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

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

Fantasy The Heroes Of Whitespire - CS

Main
Here
OOC
Here
Lore
Here

S n o w

Dreamer
Roleplay Type(s)
I can see the darkness from Miricien. The men whisper that a beast with fur as black as night and a bottomless belly swallowed part of the sky. They say it won't stop until its fed on all of Falith. They laugh about it, but they won't sleep with their backs facing the wall. A woman and a child came through the day before, telling us to turn back if we know whats good for us. She told us that the darkness is worsening, inching in on more and more of the town with each passing day. She says Kema is all but lost, as Eridian is.

The Heroes will put an end to this, I know it. They were chosen for this. I don't fear the darkness like the other men. I won't. The Heroes will save us all.
-A Letter Found On The Battlefield

Character Sheet
Appearance:
(No Realistic)

Title:
(Blank The Hero, Or Blank The Blacksmith, Tailor, Shoemaker, etc, If They Reject Their Hero Status)

Name:

Age:

Gender:

Sexuality:

Height:

Innate/Physical Magic:

Description Of Magic:
(Be Detailed. If It's Not Stated Here, Your Character Can't Do It)

Strengths:
(3+)

Weaknesses
(3+)

Weapon:

Personality:
(1 Paragraph)

Dream:

Fear:

Past:
(Before You Were Taken To The Castle)

Extra:
(Optional)
Rules
✘No OP Characters. Enchanced reflexes might make you unbeatable with a sword, but that wouldn't mean much to the beasts of Soliel. No one here should be able to make mountains.

✘No one can have the same magical power.

✘A like means you're accepted.
 
Last edited:
Princess Illya, Second Heir To The Throne

seunghee-lee-g6img1.jpg

Name:
Illya Tancred

Age:
19

Gender:
Female

Sexuality:
Heterosexual

Height:
5'8

Innate/Physical Magic:
Physical

Description Of Magic:
Illya can control and bend air to her will. She can use it as a destructive force, mimicking hurricane-like winds to level an area around her, break apart homes made of wood and stone, or shatter glass and vases. She can use wind to cut through flesh and bone with ease, but she has more trouble with metal, to the point where she finds a weapon more dependable against armored opponents than relying on her magic. She can push wind through a chink in someone's armor and cause internal damage, but controlling tiny slivers of wind requires more of her focus and concentration than she can spare in the middle of a fight.

She prefers to use wind to disorient her opponent, making a sword strike miss her by an inch, making an arrow miss when it should've hit, or throwing off her opponents movements slightly, enough to for them to question their own physical ability while also hiding her magic. Illya would rather mess with an opponents mind than to destroy their body, and uses her magic to make them doubt themselves, to turn the mistakes she causes them to make into mistakes they make themselves after messing with their mind.


Strengths:

Bow and Arrow - Illya has been trained to wield all weapons, but she's the best with a bow and an arrow. It's as natural to her as breathing.

Calm - She maintains a cool head in stressful or dire situations. She does not panic, and she does not run.

Strategist


Weaknesses:

Code Of Honor - Illya considers using her magic cheating, and while she's perfectly willing to cheat in a friendly spar or a practice match, she won't use her magic in a real battle against another person. She refuses to rely on her magic in these situations, fighting on her wits and her bow. She wants to give her opponents a fair chance in a fight, even if they don't fight fair. She also won't strike child soldiers.

Self-Pressure - As second heir to Whitespire's throne, Illya puts a lot of pressure on herself. If she crumbles under the weight of all the expectations and goals she's set for herself, she'll fall hard, and there'll be no putting her back together the same way after that.

Bossy - She doesn't mean to be, but she tends to be when people don't listen to her/don't follow her orders.


Weapon:
An ivory bow her father carved for her as a child and a quiver full of steel tipped arrows. She also carries a longsword with a ripped red cloth tied around the hilt.

Personality:

When Illya was a child, her mother used to laugh at her serious persona, teasing her with a made up story of her birth. She used to tell Illya that a block of stone was brought to the castle to be turned into bricks, but just as the blacksmiths were going to break it apart, a child emerged, her skin as gray as the rocks that circled the garden. She doesn't laugh anymore.

Illya is a stern, no nonsense individual. She knows how to smile and wave for her people, how to play the part of the princess when she has to, but underneath that she rarely rests, training to make herself a better fighter, studying to be a better leader, practicing her magic to be a better hero. She's hard on herself, and dislikes disobedience. She's been raised to see herself as a leader and will act like it, even if no one else wants her to be. She demands, not asks for, trust, and expects her commands to be followed. She's willing to do anything to prove herself to her people and her father.

She's always trying to figure out how to get into someone else's head.


Dream:
To be worthy of being a Queen, on the off chance that she inherits the throne. And to be worthy of being a Hero.

Fear:
Letting her father and Whitespire down.

Past:
The second child of King Abner and Queen Cecily, Illya was born in the shadow of her older sister princess Julianna, heir to the throne and future Queen of Whitespire. Illya exists as a backup, a spare heir in case the King and his firstborn daughter were killed or assassinated by their enemies. Even though her father and mother treated her and her sister equally as children, the servants didn't.

The maids and kitchen staff were eager to please their future Queen, to gain her favor as a child in the hopes that it would last into adulthood. Julianna was showered with attention and praise, while Illya was left behind, only acknowledged by the staff when her sister asked them to, or when the heir wasn't around. Illya always had to prove she was worthy of attention in the way Julianna never did.

Her father took her hunting only once, right before the war between Whitespire and Mircien broke out. Illya discovered her magic in the middle of the night, when a wild boar found their camp and attacked. They called her a Hero when she threw it into a tree without moving her hands, saving herself and a young soldier who had been too slow reaching for his weapon. To celebrate this, her father had the tree from chopped down and brought back, which eventually became her bow.

