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Fantasy Newfound Lands - CS

Main
Here
OOC
Here
Lore
Here

Sylph

Fickle
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Affinities
Most creatures in the world possess magic in the form of affinities. Characters can have a maximum of two affinities when they start.
Below is the list of basic affinities. When creating a character they must have at least one standard (non-special) one.

*Apologies for those on mobile. I tested it on mine and the icons line up, but apparently it can appear staggered on other devices.

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Earth: Controls rocks and soil. Does not include manipulation of plant life.

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Water: Controls water. Can only be used in liquid form unless combined with other affinities.

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Wind: Controls currents and air density.


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Lightning: Generates and controls electricity.
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Light: Many illusionists have this affinity, though it does take on other forms.

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Dark: Use of shadows or corruptive magic.


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Spirit: Can include seeing and controlling spirits or manipulation of one's own.

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Body: Includes strengthening physical abilities or changing the properties of one's body.

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Fire: Controls fire. Can be the standard sort or one the special types listed below.
Red: Normal fire.​
Blue: Cold to the touch.​
Green [forbidden]: Necrotic; decays whatever it touches.​
White: Only burns living things.​
Black: Only burns non-living things.​
Purple: Burns mana/magic.​

G_Other.png
Special: An option only as a second affinity. Provide your own details. Some common second abilities include:
Transformation: The character may assume one other form and change the distribution of their attributes.​
Healing: Allows a healing version of the character's first affinity.​
Mind [forbidden]: Attacks on the mind or manipulation of thoughts.​
Plants: Growth and manipulation of plant-life.​
Summoning: Allows a character to summon aid in battle. Summons must have the same affinity as the summoner, and the more there are of them the weaker they become.​
Thanks Vanguard Vanguard for the icons!

Attributes
Most things in the world have a certain level of strength or magic associated with them, however attributes are a purely OOC indication of a character's strengths and weaknesses. They are there as a guide for how well your character might stack up against different opponents.
All Wayfarers joining the expedition start with 100 points. If the character has previously earned points through the Guildstone Chronicles, those can be added to the starting amount.

Points can be distributed among the following attributes:
  • Strength: physical power.
  • Magic: proficiency with the character's given affinities.
  • Agility: better movement speed and more sophisticated use of weapons and equipment.
  • Dexterity: affects quality of crafted items. Needed for artisan characters.
  • Constitution: physical endurance, used to better survive in harsh situations or perilous environments.
  • Fortitude: mental endurance, used in weathering stressful situations or attacks on the mind.
Each attribute starts at zero, which is considered average for the race of that character. Attributes can go into the negatives if you want extra points to assign elsewhere, but not less than -50, as beyond that is severely debilitative.

•• ━━━━━ •• ━━━━━ ••●•• ━━━━━ •• ━━━━━ ••
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EXAMPLE Appearance: (Art or Description)
Name:
Race:
Affinity: ( Air | Earth | Fire | Water | Body | Spirit | Light | Dark | Special )
Total Attribute Points: (100 points to start, unless they have previous bonuses)
Strength: ( Starts at 0 )​
Magic: ( Starts at 0 )​
Agility: ( Starts at 0 )​
Dexterity: ( Starts at 0 )​
Constitution: ( Starts at 0 )​
Fortitude: ( Starts at 0 )​

Background:
The character's history and personality.​

Objectives:
Optional. What goals do they hope to accomplish on the field? Can be broad or specific.​
Allegiances:
Optional. If your character is affiliated with a group other than the Wayfarers it can be listed here.​
Abilities & Equipment:
What skills or experience do they have that might contribute to an expedition?​
What equipment do they use?​
You don't need to list basic survival gear, but no enchanted items/equipment without prior approval, as they are intended as rewards throughout the RP.​

Template
Appearance:
Name:
Race:
Affinity:
Total Attribute Points:
Strength:​
Magic:​
Agility:​
Dexterity:​
Constitution:​
Fortitude:​

Background:

Objectives:

Allegiances:

Abilities & Equipment:

Rules
  1. RESPECT THE LORE.
    - Specifically, the histories and explanations people create throughout the RP.
    - If someone is still active try not to change things without first discussing it with them.
    - If it's lore created by a former player, creative liberties are allowed in building upon it.
  2. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the Expeditionary Force or otherwise intending to participate (eg as part of another house).
    - Cannon fodder enemies / random NPCs are fine.
    - Antagonists are allowed for storyline purposes.
  4. Race Limitations
    - No fandom characters or historic figures.
    - No gods or named beings from religious texts.
    - No sci-fi extra-terrestrials.
  5. There is no post order, unless players wish to implement one.
  6. At least a paragraph per post; no one-liners.
  7. Common RP courtesies and Nation rules apply.
 
