeat biological father and the man who raised her and who she considered to be her real father, Yvette found that she was incredibly proficient at taking money from unaware strangers. It was around this time that her actions began to attract attention, not just from the authorities, but also from the cult of Cult of Alchemy whom sought to use her abilities for their own purposes. As her short-term hobby of theft turned to a long-term life of evading those who either desired to toss her in jail or employ her in their sect, she began to long for a different sort of life. It was around this time, when on the whispers of rumors overheard at the bar, she'd set out on a different sort of life journey, one coaxed on by the promise of artifacts once left behind.
 
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Name: Ivarr Savage
Age: 28
Country: Platinum Consulate, Commonwealth
Lineage: Awramaar, Aspect Dragon of Arcana
Appearance:
CFEE9F53-A310-4500-901C-636878CBA8A2.jpeg
The eccentric Ivarr stands at a respectable 6'1. He keeps his body in decent shape, toned but graceful, not overly bulky. He appears eerily poised, his mannerisms rather cat-like, his movements silent. He is an albino, the condition leaving him with pinkish-red irises, extremely pale skin, and wavy white hair with a light beard. Disgusted by his own pale features, he uses light makeup to add a hint of color to his face, eyeliner, and a lavender-colored dye formula on his cranial hair, eyebrows, and beard.

Like many of the Consulate, Ivarr makes bold choices of colors. Normally, he dons a violet coat with red and gold accents, plus clothing made of finer fabrics like silk, linen, and velvet. However, assassination contracts require an entirely different wardrobe; while Ivarr still ensures he looks fabulous, he tones down the colors, preferring indigo and black leathers with a matte gold trim, as well as a high-collared black cape. Regardless of outfit, he covers his purple scales, which are on the backs of his hands and on the lateral sides of his ankles.

Spells:
  • Consumption - Ivarr's hand phases through a lineaged or magic creature's body to grab at their energy. From them, he rips an orb-like manifestation of a measure of their energy, which he proceeds to absorb rapidly. Lesser foes may feel extreme fatigue when hit by this, but their loss is Ivarr's gain; his own stamina is replenished, his wounds healed slightly.
  • Bulwark - Ivarr has a very simple way of dealing with melee attackers. He draws a glowing circle or line with his foot. A wall or bubble of energy spawns, which violently repels those who attempt to enter. Each discharge weakens the bulwark, so it's only a temporary abatement in a fight. He can pass through his own defenses.
  • Repeater - A major boon to him when assassination contracts go awry, this spell allows Ivarr to create energy strings and bolts for his crossbows, thus giving him infinite ammunition, the ability to shoot multiple times in rapid succession, and protection versus opponents who would use his own crossbow against him. The energy bolts glow purple and burst on impact, concussive force hammering his targets. The spell drains his energy with each shot fired, making sustained shooting detrimental to him. Alternatively, he can load more mundane ammunition and launch it, resulting in less drain and no evidence magic was involved.
Skills and Abilities:
  • Shooting - Ivarr is a master of ranged weaponry, primarily crossbows.
  • Swordsmanship - Any respectable person should learn swordsmanship, in Ivarr's opinion. To him, it's as essential as reading, writing, and arithmetic.
  • Hand-to-hand combat - Not much to say here. He doesn't always need a weapon or a poison to kill someone.
  • Acrobatics - It's not enough that Ivarr kills someone, but that he does so with style.
  • Linguistics - He is fluent in the common tongue and Mercantile.
  • Commerce - Whilst maintaining his public persona, he picked up a fantastic business sense and can negotiate a trade ruthlessly.
  • Stealth - If an assassin couldn't sneak, how would they ever do their job?
  • Conniving - Ivarr plans his work extensively and covers his tracks quite well, ensuring he has an alibi if needed.
Equipment:
  • Light crossbow - a weapon that seems normal enough, with one exception: its string is missing. While it doesn’t seem very threatening, Ivarr channels his magic power into it to manifest a magic string and hurl concussive energy bolts repeatedly at velocities of 300 feet per second and a rate of up to 60 bolts per minute (one per second).
  • Flamberge - a wicked sword with an undulating blade, designed to cause maximum discomfort in several ways. Most prominently, its "flame blade" causes uncomfortable vibrations when parried, thanks to added friction from contact with each wave. Its custom sheath allows Ivarr to draw it from his back with ease.
  • Metsubushi - a hollow eggshell, painted black and filled with finely crushed red pepper, glass, and even purple glitter.
  • Curare - a fairly average bottle of potent paralytic. Popular among kidnappers, though not so much among assassins.
  • Tears of a mandrake - a rather wild and severe poison distilled from mandragora roots. This mixture is particularly brutal, causing hallucinations and projectile vomiting, as well as attacking the cardiovascular system.
  • Lathyrus poison - a large flask of concentrated lathyrus seed extract. This poison causes Lathyrism, gradual neurodegeneration that attacks the lower body and emaciates gluteal muscles, eventually leaving the target crippled and assless. Those who know Ivarr know exactly which part of that fate is more fulfilling to him.
  • Cyanide poison - a vial of poison meant for a swifter death. It is distilled from extracts from the cassava root. 40 milligrams of this poison could kill a cow.
  • Antidote kit - a series of antidotes for the various poisons. He tends to only use them on himself, since he has little mercy for those who block his shots.
  • Makeup, rag, towel - simple pleasures that help Ivarr maintain his handsome visage.
  • Mask - Obviously, an albino with dyed-purple hair is pretty unique, so he wears this when carrying out assassinations.