Being trained to fight with her hands instead of her words changed her into someone her mother didn't recognize. Gone was the princess who she told stories to, who she dressed up like a doll to show off to her powerful friends. Her mother didn't want her to be a warrior. But once she became one, her mother lost interest in her and went back to fawning over Julianna like everyone else.

And when the time came for Illya to prove herself as a Hero, her father didn't intervene. She was the second princess after all. Not the heir. If she died, it wouldn't hurt Whitespire. He might have felt differently inside, but he couldn't show it.

Earning her title as Hero is the only way Illya has left to prove herself to her family and her kingdom.

 
Last edited:

KATRIEL STONECYPHER
THE PHANTOM OF WHITESPIRE

Swordsmaster | 23 | Female

APPEARANCE
PiF3qv7.jpg

NAME Katriel Stonecypher

AGE 23

GENDER Female

SEXUALITY Heterosexual

HEIGHT 5'3"

INNATE/PHYSICAL MAGIC Innate

DESCRIPTION OF MAGIC Katriel can disarm an opponent the moment they are within the range of her sword. She possesses clairvoyance, the magic that allows her visualize the next guaranteed movement of her opponent before they strike. Her ability encompasses all within a one-mile radius, while allowing her to hone in on one or two life forces before they can become threats. Her clairvoyance allows her to analyze the behavior and fighting style of her adversaries in seconds -- without having to see them face-to-face. It was this ability that gave her the moniker of "phantom," she seems to know every outcome of a battle before it begins, her undoubted victory.

STRENGTHS
Resourceful: Katriel is very familiar with many types of terrain and environments, having trained in the barren moors, maze-like forests and dismal bogs that surround Whitespire. Even in the most excruciating humidity or freezing cold, she always has an eye open for potential advantages if she is ambushed -- how to lead an opponent into the tar-like mud of a sinkhole or lose them in the overgrown brush. It is rare that an opponent is able to outsmart her, on the minimal chance they are able to overpower her in combat.

Cunning: Constantly judging, always pointing out how something could be done better, and never afraid to be vocal about it. She looks at things from all logical angles, emotion plays no role in making important decisions. What is best for the her is the best route to take, and preservation of herself and the small group that has gained her loyalty, is the route she will take every time, and she will do everything she can to figure out which path that is.

Agile: Her skill set would not be of much use to her if she was not also light on her feet. Her maneuvers are as quick and precise as lightning. She constantly moves, never sacrificing her defenses for an opportunity to strike. In addition to her movements in combat, her agility allows her to smoothly and confidently climb up and down steep surfaces and quietly escape or lie in wait as an adversary approaches her.

WEAKNESSES
Merciless: Not one for love and comfort, Katriel has been often labeled as having a heart of ice. Cynical, able to throw away the demure facade she puts on for others in the blink of an eye. Able to walk away from those begging and pleading for aide, for mercy. Able to laugh in the face other's pain. Compassionate is not a word that has ever been used to depict her, not unless they are able to return the favor. This is often an indicator of her true nature, but it is difficult for her not to roll her eyes when presented with another sob story she has to take time out of her training to deal with.

Vengeful: Forgive and forget is a policy that Katriel has not heard of, and does not take part in. If she is wronged, she clings to that. She remembers the perpetrator, the way they made her feel, and she will ensure that they know the repercussions of their actions at all costs. Her drive for revenge is another one of her vices, one of the things that has held her back and put her in danger of losing everything in the past.

Frail: A vulnerability that Katriel covers well, but a major one nonetheless. On the off chance she is caught off-guard and hit, she immediately goes down -- unable to get up by the time her opponent has prepared their finishing blow. She can just barely roll out of the way before a weapon comes thundering down beside her head, and she realizes it's only a matter of time before her luck runs out. As a result, she does her best to train, preparing for the day she finds her throat at the business end of a blade.

WEAPON A mortuary sword named Firestarter. Its antiquity is only a testament to its effectiveness in combat. As a lightweight blade meant for thrusting and slashing, it is the perfect weapon to maximize the agility Katriel is capable of. The basket-hilt is engraved with the insignia of a horse flanked by dragons: the Stonecypher house crest.

PERSONALITY Wicked. The correct word that sums up the whole being of Katriel. She does not trust, as she has made that mistake before, and she does not make friends or find love. Unlike the title of "hero" would indicate, she does not possess a welcoming and friendly aura. She has seen things some haven’t seen, heard it all, felt it all, and this might be why her heart has grown cold and remorseless. She naturally has an aggressive and hostile persona, but sometimes she chooses not to show it all the time. She is a woman who will cloak herself in deceit, prepared to exploit and manipulate those who stand in the way of what she desires most, but may also toy with others' emotions simply because she's bored. She finds herself intimidating those who are weaker or smaller than her, and she will throw threats here and there to put someone in their place. Preying on one's weaknesses is her game, and it is one she has mastered.

Once she establishes her role as alpha female, she will make sure that those who surround her know what she can do. She knows of her strengths, her skills and her advantages in life; but with that -- she also understands where her weaknesses are. That's where her confidence comes into play, as she can do her best to cover any vulnerabilities and appear indomitable at all times -- she has never been caught in a moment of softness. If Katriel is not an obedient warrior, she is a dutiful one. She follows orders, does whatever it takes to impress, and looks out for herself more than anyone else. She’s bold and strong-willed, confident and proud, though she doesn’t always broadcast these qualities; a quiet demeanor, layered by a soldier’s posturing, suppresses much in the way of body language. Even her eyes, incandescent in their cool blue pragmatism, reveal very little as to what goes on in her head. She does not shy away from the truth, knowing exactly the sly, pitiless creature she is. Disregard her lack of human empathy, and what is left is simply a women who wants to succeed and who thrives on chances and risks.