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Appearance: Art from Ben Lo
Name: Ymir
Race: Human
Affinity: Air
G_Wind.png
Light (Clairvoyance)
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Attribute Points: 410 (+310 prior expeditions)
Strength: 30​
Magic: 80​
Agility: 120​
Dexterity: 60​
Constitution: 100​
Fortitude: 20​

Background:
Ymir grew up in the mountains close to the border of the Frozen North, struggling with the dangers posed by winter storms and snow harpies. Her childhood was harsh, living so close to the North. She mourned the loss of several of her siblings, but her wildest story was of one day being caught by a harpy and carried half-way across the range. She managed to escape, and to this day the village considers it a miracle she ever made it back home. If it weren't for everyone else insisting it happened Ymir would have though the entire event a feverish dream.

She was eventually sent to the academy after a visiting captain realised she had a rudimentary form of clairvoyance, and after that her relatively simple life became unrecognisable. She was given the opportunity to travel to the capital and study at the Academy. Despite performing well however, she didn't appreciate the complicated world involved with nobles and House politics. She specialised in cartography, but rather than work for the Crown she joined a small guild on the outskirts of the city where she would spend the next few years.

After the common guilds were abolished she spent several months roaming the eastern Wastelands. After realising there was little she could do on her own, she finally swallowed her pride and applied to become a Wayfarer, aiming to become recognised as an expeditionary captain.

Allegiances:
  • Amatuer member of the Cartography Guild, but doesn't have much to do with them aside from buying supplies.
  • Tends to be standoffish around Nobles.
Abilities & Equipment:
  • A staff with foldable, wing-like attachments that she uses in conjunction with her wind affinity.
  • A second, plainer staff for combat. She prefers not to fight, but is able to if left with no other choice.
  • A cartography kit.
  • An accompanying collection of field maps.
Ymir's second affinity allows her to see the outline of anything where the air touches it. Either the general shape over a large area, or a more detailed version within a small one.

Her clairvoyance won't pick up magic or any non-physical entities, making it difficult to detect such traps. Water is another issue altogether. Previously she could only see the surface of liquids, but after the events of a previous expedition she became able to decipher how light interacts within the water to some extent.
 
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Appearance: Maika is a merfolk with pale blue skin and black sclera, though rather than having fish part as her bottom half she has tendrils instead. Usually stays aroung 5'5 but she can roll her tendrils and be as short as 3'3. She wears long black coat that covers her from neck to feet so she wouldn't attract too much attention. She always carry a briefcase with a skull symbol drawn on it.
Name: Maika
Race: squid merfolk
Affinity: water/summoning

Total Attribute Points:
Strength: 0
Magic: 10
Agility: 0
Dexterity: 90
Constitution: 0
Fortitude: 0

Background:
A former doctor for a pirate crew, Maika came into the mainland looking for better work but after trying to settle in for several months she realized that adventure is part of what she's looking for so once again she set off for a more suitable work and ends up as a member of expeditionary force.

Objectives:
Helping as much people as possible

Allegiances:
-

Abilities & Equipment:
  • Surgeon: Formerly knows as the thousand-arm surgeon among the pirates due to her ability to use all of her limbs for surgery
  • Chemist: Maika have the knowledge and skills to mix various substances to get what she needs
  • Briefcase: Maika carries a waterproof briefcase that contain her portable alchemy kits and several staple concoctions
  • Scalpels: Dozens of scalpels, and she's capable of wielding up to 10 of it at once
  • Smoking pipe: To help her calms her nerves
 
Appearance: Art from Hybbat
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Name: Sally
Race: Serpent Beastkin
Affinity: Earth
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| Plants
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Total Attribute Points: 100 (+30 ooc activity)
Strength: 5
Magic: 25 +15 [40]
Agility: 20 +5 [25]
Dexterity: 20
Constitution: 15 +5 [20]
Fortitude: 15 +5 [20]

Background:
Sally hails from Tir na Nog where he was raised and grew up until his curiosity about the outside world peaked and he ventured forth. From that day forth he travelled the world at his own pace staying in a few places for a while like the dark marshes and the many cities and villages of Westridge kingdom before finally settling down in its capital Lantana with the help of the ever so helpful Apothecary House which he promptly became a member of. A year or two passed before his curiosity and need for exploration awakened again and as it happened he overheard a talk about the Wayfarers the expeditionary force so he promptly went off to apply to be one of them. For the new flora and fauna to be found, new adventures to unfold, new tales to be spun and comrades on this journey to meet just thinking about it would make his blood boil from excitement.