Personality:
Outwardly, Ivarr comes off as clever and interesting, albeit a tad flamboyant. Most people will see the proud head of an exotic arms trading company. However, he has an ego in desperate need of a size reduction. He is great at masking his ego, however; he appears to empathize, but simply assists with other people's agendas as a means of fulfilling his own. He sees all sapient life in the world as assets or liabilities, and so many of his interactions tend to benefit him in some small way. If he can save someone, he will, merely because nobody who shares a common goal with him benefits from a dead ally. Those who harm a partner tend to be dragged away to face a fate worse than death; they're introduced to his favorite adage: "Killing people is easy. Making them suffer is an art."

Natually, Ivarr tells many lies, which he considers "small white lies", regardless of intricacy. He extensively plans all his jobs, channeling some creative energy so he can add a certain dramatic flair to them. The planning phase is always serious and time-consuming, but the execution is infinitely fun for him. It hasn't occurred to him that he could die; he takes risks most people wouldn't, and it's paid off so far, so he hasn't learned many lessons. Money is no object to him, so he doesn't accept counter-offers. Not only that, but failure to complete a contract would be a waste of a perfectly good plan. Long periods of inactivity make him restless and highly irritable.

Goals and motivations:
Business has been slow lately. Ivarr seeks some "fun", preferably of the chaotic and villainous kind. He thinks of an adventure as a sort of vacation, not work. Naturally, he leaves one of his subordinates in charge of his business.

Background/Biography:
The Savage family has its origins in Arenthor. Originally strong, straightforward warriors, the later generations began dabbling in less honorable practices. They eventually fled the country to escape the soldiers sent to exterminate the entire bloodline. For twenty years, they hid in the wilderness of Fenn, not daring to come out of hiding until their patriarch passed.

Eventually, the surviving Savages came out of hiding. While many of them met their ends via bizarre twists of fate, one daughter survived to immigrate to the Consulate. Seeking a mundane existence, she eventually married an upper-middle-class merchant and bore one son: Ivarr. He had a happy, normal childhood, but he was somehow different from other boys; less impulsive, more calculating. He showed a degree of ambition from a young age, especially after learning of his family’s history. And so his criminal behavior manifested, as he looked for moments to ruthlessly sabotage kids who made fun of him, which sometimes resulted in physical injury. He had no regrets; they should’ve known better, in his opinion.

As an adult, Ivarr made connections in the criminal underworld of the Consulate. He started as a thief, then became a saboteur, then a hitman. All the while, he was honing his magic with the help of the few texts his grandfather snatched in his hasty escape almost forty years ago. This magic gave him a competitive edge in the dark world of organized crime, and he was able to cut enough throats to start his own business. Considering he had a passion for exotic weapons, his company initially focused on moving experimental and underrated designs throughout the Commonwealth, while also trading more common weapons as a means of easy profit. That brings him to the present.

From his underworld connections, he heard the juicy rumors. He envisioned one possible future in which he possessed an artifact, and so he decided to take a vacation, to escape the humdrum cycle of trade and murder for a while. He acknowledged he may not receive the artifact he wants; “Come what may,” he said.
 
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The Twins (WIP)

Name: Hiel & Diel
Age: Uncertain, but no more than 10. They are twins.
Country: Parthia

Appearance: (
fraternal-twins-1024x777.jpg

Skills and Abilities:
Diel:
-Foraging for edible plants and gathering them
-Making and tending a fire
-Cooking and making things taste better
-Trapping small animals
-Could probably learn archery, but has zero experience

Hiel:
-Strength of Will
-Fishing. She loves touching the bait worms
-Cooking, but she HATES it. The only part she likes is cutting things up.
-Pickpocketing

Equipment: Diel carries a knife gifted to him by the inkeeper, Arthur, on a belt around his trousers. He has a small satchel to keep things he collects, and a waterskin.