DREAM Despite her nature, Katriel feels indebted to the crown for the years she was given to become a powerful fighter, so she wishes to stay in service to the kingdom even after the Darkness is vanquished. She desires to put her wit and sword to use as the captain of Whitespire's royal guard.

FEAR Fire. While her fear isn't disabling or nightmare-inducing, an apparent uneasiness is present when it is within her line of vision. She is uncertain of the origin of her fear -- it seems to conjure only fragments of dissolving memories, but she isn't keen to find out.

PAST She hails from the beast-ridden wastes on the outskirts of Whitespire -- an unforgiving land where she was taught to be cunning and decisive.The sword she carries was a gift from her father, a knight in service to the king, who trained her in the old ways of stealth and hand-to-hand combat as if she were his son. She always outsmarted the Whitespire squires when pitted against them in swordplay and archery - on horseback or on foot. She learned to speak, read, and write in several foreign languages, and grasp understanding in many others. In addition to her ear for languages, she has a head for numbers and manages her own accounts. By the time she was seventeen, the mere slip of a girl became more educated than many of the men in the kingdom.

Her proficiency in combat and her other studies couldn't be ignored, and her magical abilities were revealed when she enlisted in the royal guard. After being labeled a champion and one of Whitespire's greatest assets, she was encouraged by her father to train in the kingdom proper and to serve along other warriors of her caliber. Through the years, she learned to hide her true nature and to act as the gifted student her father and the kingdom wanted her to become. In a twisted turn of events, Katriel found herself enjoying the company of her fellow warriors in the castle, but she is careful to remain distant.

EXTRA Katriel enjoys sweet and spicy foods.
 
Last edited:
Appearence: She is very pale and small. She weighs 130lb and is 4'6 feet tall. She has bright red hair and hazel eyes. She has a heart shaped face and ample breasts. She likes to wear all black, usually jeans or shorts and crop-tops. The only other colors she'll wear are purple and red. She loves her black combat boots and wears them ALL the time. She perfers to wear her hair up in a tight bun or two french braids.
Title: Kat the Shifter
Name: Katherine Frexold
Age: 16
Gender: Female
Sexuality: Pansexual
Innate/Physical magic: Shifter
Description of magic: She can shift into any small animal no bigger then a housecat. Which also means she is unable to carry things in her shifter form and that her attacks, when shifted, do practically nothing, but it also means she has a qreater chance of dodging blows and running away. She cannot shift into anything extinct or not real. She has quicker healing then the average person and perfers to stay in her cat form. When she shifts the fur/hair of the animal is her hair color, while hide/skin is whatever color fits with her hair the most. Her eye color stays the same no matter what animal she shifts into. She has to be 100% nude to shift.
Strengths: Pain enhances her athletic ability, music helps her focus, her cat form is her strongest form
Weaknesses: sugar makes her weak, she is afraid of heights, she'll do anything to protect those she loves
Weapon: A red hilted 3ft long katana
Personality: Kat is a weird-catlike woman who enjoys helping others and fighting in combat with her brothers and sisters in arms. She is secretly a hopeless romantic who wishes for someone to love. She is sweet, kind, and nice but when you fuck with her family she goes berserk and will stop at nothing to get you back. She is easily pissed off and tries to control herself, but goes into rambling sessions at times.
Dream: To help everyone be happy and find true love.
Past: She was unwanted from the moment she was born. Her mother, whom she'd never before met, put her in a basket and put her in front of the castle where a nursemaid had raised her. As soon as she had first phased her mama Rosà had deemed her a hero. And as it turns out, her mama was right...
Fear: Dying Alone/Dying Young. She is afraid that she wont find her one and only before she dies. She is afraid that when she dies she will be all alone and without love and children.
 
Last edited:
e8dbcad2c50506fb88bfddae1fd89bbf.jpg

Title: Ludmilla the Faithful

Name: Ludmilla Majer

Age: 24

Gender: Female

Sexuality: Celibate

Height: 5'8”

Innate/Physical Magic: Lay Hands, Psychical Magic

Description Of Magic: Lay Hands is more of a support magic, allowing Ludmilla to place her hands directly on an injury and allow it heal faster. The magic does not heal instantly, instead allowing a small cut to heal in minutes, a inch-deep gash to heal within days. This cannot be used to regenerate limbs or organs, it simply speeds up the natural healing process of the person affected. Obviously, a person can still die from shock or blood loss even with this magic assisting them.


Strengths:
-Loyal
-High Endurance
-Adaptive

Weaknesses
-Naive
-Not a trained warrior
-Preachy

Weapon: A finely crafted broadsword

Personality: A kind and gentle young woman, she lives to spread the love of her Gods. In most situations, she acts with the grace and tact of a bishop, understanding the necessary poise required of Holy work, she makes sure to present her best self to the world. In private, she is less reserved and patient, willing to openly scold and berate others for bad choices, and made easily upset by others doing the same to her. She understands that faith, though meaningful to her, is not the core aspect of everyone's life, and will refrain from speaking of her faith around those who are uncomfortable with it. Her naive nature can make speaking frankly to her difficult; jokes typically go over her head, innuendo is confusing, and flirtation is often misinterpreted as an abundance of kindness.

Naive thought she may be, there is still one class of person that she cannot stop herself from hating. Bandits, outlaws and criminals. She understands a child swiping food to survive is one thing, a lack of morals taught by authority, but a grown man doing the same is a lack of honest character. She doesn't believe these people deserve the most harsh punishment, but they are clearly abandoned by the Gods, and for good reason. Even so, they still deserve mercy. Any soul can be saved.

Dream: The end of suffering. Man can rise up above the petty desires and evil that they currently harbor, the petty wars and acts of common evil can be washed away, either with faith or human kindness. If she can save even one soul from a painful future or a jaded past, she considers her job done. To save one, is to save the world entire.