Objectives:
Learn as much as possible about all kinds of flora and fauna so no matter the situation he could part with his knowledge of those beings.
Master his magic affinity to its utmost potential and perhaps dabble into golemancy.
Live an exciting life.

Allegiances:
Member of the Apothecary House, where he spends most of his time tending to various herbs and learning about those he did not know yet.

Abilities:
  • Herbalist - Sally knows a lot about useful flora from herbs that help someone heal to those which could poison someone to death, essentially making him a walking encyclopedia of herbs that are not rare.
  • Staff fighting - Having spent his years carrying a standard druid stick Sally began to wield it as if it was a part of his body although it might not be deadly at least it will him some time.
  • Survivalist - Learning from the Druids of Tir na Nog Sally knows how to survive by the bounties of nature and only take the necessary amount of what he needs and where to find it.
  • Mild Venom Resistance- Hailing from the serpentine beastkin race Sally has in-built venom resistance for those types of venom with lesser potency, allowing his body to more easily fight against it.
Equipment:
  • Belt of satchels: Each satchel is filled either with dried herbs or seeds of some plants which he could use with his magic.
  • Fancy druid staff: It functions both as a walking stick, a weapon of self-defence and a portable drying rack for his herbs.
  • A small waxed bag: It contains a set of a gathering sickle, a mortal and a pestle and several other small tools.
  • A jar full of his pet fireflies.
 
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sk2_by_mad__machine-dcis68l.pngAppearance: Art by Mad_Machine

Name: Ruvo Steelfeather

Race: Kenku
Affinity: Wind G_Wind.png| Music G_Other.png

Total Attribute Points: 330 (100 base + 230 prior expeditions)
Strength: 10
Magic: 100
Agility: 60
Dexterity: 70
Constitution: 30
Fortitude: 60

Background:
Ruvo grew up in the outskirts of Lantana learning the craft of carpentry from his parents. At a young age it became clear that Ruvo had a fondness of the musical arts when he would use what he had learned of woodworking to create makeshift instruments instead of the furniture he was supposed to make which much to the surprise of his parents he was able to play quite well. Deciding to foster their son’s talents instead of just scolding him and to ensure further materials wouldn't be misused they pooled together some money and bought Ruvo a lute he could practice with. Now with a proper instrument in hand the avian musician continued to hone his skills on his own as much as he could while still working in his parents’ business.

As he aged Ruvo would eventually join a small guild outside of Lantana City hoping to hear and experience exciting stories of adventure that could serve as inspiration for story and song alike. It was there he would stay until the common guilds were abolished, but luckily for the bard he was not yet without opportunity as in the downtime after one of his adventures he had become an apprentice of a fae witch. In the months that followed Ruvo would learn much, but the training would not be without its own problems as his association with his mentor prompted the Arcane House to take an interest in the bard for research and tests much to his annoyance.

When it was announced the Wayfarers would be formed, Ruvo knew he had to sign up. Both so that he could return to the adventuring lifestyle he enjoyed even if it was often frightening and also to avoid the Arcane House who often pester him with questions and tests.


Allegiances:
  • Member of the Carpentry Guild due to his family's carpentry business and his own skill in the craft.
  • Has a tenuous relationship with the Arcane House

Abilities & Magic:

Kenku Physiology:
As a kenku, Ruvo is capable of rudimentary mimicry of sounds which are further augmented and boosted in conjunction with his magic affinity to create nearly perfect imitations of sounds that only the most adept can tell apart.

Music Affinity: Ruvo's Music Affinity is channeled through a focus in the form of an instrument. By playing magical notes he is able to alter sound in a variety of ways such as creating areas of complete silence, amplifying sound to a deafening level, and displacing a sound to make it seem like it is coming from somewhere it is not.