Hiel also has a waterskin and satchel, though she once pickpocketed a knife from a patron and has hidden it under a baseboard ever since. She wields it like a sword when no one can see, and wishes very much to be a great warrior princess.

Personality: Hiel and Diel are two sides of the same coin. They finish each other's sentences, and protect each other, even if they don't always get along. Hiel is headstrong, always dreaming of an adventure, luring her brother out deeper and deeper into the woods. Her brother, though gentle, believes himself to be her protector. Though they are twins, Diel sees himself as a big brother responsible for his little sister. When she gets them into trouble, he takes the blame.

The two of them do everything they can together. Hiel has big, big hopes for her future. Diel finds joy in the simple things in life, like mushing two different berries together to see how they taste. Hiel likes to get her feet dirty, throw muck at her brother, catch worms for Pa. Diel feeds the chickens and collects the eggs.

Goals and motivations: Hiel wants adventure, whereas Diel just enjoys being by his sister's side.

Background/Biography: They're not really sure. But, while they call Arthur the inkeeper "Pa", they know they are not his kids. They've grown up under his roof in Parthia for as long as either of them can remember, but they know not where they come from. They bear no surname, for they are orphans.

Pa taught them from early on how to look after themselves; he taught Diel the beginnings of how to hunt and fish and make a fire, and Hiel was taught to cook and keep the house. Together, they help him run the inn and tend to the small farm. Hiel chases the chickens, Diel plucks the eggs. Hiel guts the fish, Diel traps rabbits and rodents. They each learned to keep their prized possessions under a loose floorboard, for Pa was not always impressed with their finds, nor their antics. Hiel had developed a habit of picking the pockets of patrons, and Diel sometimes kept the coins he received as tips hidden away.

But Hiel dreamed of more. More than Pa could give her. Hiel dreamed of knights and armor and swords...

Extras:
 
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Name: Blair Elmheart
Age: 27
Country: Arenthor
Lineage: Olikah
Appearance:
aea36ab38c3a452cfd6320637e94d020.jpg
5'6", Brown hair to mid-back and braided, hazel eyes, blue and gold garments, tanned skin.

Spells:
Falhirth Gaiv: This spell removes toxins and disease from the subject who must be in contact with the caster. As Olikah's true lineage, poisons are no match for this spell as the caster can do away with these ailments with general ease.


Olgahri Fathun: A spell to close even the most dire of wounds. It is a very difficult spell to master even under the guidance of those who have already learned such a spell. Used quite sparingly outside of mundane means as this magic takes up a great deal of energy.


Skills and Abilities:
Herbology and medicinal uses- Excellent with herbs and locating them to aid with her healing. She can make any wounded ally, fighting fit in no time. She had learned these skills under her grandmother who had been an important healer in the city when she was much younger.


Singing- Blair had always been known for her great singing voice in taverns when relaxing with an ale or two. She'd also comfort the wounded and sick under her care with a song or two.


Equipment: A simple dagger and medicine pouches/bag.


Personality:
A kind soul but will definitely not take anything sitting down if you rub her the wrong way. Blair has seen many nasty things during her time as a healer thus far so not a lot bothers her; which can make her seem a bit detached and cold when something serious arises.


Blair gives off an air of being much older than she actually is, especially when under stress. Though she is definitely someone to lean on if you need support or someone to talk to over a drink.


Goals and motivations:
Blair hopes to be a great healer like her grandmother one day. Aiding those who need her help is her life's calling.


Background/Biography:
Blair was raised in a small village called Rivenia in Arenthor by her grandmother Eve Elmheart. Blair's mother had passed away at a very young age when Blair was born and her father died of his wounds when trampled by spooked oxen during an unfortunate harvest.


The Elmheart women were well known in the area to be of the Olikah lineage and thus exceptional healers. Blair's grandmother had lived in the neighbouring city when she was younger and had told tales of healing lords and ladies in the past. This had started Blair on her journey to learn the great ancient spells from her blood lineage. She had spent many years perfecting the art of healing until her grandmother's inevitable passing.


From that point on, Blair continues to travel the many lands to help those in need. Especially during these dire times, with every rumor and poster, she finds her path becoming clearer with purpose.
Let me know if this is alright or if I need to fix anything up.
 