Past: Ludmilla was born in a small village near the border of Miricien, the only child of a farmer and his wife. Her upbringing was quiet and calm, a loving and accepting community who saw her magic as a Godsend. As she neared puberty, she began to pursue a life in the local Church, believing that her magic was a gift from the Gods to be used to help others. On a quiet, warm afternoon, bandits attacked the village, killing nearly everyone and stealing everything no nailed down. Ludmilla hid in the Church catacombs, waiting there for three days until help arrived in the form of a military patrol.

After this event, she found herself burrowing further and further into her faith, looking for rhyme or reason as to why the attack had happened. Why had she, a devout woman, lost her family and friends to such a cruel fate? Having never found an acceptable answer, she drowned herself in her faith, seeking endlessly to end the suffering of others.

Her time in the castle was spent in its Church, though she did make a considerable effort to train as a warrior as well, though she found herself on very uneven footing compared to the others. Fighting never came naturally to her. When possible, she often found herself in the infirmary, practicing her magic on the injured.

Fear: Abandonment. To listen to the death knells of everyone in ones small world could tear down the walls of sanity to even a strong mind. To Ludmilla, she can count very few people as her friend, but the few she does have are valuable to her. To lose one would be a pain she would feel for years, and to lose all she cares about again, would probably leave her catatonic.
 
Last edited:
[class name=root] width: 100%; height: auto; position: relative; background-image: url('https://www.karg-edv.de/wp-content/uploads/2014/07/wave.png'); background-color: white; background-blend-mode: multiply; overflow: hidden; --image-w: 1760; --image-h: 1600; background-repeat: no-repeat; [/class] [class name=flex] width: 100%; height: auto; position: relative; display: flex; flex-flow: row wrap; justify-content: stretch; align-items: start; [/class] [class name=image] height: 75vh; width: calc( var(--image-w)/var(--image-h) * 75vh); background-image: url(https://i.imgur.com/peYbNOC.png?3); no-repeat; background-size: contain; background-position: center bottom; background-repeat: no-repeat; filter: drop-shadow(0 0 5px white) [/class] [class name=name] height: 2.5vh; width: 100%; position: absolute; top: calc(75vh - 3.5vh + 1px); left: 0; background-image: linear-gradient(to bottom, rgb(1, 23, 58) 30%, rgba(63, 63, 191, .5) 30%, rgba(218, 212, 218, .5) 50%, #313253 50%); background-position: bottom; background-size: 100% 2.5vh; background-repeat: no-repeat; z-index: 5; filter: drop-shadow(0 0 2px white) [/class] [class name=nameinside] position: absolute; bottom: 0; right: 1vw; height: auto; max-width: 100%; z-index: 6; font-size: 13.25vh; font-family: 'Cormorant Upright'; line-height: .77; padding-bottom: 3.5vh; text-align: right; color: transparent; background-clip: text; -webkit-background-clip: text; background-image: linear-gradient(to bottom, #20204A, #3F3FBF, #6B6BF3, #A0A0FD); [/class] [class name=container] min-height: 500px; height: 45vh; min-width: 300px; position: relative; flex: 1; display: flex; flex-flow: column nowrap; justify-content: stretch; align-items: stretch; [/class] [class name=tabs] position: relative; margin-top: 5vmin; display: flex; flex-flow: row wrap; justify-content: flex-end; font-size: initial; [/class] [class name=tab] position: relative; margin-right: 1.5vw; font-size: calc(1em + 3vh); font-family: 'Cormorant Upright'; line-height: 1; cursor: pointer; color: black; transition: all 1s; [/class] [class name=selected] color: #dc5c54; pointer-events: none; [/class] [class name=divide] width: 100%; height: 5px; margin-top: 5px; margin-left: -10%; padding-left: 10%; background-image: linear-gradient(to right, rgba(76, 102, 138, 0), rgb(76, 102, 138) 20%); [/class] [class name=contentholder] position: relative; margin: 0 15px; flex: 1; [/class] [class name=content] position: absolute; width: 100%; height: 100%; top: 0; left: 0; font-size: initial; [/class] [class name=scroll] position: relative; width: 100%; height: 100%; padding-right: 250px; overflow-y: scroll; overflow-x: hidden; font-family: 'Philosopher'; font-size: 1.1em; color: black; [/class] [script=tab] hide content show Essentials [/script] [script class=tab version=2 on=click] (removeClass "selected" "tab") (addClass "selected") (fadeOut 1000 "content") (fadeIn 1000 (getText)) [/script] [div class=root] [div class=name][div class=nameinside]Alistair Abram[/div][/div] [div class=flex] [div class=image][/div] [div class=container] [div class=tabs] [div class="tab selected"]Essentials[/div][div class=tab]Magic[/div][div class=tab]Past[/div][div class=tab]Miscellaneous[/div] [/div] [div class=divide][/div] [div class=contentholder] [div class="content Essentials"][div class=scroll]
Invisible Scrollbar Present
Name:
Alistair Abram

Title:
Alistair the Vehement

Age:
23 years

Gender:
Male

Sexuality:
Bisexual

Height:
5 feet 11 inches

Strengths:
Ambitious and Driven
The phrase "good enough" does not exist in Alistair's vocabulary. He is a man of steadfast determination with the desire to improve and grow in any way he can. For this reason, Alistair rarely gives less than his all - even when he's being decidedly lazy. (Experience has ground into him the importance of breaks, even if he doesn't take as many as he should.) On the battlefield, this trait manifests itself as a marrow-deep fortitude and determination to win.

High Endurance
A dedication to improvement and years wrought with long hours of training have gifted Alistair with notable stamina and endurance. He may not be the fastest nor the strongest, but he knows how to persevere. Indeed, his high pain tolerance allows him to withstand contusions and injuries that may hinder others. Likewise, he is often able to ignore the strain of his actions upon his body so long as his tolerance threshold is not breached.