After the events of a previous expedition he gained the ability to produce an almost hypnotizing tune akin to a siren song.

Equipment:
Lute - Ruvo's trusty musical instrument and the second he has ever owned after the first became waterlogged. Aside from a minor enchantment making the instrument waterproof it does not possess any other special properties.
 
Alyssa Enren.jpg
Appearance: Art from (For now unknown)

Name: Alyssa Enren

Race: Elf

Affinity Spirit | Silver

Attribute points: 150 (100+30+20)
Strength: 0
Magic: 80
Agility: 30
Dexterity: -20
Constitution: 40
Fortitude: 20

Background: Daughter of the pirate queen Lyra Enren, Alyssa spent her early years aboard the Golden Dream surrounded by her mother's most capable crewmembers, all of whom she considered her family.

Not too long ago she showed up in the harbor of the coastal city of Mercantis with a small ship's worth of captured pirates from one of the Duke of Afflictions' crews. She handed them over to the crown under the alias of Alyssa Eckhart, leveraging the achievement to officially become a member of the Wayfarers, declaring that she would one day be strong enough to take down the Pirate Lords.

Her mother's identity is a closely guarded secret and her current relationship with her mother doubly so.


Objectives:
  • Climb to the top of the ranks to gain insight in every development surrounding the Pirate Lords.​
Allegiances:
  • Pirate Queen's Faction?
Abilities & Equipment:

Alyssa's second affinity allows her to shape and mold silver she's touched at least once in a radius of roughly 5 meters around her. Combined with her first affinity this allows her to exert full control over the silver in her range, able to fashion it into weapons, armor, restraints and whatever else she can think of.

She immediately loses control over silver that leaves her range, having to touch it again to regain control. Not only is her range far less impressive than her mother's, her lack of magic power compared to the Queen also limits the amount of silver she can control to roughly enough to make a large greatsword.

She wears a fair few silver accesories such as a ring, a bracelet and a pair of earrings to store some of the silver she has control over. Additionally she keeps a few small rods of silver in her pocket at all times and a small rabbit made of pure silver and infused with spirit magic called Husk on her shoulder.

She wears a singular piece of golden jewelry, a chain with a locket around her neck, though no one is allowed to see what's inside.
 
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Appearance:
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Name: The Wizard
Race: Human (Dragon-Heart Transplant)
Affinity:
G_Fire.png
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Total Attribute Points: 240
Strength: 30
Magic: 120
Agility: 30
Dexterity: 30
Constitution: 30
Fortitude: 30

Background:
The Wizard was once more an outcast in society once the guilds were abolished. Having barely made enough to survive. He decided to head on over to the academy. Rejected once more despite his progress in his magical studies. The Wizard embarked on a journey to LIGHTNING MOUNTAIN. His aim was to acquire a third affinity by training with the Orc Shamans who hunted lightning beasts atop the mountains. Accepted as a disciple of the great Orc Shaman Zug'Zug. The Wizard underwent training that broke his body but strengthened his resolve. Although he never managed to tame the lightning. He eventually gained a greater understanding of magic. Hitting a plateau he could not overcome on the mountain. The Wizard returned to the world below and eventually began penning his own book on what it meant to be a wizard. A checkup with a specialized physician revealed his heart to be draconic in origin which was a shock to say the least. Joining the Wayfarers was yet another step on his journey for greatness.

Objectives:
.Become the strongest Wizard

Allegiances:


Abilities & Equipment:
.Fire Affinity: The Wizard possesses an affinity for fire element magic. He is capable of generating, absorbing and utilizing red fire. This allows him to use non-magical fire as a power source. His recent work alongside the Orc Shamans has caused him to begin optimizing his techniques for efficiency. Now he can create exploding flame bullets, bursts of intense blaze and heat seeking tendrils of fire.
.Ice Affinity: The Wizard is able to wield the irregular ice affinity. He can create, absorb and even mold ice. His use of this magic formerly consisted of wild eruptions of ice or generation of frost. Forced to do some actual intense study by Chief Zug'Zug. The Wizard can now use ice molding magic to create static constructs.
 