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Name: Rine Tivei
Age: 23
Country: Alba
Appearance:
098729a6e9217a69f453e2055ac659ba.jpg

Skills and Abilities:
Alchemy- Rine can make a potion from almost anything, having an advanced knowledge about alchemical reagents giving her an advantage when creating potions for healing or simply blowing something up. She can even use these potions to give herself or other's enhancements.
Herbology- Rine has an extensive knowledge on all thing floral, what can be used for healing or what could seriously harm you if ingested.
Hand to hand Combat- Rine is good at self defence but only when she has given herself an alchemic advantage.

Equipment: Glass vials, random assortment of herbs, a dagger, assortment of potions kept in her bag or in her coat.

Potions:
Healing: This potion can heal almost any wound that it not fatal, any wound that is fatal the potion is less effective.
Explosive: This potion when thrown against someone or a surface will immediately explode on contact. It is extremely unstable and Rine carries it in her coat rather than her bag.
Senses: Gives the user enhanced senses where applied, only works on one sense at a time.
Serpent Venom: Paralyses a target when the target is hit, it can only paralyse a person for so long. The bigger the person the less time they will be paralysed.
Force: When applied to your hands it forms a claw like weapon on your hand, there are different versions all with different elements.

Personality:
When people first meet Rine they always say she's kind and polite, she never talks out of place or raise her voice at someone no matter how badly they speak to her. It is very hard to make her lose her temper, she can take a lot of verbal abuse before she actually snaps and even then it takes quite a bit to even get her to that point. Rine is loyal to a fault, she will protect and help those she cares about even if it puts her own life in danger. She will never abandon a friend or even someone she is travelling with, believing that if she can save them then she will do everything in her power to do so.

After working in the medical field for so long she has become quite blunt, telling people how it is because she doesn't see the point in lying but doing it in a kind way so that no one's feelings are hurt. If someone is injured in someway shape or form she will act immediately, assessing the damage and rectifying it immediately. She does this by diverting the persons attention to something else while she works her magic, which occasionally causes the person some or quite a bit of discomfort. And given her knowledge of herbs and alchemy Rine has become quite the wise person for her age, she is usually the one people come to for answers about things even if she has no clue about the subject.

Goals and motivations: To explore the world, discovering new herbs or ingredients to help further her knowledge of alchemy.

Background/Biography: As a child Rine grew up in the country of Alba along with her mother and father as well as her three older brothers, her mother being the one to stay at home and teaching Rine how to be a proper lady as all nobles should be. How ever as she grew up she didn't exactly like being a noble or wanting to be the proper lady like her mother always dreamed her to be, she wanted to take after the physician that lived close by to her. Even as a child she'd sneak out, running over to the physicians to learn all there was about medical practices much to her mothers dismay. Her father however fully supported her dream, even going out of his way to buy her books on the subject despite her being so young she couldn't understand them.

As Rine grew up to the age of fifteen her father tragically pasted away, after being drafted into the military for a war that she can't even remember what it was for any more. With no one there to support her choice in career she eventually followed what her mother becoming the perfect lady even going so far as going on dates with men her age in order to make her mother happy. Years later her three older brothers joined the military as well, one going into communications and the other two being foot soldiers in case another war broke loose. But during those years Rine remained unhappy, unable to follow her passion until one day.

One fateful day on her eighteenth she finally decided that enough was enough, she told her mother that she didn't want to be the perfect little lady that she wanted to be an alchemist and that is what she did. She left the little area she lived in and become a well known alchemist/doctor, healing those unable to pay for expensive treatments. With her dream finally realised Rine became the happiest person in the world but she didn't stop there. When she hit the age of twenty three she left her home and decided to follow her desire to learn more. Wanting to become an alchemist known world wide for her skills and her knowledge, occasionally stopping in other towns to help those that desperately need her help.

Extras:
 
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Name: Nikolas Gunther


Age: 40


Gender: Male


Country: The Commonwealth -- Norgard


Lineage: None


Skills and abilities:


Cooking - Despite his large build, Nikolas has deft hands in the kitchen, whether handling knives or flipping pans. His extensive knowledge of recipes, cuisines, and exotic ingredients gives him the ability to turn an otherwise simple, roadside meal into a culinary experience. Rumor has it that he apprenticed under the Wandering Chef, a near-mythical figure seen roaming around the Colonies.


Monster Hunter - During his time in Parthia, Nikolas familiarized himself with the various monstrous fauna of the new lands. He catalogued breeding habits, social dynamics, and weak spots of the various animal groups he encountered. Because of this, he knows just where to hit a monster where it hurts most. And if it’s something he’s never seen before, it won’t take him long to notice which leg it favors, or which part of its carapace is thinnest.