Ingenuity
The strong body is hindered by the weak mind; while he may not be the most academic of individuals, Alistair has enough inherent creativity to foster an almost shrewd level of intelligence. This trait often plays itself out in his combat techniques and ability to formulate quick - and often effective - solutions.

Weaknesses:
Domineering
Alistair has nothing less than a forceful personality; unfortunately, that equates to a tendency to impress his agenda upon others. Those with weaker wills may have a hard time dealing with his assertive nature. After all, Alistair doesn't approve of those who fail to give their all.

Reckless
Alistair's whole-hearted pursuance of excellence has given him the tendency to ignore his own limits. He's always pushing himself; likewise, given his endurance levels and the faith he has in them, the man often bites off more than he should and winds up with injuries he could have avoided.

Weak Left Hand
An old injury has rendered Aistair's left hand weaker than its counterpart. While still capable of conducting many of the same physical feats, the appendage often fails to perform at the same level. It is for this reason Alistair utilizes a two-handed weapon.

Personality:
Alistair is a proud man who values hard work and perseverance above most else. His humor is twisted and his tongue laced with silver; yet, he's never shown himself to be anything less than honest. In most situations he takes on the role of protector, watching out for those around him and trying to help others help themselves. Unfortunately, his belief that everyone can - and should - do better often undermines his efforts - for not everyone shares his obsession for self-improvement. Still, he's a reliable man willing to lend a shoulder to lean on. Usually.

Weapon:
A halberd with a metal staff and small, spear-like blade affixed to its rear. It is approximately 1.6 meters long and features swirling engravings upon its main blade. [/div][/div] [div class="content Magic"][div class=scroll] Innate/Physical Magic:
Physical - Gravity Manipulation

Description Of Magic:
Alistair can manipulate gravitational fields within a 10 meter radius of his person. In doing so, he is able to influence the natural environment - by increasing or decreasing the gravitational force on the affected area and thereby making it "heavier" or "lighter" respectively - and an item's - or person's - gravitational pull. While he can utilize his magic beyond the constraints of his physical form, Alistair finds it easiest to manipulate the effects of gravity on his own body; indeed, such an application of his ability is almost second nature. Thus, when he alters the gravity of the environment around him, the male is capable of negating the effects upon his own self. Items or people in contact with his hands are also privy to said negation. Similarly, he can focus his powers on a given entity by touching it.

Applications:
Increased Gravity
Radial Application - Alistair influences the gravity around him to create a gravitational down-force designed to hinder the movement of those within his range or, when applied in great amounts, cause the terrain to crack and/or cave in. In severe instances, people, creatures, and/or objects can be forced to the ground, rendered immobile, or otherwise flattened or crushed. At times, he's been known to use down-forces to keep objects/people from being blown, swept, or otherwise pushed away.
Direct Application - Physical contact with a person, animal, or object allows Alistair to focus his magic. By increasing the effects of gravity on the entity - or entities - he is in contact with, the male can 1) reduce its mobility, or 2) create a "nexus effect" that increases the entity's gravitational pull and thereby causes other objects to become attracted to and move/fall towards it. When fighting, he's been known to utilize this on his weapon (often to negate any radial gravity-reducing techniques he may be employing or cause it to fall hard/faster during down-strikes).
Self Application - Alistar focuses his gravitational manipulation on himself to 1) anchor himself to the ground, 2) attract other objects or beings to his person, or 3) negate any radial gravity-reduction manipulations he is employing on his body.

Decreased Gravity
Radial Application - Alistair can create gravitational up-forces to 1) hinder the mobility of those within his range by causing them to float and/or jump/leap large distances against their will when they move, 2) make individuals prone to toppling/displacement by reducing their ability to "adhere" to the ground, and 3) aid the movement of his allies (or reduce the force of impacts when falling).
Direct Application - Through direct contact, Alistair can make objects "lighter" by reducing the pull of gravity upon them. He often utilizes this on his weapon to make it easier to wield and negate the effects of any radial down-forces he may have created upon it. Alternatively, he can create a "reverse nexus effect" and cause people, animals, or objects to be repelled from his person upon contact.
Self Application - By reducing the effects of gravity on his body, Alistair can 1) improve his mobility by enhancing his leap-distance, 2) reduce the impacts of falls (by slowing his descent) on his body, and 3) negate the effects of any radial down-force manipulations he is employing.

Drawbacks and Limitations:
1) Alistair is incapable of creating gravity; he can only manipulate it where it already exists. (Should an area exist where there is no gravity, his magic would be rendered void.)
2) His radial manipulations are indiscriminate. Everything - not including his own person so long as he is negating effects - within his 10 meter radius will be effected by his gravitational manipulations unless he is in direct, physical contact with it.
3) Alistair's range of effect cannot exceed 10 meters; it can also not be any less than that amount. The only way for him to influence an entity - that is not his own person - without using his radial manipulation is through direct contact.
4) Alistair's manipulations require constant concentration. While training has enabled him to make most influences - such as those on his own person - second nature, a lapse or break in focus can disrupt and end the effects of his magic.
5) Should he lose contact with an object he is performing a direct manipulation on, said manipulation will become void.
6) Greater radial gravity manipulations - that is, the greater the down-force or up-force he creates - tend to be more taxing than weaker variants. Thus, Alistair is incapable of sustaining severe manipulations for the same length of time as those with lesser influences.
7) Alistair cannot maintain manipulations for indiscriminate periods of time. He must take breaks - or reduce the force of his magic - else he risk the manifestation of his limits: headaches that can persist as an annoyance or lead to more severe cases of blurred vision, dizziness, fever, nausea, and reduced mobility.