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cb5f7216f9d755c36c0cac078439d8fa.jpgName: Za Uta

Race: Ghost Elf

Affinity: Spirit / Ghost Elf Tribe Gift

Total Attribute Points -
Strength: ( Starts at 5 )
Magic: ( Starts at 50 )
Agility: ( Starts at 30 )
Dexterity: ( Starts at 5 )
Constitution: ( Starts at 5 )
Fortitude: ( Starts at 5 )

Background:
Za is from a tribe of elves that go by The Ghost Elves. They're a strange group of elves, people born into the tribe will always have a spiritual affinity. The ghost elves are very closely tied to the afterlife. Because of this they often unlock the power to be able to astral project and to do it quite easily too. This is known as The Ghost Elf Tribe Gift. As successor to the tribe, Za is hellbent on achieving glory in the honor of his hardly known tribe. Za is very close to his sister, who wants to be a Wayfarer. She is younger, but despite this, still strong. They get along well and do everything together, Za does this just in case he dies she can take over as the successor. Za never really cared much for being a Wayfarer, while the idea of adventure and exploration is nice, he has duties. But his sister is obsessed with the idea of it. She spends most of her time in the forest crafting and making gifts for everyone else in the tribe. The tribe is peaceful and friends with many of the other surrounding tribes. However, one day, convinced by his sister to get stronger, Za takes off on his own adventure for once. While he was away his tribe was attacked and everyone he loved was killed, including his sister. His entire world had been burned to the ground, literally. Fueled with anger, Za is led to a bandit camp not too far away. It is a new camp, they must have just set up. It hadn't been more than a few days since his tribe had been ransacked and killed. Here he slaughters, brutally, every last bandit. He uses a series of tactics and waiting and hiding, but he did it, using his power to astral project really helped him come up with a plan. With nothing to lose and everything to gain, Za heads out to apply to be a Wayfarer, in memory of his sister.

Objectives:
To live life in place of his sister, he doesn't really know what to expect. Maybe he can learn to love life again on this adventure.

Abilities & Equipment:
Simple backpack with first-aid and other QOL goods like rope. Two daggers and a book about how to be a better mage.







 
Appearance: (AI Generated, by me)
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Name: Vyilkihild / Vyilki
Oeuchkhyunhilder, but Vyilkihild/Vyilki is her mother-given name. It translates into 'Heart of Gold'. The longer that she doesn't go by translates into 'Monument of the World to Come'.
Race: Hildenworos
Affinity: Body | Lightning
Total Attribute Points: 100
Strength: 60
Magic: 25
Agility: 5
Dexterity: 0
Constitution: 10
Fortitude: 0

Background:
TLDR: Tall, strong warrior people who respect and use magic, live in the Frozen North, small in numbers but live in a tightly knit clan. Was interested in magic at a young age, although felt lost when she got interested in weapons and physical arts when she got older. Wants to leave to make a name for herself and for her people, travels south on her own to eventually apply as a Wayfarer.

The Hildenworos are a race of sturdy warriors, elementalists and labourers isolated in the mountains in the cold north. Small in population and number yet tightly bonded as their own community with a developed culture and traditions. From what small amount of births there are, every born child in the hildenworos race always is birthed with two affinities: One of them always being body and mind, and the other being any except for Dark, Light or Body/Mind (being the one that they didn't receive). They usually don't seek out interaction with outsiders and choose to live by themselves, yet due to their history and tendency to occasionally receive a stray or interested outsider, they still have the natural capability of speaking in and understanding the common tongue. Few decide to leave the Frozen North for their own intentions, but it's usually always for a temporary trip and that they never stray far. Their ancestors had originally developed their own language as they were originally more segregacious of themselves, but use of said language has slightly fallen apart after the common tongue despite them still knowing their own.

In Vyilkihild's early, she would find herself passing through her physical exercises of helping her parents with manual labour and small trips out into the snow, where she would eventually be able to come home and have her parents teach her and practice magic with her. Her father was born with Body and Earth, and had learned Lightning. Her mother was born with Spirit and Fire, and had learned Transformation as a special affinity. Despite having a great interest in the magical arts that their people respected and revered for the blessing it was, it wasn't hard to ignore that over the years she would show that she was physically gifted. It was something that even peaked her interest she was good at. Taking her to their best smith, she only found herself plagued over her feelings with a new found love for pushing her body and strength to the limit and using a weapon. She didn't get to use much for the times she visited, but they allowed her to shatter some rocks with mallets. This would inevitably lead to her constant back and forth over magic lessons with his parents, and weapon training with others of her people who were much more experienced. One of her biggest struggles was confusion on her purpose, for professions and mundane repetitive labour didn't stick out to her. Teaching and their internal political scene even less. The rare trips out of the cold did spark interest though, but she wasn't allowed to go.