Bruiser - Nikolas believes in using only the freshest ingredients for his recipes, from vegetables to meat. He goes out and hunts monsters to get the choicest cuts of meat. His style is unorthodox, a fusion of his time as a mercenary and the styles he adapted during his expeditions in Parthia. It’s mostly close combat, a mixture of hand-to-hand alternating with swings from his Behemoth Cleaver, plus the occasional headbutt for those hardy opponents.


Intimidation - He’s big, he’s beefy, he’s fiery. Enough said.


Appearance: Nikolas is a huge man, hulking over most at 6’2”. In his youth, he had muscles for days. But as a father, muscles became layered with some fat from his recipe experiments and life as a chef. His face is worn with age, but his yellow eyes still burn with fire. His blonde hair is tinged with white, which his daughter usually compares to a daisy flower. His armor is a modified version of his old Bloodfangs uniform-- steel armor with black and red trimmings, with a bloodstained white apron covering the front. On his right arm is the Oakensteel Shield, and on his left is a leather bracer fitted with three holsters for his different kitchen knives. On his left shoulder sits another holster for a Kukri hunting knife, and on the left side of his hip hangs his Behemoth Cleaver in its sheath. Capping the look is a chef’s hat with two Behemoth horns glued to it. For dramatic effect, so he says.


Weapons:

Nikolas’ main weapon is the Behemoth Cleaver, a large kitchen knife-slash-axe hybrid built to hack into the thickest of hides and slice through the hardest carapace. The weapon is forged from materials he carved off the first Behemoth he ever killed in order to cook a feast for his daughter’s birth; the blade is molten steel reinforced with Behemoth scales and bones, and the handle is crafted from a single tooth, wrapped with Behemoth hide. He has several other knives on his person, each crafted from a single Behemoth scale, each with its own use in the battlefield and in the kitchen. His wooden shield is taken from the Oakensteel table he broke over the head of the innkeeper he used to work for.




  • Nikolas is usually mistaken for a Lineaged of Sendrin, and you won’t fault them for thinking so. The man has passion by the bucket, doling it out liberally in everything he sets out to do, whether arguing with a customer about the quality of the food, finding new ingredients for his recipes, or making sure his daughter is provided for. He’s also loud, extremely loud, something he uses to great effect when talking down some thugs trying to make a mess in his workplace, or whipping up new mercenary recruits into shape. He stands by his convictions with steel and fire, and won’t hesitate to fight anyone who challenges that, like the time his mercenary band started taking women and children hostage, or when the innkeeper he used to work for started scamming people out of their money.


    This all changes when he’s on the hunt. All that passion gets channeled into sharp focus, a singular goal to overcome the beast. He becomes unnaturally silent, tracking the animal’s movements, sniffing the air for any strange scents, and even swiping some dubious fluids into his mouth for good measure. And as the kill comes, all that focus explodes into fierce violence, with weapon out hacking and slashing and cleaving until the beast is dead, and Nikolas has more ingredients for his next recipe.

 
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Carmine Narksissos


  • Mr Narkisso.png
    Name: Carmine Narkissos

    Age: 20

    Gender: Male

    Country: Platinum Consulate, Commonwealth

    Lineage: Nixhem

    Appearance:

    Carmine stands at around 6' and is built athletically but remains slender enough to stay lithe. With iris's of molten gold and a smile as sharp as blade, Carmine prides himself on his visage and always manages to take care of himself dutifully. It isn't uncommon to see his spill of inky hair woven into a braid or brushed primly free of all tangles where it falls to his back. He wears clothes that are what he deems the more elegant side of fashion, consisting of form-fitting garments and delectable accessories. With his ears pierced and forearms almost always covered by gold bracers, it would be more uncommon to see him bare than without rings, bracelets and the lot. On his left forearm under his bracer is where his his small cluster of bronze scales are located. He often sports sleek light armour as he dislikes feeling clunky or restricted with heavier (albeit more protective) armour.

 
Name: Cormac “Mac” Sulima
Age: 32
Country: Volk
Lineage: Sendrin


  • Cormac is a tall fellow, standing roughly at 6’0 and muscular in build. Olive skinned with copper eyes. He has long, straight rust colored hair that he keeps tied back in a low pony-tail. Generally he dresses simple. Black or brown trousers with a belt. Off white tunic tucked loosely at the waist. A patch of red scales, hidden by his hair, rest on the nap of his neck. A sword dangled at his side.
 

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