[/div][/div] [div class="content Past"][div class=scroll] Past:
Alistair hails from humble origins, his father a third generation farmer and his mother the daughter of a former seamstresses. In his youth he was a carefree soul with a knack for landing himself and his younger siblings in trouble at nearly every turn, mischief but one of his many paramours. As the years progressed, however, the child of his past was forced to mature. The oldest of four, it was Alistair's job to watch out for his younger siblings and aid his father as much as he could on the family farm. Days once spent chasing brothers around his mother's skirts soon transformed into hours spent toiling beneath the sun. Not that Alistair ever complained; he was proud of his family and the results they wrought with their hands. The kids in town who taunted him for his station in life didn't understand the rewards of hard work. So Alistair vowed he'd show it to them.

Nevertheless, it was in his twelfth year that Alistair's magic manifested itself. From farmer's child to destined hero, the male watched as the world around him transformed once again. [/div][/div] [div class="content Miscellaneous"][div class=scroll] Dream:
Alistair has few desires in life; proving the merit of hard work and ensuring the survival and happiness of his family are the most prominent among them.

Fear:
Failure and complacency. As a man always striving for self-improvement, the notion of one day being unable to progress his abilities - or, worse, not wanting to refine them - scares him more than he'd like to admit. After all, much of Alistair's live has revolved around hard work and proving that one's station in life matters little in the grand scheme; without his drive he'd lose himself.

Extra:
Alistair spends most of his free time outdoors. As a part of him misses his days on the farm, he's taken to convincing the gardeners hired by the castle to allow him to help them in their work.



Original Code Courtesy of Alteras
[/div][/div][/div][/div][/div][/div]
 
Last edited:


The Light of Whitespire


62424137_p0.png


Gabriel

Age:
17
Gender:
Male
Sexuality:
Bisexual
Appearance:
Gabriel is a slim male with fair skin that people describe to be radiant. Over on his left eye is a jeweled masquerade like cover that glimmers with light when reflecting his magic.
Height:
5'4
Personality:
Gabriel is elegant in every single way, from the way he speaks down to the way he walks. People describe him to be charming, kind, and enlightening . . . Of course, those are usually the same people he acts princely around. In all honesty, Gabriel hates this act of his. He finds it tiring, but has developed the habit from when he was younger since he was raised to always appear proper. When outsiders are gone, Gabriel seemingly deflates into a brat who enjoys talking back to others just for the sake of it. Even though he claims he hates being praised like a saint, he doesn't have a problem with accepting gifts from admirers, and reaping the rewards for all of his acting.
Towards people considered to be in his inner circle, he can come off as aloof and many people mistake his blunt words as a personal attack to their pride. It isn't uncommon for people closest to him to want to strangle that smug look off his face, or refuse to admit he was right about something.
As rude as he can get at times, deep down Gabriel's lack of a filter around people is actually a sign of trust and respect. He feels more at ease with the other heroes, and the burdens of keeping a proper appearance is lifted when he is alone with the others. Gabriel just has a tough way of showing his love for others, often getting embarrassed when admitting how much he treasures their time together.



Innate/Physical Magic:
Physical
Description Of Magic:
Light Manipulation - Gabriel is able to manipulate light in either one sphere the size of a baseball or many tiny ones that can form different shapes. Massive balls of light take longer to charge up, and illuminate more, while tiny ones are simple to spawn but light no more than fireflies. When using a collection of tiny lights, Gabriel can manifest the light into a physical form. Gathering them together, he is able to levitate himself slightly, giving off the illusion of wings which he often uses as making himself appear greater than he really is.
While he does generate the light from his hands, it's easier to cast light magic attacks by amplifying it through a crystal, thus the reasoning behind his crystal staff and jeweled garments. His light attacks don't do massive damage, especially the tiny ones unless amplified. Massive ones have a knock back effect to them, but overall pose no immediate threat.


Strengths:
-Very skilled at the technical parts of his magic
-Is able to read the atmosphere and access a situation quickly
-Can be very charismatic when needed (or wanted)
Weaknesses
-Isn't very skilled at hand to hand combat, and his crystal isn't invincible (it can be broken)
-Freezes up when he remembers trauma from his past
-Most of his attacks are a bluff, relying on an opponent to be frightened rather than relying on power
-Due to an attack from the past, his left eye doesn't function like it used too. Since his left eye was the dominant eye, his vision is a few inches off, altering his perception.
Weapon:
Crystal Staff​

Dream:
Gabriel wants to live in a world where his nightmares are just bad dreams that he can wake up from. He dreams of being able to live a normal life surrounded by friends and family without the whole hero thing coming to play.​

Fear:
Beasts.
The creatures he is tasked with defeating terrifies him beyond reason. His worst fear is to be face to face with a beast all on his own.
Past:
Before being taken to the castle, Gabriel was born in a small village that was a little too close to Whitespire's borders. In Gabriel's village, he was seen and praised as a blessing from the gods. The villagers would ban together to gather riches from other places to present it to Gabriel as an offering. With his angelic appearance, and light magic, many saw him as an angel sent from the heavens to save them from the approaching darkness. This holy sense was so strong that even his parents treated him differently, refusing to let Gabriel bear their last names for it wasn't worthy enough for him.
Growing up, Gabriel was often spoiled and paraded around as a saint, which he appreciated for the most part, but it also made him feel a bit isolated. The only one who didn't fawn over his presence was Milly, a tomboyish girl who was born just a few years before him. Even if she spat at his name frequently, she became a dear friend to Gabriel, and a bit of a mentor.
Around the age of 10, just a little before he would make the trip to the castle their village was attacked by a beast. The people put their fate in Gabriel, and because he didn't want to disappoint he tried to take on the beast himself. Unfortunately for him, the beast wasn't some wild wolf that could be frightened by a few flashes of light. All it took was a single swipe, and he was sent flying. As he struggled to recover, his blurring vision focused onto the approaching beast, it's eyes engraving the memory into his mind.
Then suddenly he wasn't there, but in a comfortable bed, being treated for some major injuries. From what he gathered from the accounts of others, he was found laying in ruins, the beast that had attacked their village apparently ran off to chase one of the villagers fleeing by horse and forgot to finish the job. The village was completely destroyed, and anyone who had gotten away had scattered deeper into the city, never looking back. Whenever Gabriel recalls the memory (willingly or not), he remembers seeing a rock being thrown from the edge of his vision, or at least he swears something had redirected the beast's attention.
Once Gabriel was strong enough to travel, he went straight to the castle, covering up the memory of the attack.
Extra:
-Gabriel is on record for saying "If I were born a lady, they'd make me a princess in an instant."
-Total number of times the crystal on his staff as broke : Three times
-​
 