Time would come when she chose to not live with her parents and to seek her own life, which had perplexed her over the matter. After talking to the tribe's Elder Seer, who was their most masterful member of magic, he suggested that she seek her own path in the outside world. He was the notable member who regularly left the cold and even appraised the outside world as a beautiful and magical place, although nobody else cared for it. He had told her of how much her kind refused to be interested in seeing, and how forgotten they were, of which after a very long time of the Elder Seer's rambling she had been convinced that she wanted to do something about it seeing that nobody else was going to. She told her parents and people of the travelling she wanted to do, in order to see the world more than just the cold land they lived in and to not allow them to be forgotten by history. She carried a complex every kid had of wanting to be some sort of hero or powerful person, although hers lingered with her. She also felt very bored and mundane of her surroundings, which she was always lost on how anyone could stand living in the same place forever. Armed with rations and water to sustain her trip as well as tomes of her people, magic and the art of combat she chose to set out on the road alone. Her parents were originally very sceptical and nervous, but chose to admire that their daughter had found purpose for herself.

Her journey south eventually met her with people, whom she kept the upmost and mature personality. She was away from home, on her own, it was time to be an adult for she was essentially the diplomat and representative of her people. The sight of such an out of place woman sparked surprise, but expressions were quickly calmed as she chose to help what was a group of lumberjacks with their work. Her large stature and hardened strength had made it much easier, placing enough on an impression in order to get some precise and friendly direction. Trying to ignore any looks she got and help the innocent as to act selfless, she eventually earned enough direction to where she could apply to be a Wayfarer. As she pondered before she did so, she considered how little she has probably done in reality from outside her home. Making sure to reconsider her application once more, she knew that it would be perfect.

Objectives:
Make a name for herself and for herself/her people to not by forgotten by history. Perhaps her people can greatly prosper if she can succeed well. More personally:

- Improve physical combat: Despite her strength and heritage, she doesn't possess a weapon nor know what she wants to use.
- Master magic: To uphold both signs of the metaphorical coin that is her physical and magical sides, she wants to know that the wide world does have something to teach her about affinities as she intends to learn more than what she was born with.

Allegiances: Her people and that's probably it.

Abilities:
- Living the majority of her life in the cold, and being a Hildenworos, has made her very durable against the cold
- Her species is both tall and strong naturally

Equipment:
- A satchel for storage
- The very cozy clothes she came with
- Hildenworos tomes, containing cultural teachings on what they knew about magic, physical combat and their artisans' knowledge
 
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Please forgive the current lack of image, I'll remedy this the moment I can.
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Name: Ahni
Race: Fenrir
Affinity:
G_Fire.png
G_Other.png

Fire [blue] | Transformation

Total: 100
-Strength: 30
-Magic: 15
-Agility: 20
-Dexterity: 0
-Constitution: 20
-Fortitude: 15




Background
Race note; The Fenrir Akin to legends of lycanthropy, the Fenrir are an elusive people who possess the ability to transform into large wolves. Hailed by some as protectors, and others monsters, the Fenrir are often considered a myth in the great expanse of the Frozen North. A bedtime story, or a warning tale to not stay out late at night, few know they truly exist and fewer still meet them. Not many tribes remain, and most that do have adopted a hatred of humans, isolating themselves and forbidding travel past the snow.


Ahni grew up accustomed to the long travel and nomadic lifestyle of the Fenrir, finding his first home amongst the jagged black cliffs of the Howling Range. Despite tradition, he never lost his innate curiosity of the outside world and frequently left the mountains, much to the disdain of the tribespeople.

(As discussed with Sylph Sylph )
It's well known to inhabitants of the Frozen North, the terror of the snow harpies who lay claim to the valley separating the Howling Range from the rest of the expanse. It's a hard place to cross even for those who know it well, and one can easily find themselves trapped on the wrong side of the great rend. Such happened to a young girl from a neighbouring village, and against the wishes of his Fenrir tribe, a young Ahni- accustom to the valley and adept at avoiding the harpies from his many little ventures -refused to accept the hatred of humans and guided her home.
However, Ahni was refused return to the tribe for his mutiny and so spent his next years exiled.