Last edited:
Knight-Noble
Annelia Lastelle du Lema
"Honor and duty; is that not what matters to us?"

unknown.png
"It is our purpose to do what they need of us, for we are capable of what they are not."
-- Annelia, prompted by a tutor to explain the burden of a magic user.

Age: 20

Gender: Female

Height: 6'1"

"But here's what I don't understand--what sorts of things do you have to think about in order to make some of those things?"
-- Sparring partner, recovering from some of the more frightening effects of the Illusory Eye.

Innate/Physical Magic: Innate

Illusory Eye: Annelia's magic appears entirely confined to her right eye; when opened, Annelia is capable of creating illusions in the mind's eye of one or multiple targets. Though seemingly real in all sensory aspects, these illusions do not truly manifest physically, and are incapable of causing any sort of physical harm. Seemingly, there is no way to cease creating illusions so long as her eye is open (if she does not concentrate, her eye pulls illusions from fleeting conscious or subconscious thoughts), resulting in Annelia bandaging or patching her eye when not in use for the sake of both others and herself. With both eyes open, Annelia's illusions appear to her in a "half-real" state, appearing more like apparitions than full beings, maintaining a barrier between what is real and what is not. If she looks solely through her Illusory Eye, however, her illusions appear as real to her as they do to anyone affected by her magic.

Those that have trained alongside Annelia are more fond of calling her ability an "Evil Eye," due to her penchant for distracting her opponents with horrifying visions. Despite this particularly effective strategy, Annelia has nonetheless taken the time to refine her craft, and is capable of creating a wide range of both grand and subtle illusions (though she prefers the latter due to their quicker uses and the ease of their creation). Outside of her family and the small circle of those who attend to magic-users within the castle, Annelia's Illusory Eye has virtually no reputation, something she herself works hard to ensure--she even goes so far as to tell others that she simply lost her eye in a fight, all for the sake of maintaining the element of surprise.

It is unclear what would happen to Annelia's magic were her eye to become damaged or inoperable. She herself assumes the worst, and keeps her eye firmly covered with a metal guard when fully armored.

Weapon: A broadsword given to her by a former trainer. Perhaps strangely, she prefers to maintain it herself; some believe that this is due to the blade being made of Leman Truesteel. When traveling, Annelia also carries a shield, a combat dagger, a parrying dagger, and a bow and quiver for out-of-reach enemies.

"Her drive and thinking is to be commended. Her carelessness, hmm. Less so."
-- Combat trainer, after thoroughly trouncing Annelia.

Strengths

-- Swordmaster: Due to her magic's lack of physical power, Annelia has relentlessly perfected her physical craft, and uses her magic solely for the sake bolstering her physical skill. An illusory feint here, a jolt of fear there, and her opponents stumble and falter with remarkable ease. Though she is proficient with several other weapons, swords remain her tool of choice.

-- Surprisingly Swift: Annelia moves more quickly in armor than many would anticipate, something which works well when illusions are in play. With speed comes strength, resulting in formidable blows as well.

-- Hardy: Strong and durable, Annelia takes readily to knightly combat, easily keeping up with those she serves alongside thanks to her robust stamina.

-- Composed and Calculating: Annelia's mind also serves to compensate for her lack of sheer magical power, having been refined into a quick-thinking, yet oddly imaginative machine. It's well-known in the castle that her mind and her blade are equally swift, and her armor and composure equally steadfast. It is rumored that she repeatedly exposed herself to her own nightmarish illusions until her mind was properly steeled, but she herself refuses to comment on such things. She remains observant, even during her downtime, taking in the sensory elements of many different objects in order to better her illusions.

Weaknesses

-- Too Trusting: Annelia takes readily to her duties, and as a result often believes that all those she helps, or aims to help, aim to help her in return. Ideas of personal gain and moral greyness on the parts of other people are oddly absent from her mind, making it easy to deceive or take advantage of her. Though she will trust the words of those she knows over the words of others, without that sort of guidance, it can be easy to sway her to one's own ends. Her idealism makes for a good driving force, yet it drives her blindly all the same.

-- Reckless: The supposed removal of Annelia's fear--along with years spent absorbing tales of daring swordsmen--has resulted in a particularly damaging side-effect; the usual instincts that would give the average person pause, or cause them to reconsider, rarely surface for Annelia. Though she is intelligent enough to know when something may or may not hurt her, her approaches to such things remains divorced from expected caution. She is more than likely to perform actions or take risks based on potential effectiveness--and perhaps a bit of overconfidence--without taking into account whether or not the damage to herself--or to others--would truly be worth the risk.

-- Sheltered: Moving from a noble family to a closed-up castle has done little in regards to granting Annelia any sort of street-smarts. Her common sense is not at all common, and basic tasks outside of those needed for strict survival come clumsily to her. It's entirely possible that the woman has never had to wash her clothes or clean her room in her life. Not once has life shown her its harsher face, leaving her unable to imagine what those outside of the kingdom's richer portions go through on a daily basis.

-- Bottler: It's unclear just how unflappable Annelia truly is. Many are quite certain that she will eventually reach her breaking point, and all of her unexpressed thoughts and emotions will eventually coming tumbling out in one, big, harmful mess. This idea is given further weight when one considers the off-kilter imagination necessary to create her various illusionary horrors.

-- Imposing: Though many would say that this is an ideal trait for a warrior, Annelia finds that her stature and personality makes it difficult for her to talk to people. Though she is more than willing to try, her social graces come across as somewhat awkward, even (or perhaps especially) for someone educated within the confines of the castle.

-- Inexperienced: Despite many years spent training and honing her magic and her craft, Annelia has never been sent on assignment. As any well-traveled warrior knows, there's a great difference between a sparring circle and a true battle. Though Annelia believes herself to be ready for the real world, time will tell whether or not she truly is.

"Knight or not, she's still a young girl. She has more going on in that head of hers than you would ever know, and I don't appreciate you lot pushing her so hard."
-- Annelia's caretaker during a moment of over-protection.

Personality:
Annelia, primarily, has an air of practiced sternness; she does what she's told, when she's told, and generally tends not to fuss about it. This does not mean she's entirely robotic, however; she takes to her duty with a certain amount of fiery will, as if looking forward to many of her tasks--or at least those which she deems to fall in line with some of the knightly stories she's been fed since she was a girl. As is hoped to be expected of someone conscripted to save the realm, Annelia is more than willing to put the crown and its the people before herself, though to a degree which some of her trainers find worrying. Her recklessness comes from a good place (though intent matters little when harm is involved), though it also comes from slight overconfidence in herself and her magic, something which worries her handlers a fair amount.

Dream: Annelia dreams that someday her job will become an unnecessary one. This is not because she does not enjoy the position she holds; instead, it is her belief that the lack of her position is the true marker of peaceful times. Despite this desire, she has no idea what will become of her were this dream to come to pass, and tries not to think about what might await her if she is no longer needed in the service of the crown.

Fear: Though she says she does not feel fear, it is perhaps more accurate to say that Annelia does not feel frightened. When it comes to social matters, she indeed has many fears--chief among them, however, is the idea that she will not be accepted by her family and her province when--or perhaps if--she manages to return.

"Out of all the things that come from Lema, she is perhaps the finest gift so far."
-- Castle tutor, remarking on Annelia's performance.

Far into northwestern Whitespire, the highways grow narrow, twisting and turning past craggy peaks and jagged rocks. Mists set themselves low upon the mountains, covering grey valleys with endless haze, even as winds constantly howl through the many passes. Very little grows here, save for the hardiest of root vegetables, and very little lives here save for the leanest of animals.

Within these heartless mountains is the small city-province known as Lema, a city of surprising bustle nestled between nigh-colorless pines and sharpened stones. And it is in stone that Lema trades; within each imposing mountain surrounding Lema rests great mineral wealth, pulled forth from the Winding Mines that snake their way around the city outskirts. Gold, silver, iron, and others trade hands for the sake of rich southern vegetables and meats, things scarcely found in the misty hills. Yet just as they mine metal, so do the people of Lema shape metal; their great blast furnaces produce coveted Leman Truesteel, the material responsible for many of the capital's greatest blades.

At the end of a winding path leading up one of the shallower mountains sits the Chateau Lastelle, the only patch of true green in a sea of nigh-colorlessness. The Lastelles, it is said, were the first to settle in these horrid lands, and the first to strike precious stone as well. When Lema became part of Whitespire, the Lastelles were allowed to maintain their lofty stations--so long as they served Whitespire's throne. And so they have, for many a year, and many the passing of a generation.

Alfons Lastelle du Lema, his wife, Marielle, and their three daughters were all tall and gaunt of form, pale in hair and skin thanks to the ever-present mists of the mountains, or so it is said. And unbeknownst to his wife and children, dear Alfons feared for his house.

Three tries, and three daughters. Though he loved them dearly, he loved his house all the same; with no son, political rockiness seemed surely on the horizon. With hopes in his heart, he and his wife went to bed once more, and were greeted many moons later with yet another daughter. Yet this one, she was different. Within her discolored right eye sat a spell-circle instead of a pupil, and upon looking into it, Alfons saw naught but all the hardship he feared, brought forth by the deepest recesses of his mind tangling with that of his newborn daughter. And yet, his wife looked within her daughter's eye and saw only the beauty of the world.

Marielle could not be happier to be blessed with a child that had such a gift; her husband, meanwhile, was left with an impression most unfavorable. Fearing his daughter's eye heralded things to come, he immediately sent word to the king. In the middle of the night, they came, taking the young Annelia away after barely a year spent in the arms of her mother.

For nineteen years, Annelia has been a fixture of the castle itself. She grew there, she ate there, she trained there--those within became more of a family to her than those within the chateau far to the north. Letters come from a mother and sisters she does not know, yet loves all the same. Her caretakers fed her on stories of magic and knightly valor, slowly molding her into what would be best for the realm, with only her name tying her to the life she once had a chance at living.

She and her father do not talk. Her mother's letters say that he is preoccupied with teaching the ways of the house to her younger sibling, a boy named Mael.

"Tell me of the Red Riders again, would you?"
-- Annelia, begging her caretaker for another round of stories.

-- Annelia has been fed dishes using ingredients from her homeland on several occasions, finding them tasteless and unappetizing. It is unknown whether or not she was aware of where the ingredients were sourced from.

-- When alone, Annelia reads with both eyes open. When asked why that is by one of her maids, she replied that her eye allows her to visualize the stories she reads.

-- Her favorite "valorous tale," as she calls them, is of Dame Fiscella the Bright, a light-wielding knight who, at least according to legend, led a caravan of villagers through hostile lands all on her own, so that they might resettle after the razing of their town.

-- Annelia greatly looks up to some of the older knights of the castle, as well as some of her older magic-using companions.
 
Last edited:

Users who are viewing this thread

Back
Top