The ice is a harsh place, harsher still alone, and Ahni knew he needed allies were he to survive and see the lands beyond. He became known to the Guard as a navigator, guiding them through the treacherous areas of the North and helping those lost find their way to safety and shelter. In return he was given stories, supplies, and trained in the art of swordsmanship before eventually learning of the Wayfarers. Seeing an opportunity at last to travel, he joined without hesitation.

Objectives:
  • Learn about the world past the ice and find a new home.

Allegiances:
  • Known to the Guard as a navigator, particularly in the Frozen North.

Abilities & Equipment:
  • He can shapechange to a large, black wolf about the size of a bear. While this form is quite formidable, he relies more on his swordsmanship in battle when alongside other people- with wolf form being used more in travel, navigation and in the most dire of combat situations.
  • A light, sturdy longsword.
  • Rudimentary skills with his fire affinity. He can conjure small, blue levitating flames which he often uses as guide lights and markers as well as imbue his sword, but this is about all.
 

Nanalee Imphon | Of Spiritual Snow
A curious explorer with a love for battle, adventure and power | #97C5F7

  • full
Old CS Link
Name: Nanalee Imphon
Race: Snow Harpy

  • Harpies are a humanoid species with many features resembling a bird's. They have wings with hidden arms beneath their feathers, small hands located at their wing tips, and scaled or feathered lower legs that flow into sharp talons. (Wings and arms are directly joined together and cannot be seperated)
  • Snow Harpies are a particular sub-species of this race, with their bodies acclimatized to frozen climates. They tend to have lighter-coloured scales/feathers, alongside larger talons that better prevent sinking into or ice due to their weight distribution.
Affinity: Spirit | Ice
Iron 1: 100 base
  • ---Guildstone Chronicles---
  • +50 (OOC Event: Twelve Houses Tournament)
  • +20 (OOC Event: Rumour Mill)
  • +20 (Blessing of Odyssey)
  • +30 (OOC Event: 'What if' Circus/Shop/Farmer)
  • +100 (Sacred Isles Expedition Fin)
  • ---Newfound Lands---
Attribute Points: 320 (+220 prior expeditions)
  • Strength: 10
  • Magic: 180
  • Agility: 120
  • Dexterity: 0
  • Constitution: 5
  • Fortitude: 5
Attribute Points: 100
  • Strength: 0
  • Magic: 70
  • Agility: 20
  • Dexterity: 0
  • Constitution: 5
  • Fortitude: 5
Background
Born in Aestir, the icy island country not far north of Lantana, Nanalee's life was filled with scenes of an everlasting white, with constant snow and ice as far as the eye could see. Courageous and reckless, the little harpy excelled in fishing and hunting in coastal waters at a young age, under the tutoring of both her spirit companions and older tribe members alike.

A year before adventuring to Lantana, Nanalee and her harpy family suddenly moved to the capital, Orani, away from their little tribe on a tall mountain peak. A life of hunting and working hard quickly changed into one of luxury and gold, as her father and mother struck it big in the major trading hub of the capital city. Although Nanalee was glad for them, since she and her large family of many siblings would not have to worry for food and drink any longer, a part of her yearned to go back to the adventurous and fulfilling life she had before. With that in mind, she chose to leave her humble country, and proceeded to join the adventurer's guild of Lantana, to see if it contained the exciting lifestyle she yearned for.

After the guilds were abolished and her adventuring lifestyle was cut short, Nanalee spent some time exploring Lantana and travelling around Westridge Kingdom like a tourist. Once she had satiated her curiosity sufficiently, she returned to Aestir for the majority of the year, only departing for Lantana once more when news of the Wayfarers reached her island country.
(This section contains the general narrative Nanalee shares with the guild and everyone she meets, considering she hides some truths.)

Allegiances

  • Aestirian Snow Harpy Tribes
  • Aestir, the frigid island country

Magic -> Ice Sculptures & Spirit Infusions
Since she was born, Nanalee has always walked the thin line between the spiritual realm and the human realm, able to see and communicate with spirits though many others cannot. Additionally, with her family's ice magic heritage, she taught herself how to infuse said spirits into her frozen creations, allowing them to move using her sculptures as if they were alive.

Since these spirit infusions are not proper summons, the spirits themselves do not die when their bodies are broken. Instead, the spirit is simply released again into the spiritual realm. However, since their bodies are made out of magic ice, they are more fragile and easy to shatter than if they were made of other materials, requiring Nanalee to constantly expend her mana to regenerate their damage during battle. Although their durability tends to be lacking, their lethality on the other hand, often sporting razor-sharp claws, fangs or spikes, is not to be underestimated.

At the moment, Nanalee is able to comfortably animate and sustain one elephant-sized ice sculpture, two fox-sized ice sculptures, or three cat-sized ice sculptures. The number of sculptures affects her more than the size, as her focus on regenerating and maintaining their bodies is divided.

Spirits:

  • (#C43F3F) Ael: Ael is most visibly aggressive, often the first to decisively strike at openings or deflect attacks.
  • (#4471EB) Bal: Bal is more patient and co-operative, often following up on ally actions and aiding where they are weakest.
  • (#4AD58D) Fie: The spirit that has been with Nanalee the longest. Calm, gentle and perceptive, she rarely brings him out for combat for her own reasons.
  • (#E9D865) ???: Her newest spirit friend and one she attained through the siren waters during the Sacred Isles Expedition. A sly and playful trickster with a high affinity for water, he is unpredictable, and the best at weaving around, dodging and taunting opponents. As their bond and understanding has yet to develop, he often teases and infuriates Nanalee to no end, even ignoring her warnings and commands at times.
Acquired Stuff:
 
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Appearance:
Name: Chiharu Konoe
Race: Human
Affinity: Dark
Total Attribute Points: 100
Strength: 30
Magic: 25
Agility: 30
Dexterity: -20
Constitution: 20
Fortitude: 15

Background: Chiharu was raised as a laissezz-faire noble. She had no responsibilities or ambitions because her family ignored her in favor of her brother. Although most of the Konoe family members gave up on Chiharu long ago, choosing to ignore her rather than say something, her eldest brother always had a remark or two. Mitsue was considered an exceptional talent amongst his peers and was especially cruel & cutthroat towards others. He secured his spot and his family's strength within the House of Cards through underhanded means, but his multiple triumphs only bolstered his ego to absurd levels. Whereas before his target was on his sister's back, eventually his cruelty seeped into his work. To the other nobles, he was efficient & effective at his job but to the citizens, his name struck fear into their veins.

One day Chiharu & Mitsue got into a heated argument that ended in Chiharu being sent away. While she sent away unscathed, Mitsue was unseen for at least a week. Chiharu's new normal became bouncing from manor to manor, going to different balls, galas, and parties, and never being in the same city as her brother. Chiharhu's normal schedule was interrupted when she was approached by an agent of the Cloak House at a party. The young woman assisted them to the best of her ability, but by the end of the night, she heard nothing. In the coming months, she was asked to be their fly on the wall and eventually, she was offered a spot within the Cloak itself. They offered training, benefits, a decent wage, and an outlet for her pent anger.

Chiharu's took place in multiple different areas, but the main portion of her combat training was under a Fusilier disciple. Chiharu wasn't as adept as the other trainees coming from a somewhat relaxed house, but she showed promise. With time and discipline, Chiharu was released from training and sent on her first mission. It was a blood bath. Not a single person escaped without some blood loss, even Chiharu. In her report, Chiharu explained that she bolstered the already tenuous relationship between the two groups and just pushed it to implode at a party, eliminating major players from both groups without getting her hands dirty. Chiharu had shown her loyalty and showed that her time within the HoC had imparted some skills. Now a member of the Cloak House, Chiharu pledged her loyalty to the people of the kingdom and to the Cloak House.

Allegiances:
Cloak House

Abilities & Equipment:
Chiharu usually only carries her sword and a few first-aid items, as she doesn't expect to be gone to long or to places where she wouldn't be able to pick up something
Dark Affinity - Chiharu uses her dark affinity to increase her versatility. She prefers to create constructs of tools, such as chains or quick projectiles, or strengthen her strikes with darkness. She usually keeps long sleeves that slightly obscure her hands so that she is able to use the darkness within her sleeves for quicker access.
♥ Carrier's Shadow - Using her Dark Affinity, Chiharu is able to place items within her shadow, but the downside of this technique is that she bares the weight of every item within.
♥ Shadow Passage - If there is sufficient enough darkness on the opposite side of a wall or object, Chiharu can pass through the object
 

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