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Fantasy Andros - Character Sheets [ Always Accepting ]

Main
Here
OOC
Here
Lore
Here

Roman

How troublesome...
Roleplay Availability
Roleplay Type(s)
A like rating from either Tobi Naefaerne Tobi Naefaerne or myself is acceptance of the character. This may be subject to change depending on how many people could potentially join which could lead to more people helping.

BBCode is okay, as long as it contains the needed information for your type of character.

Name:

Gender:

Age:

Occupation:
(If you have one)

Being:
(Mortal or Astrian)

Race:
(Mortal races include, orcs, humans, giants, dwarves, and elves. Halflings included. Astrians are not race locked.)

Alignment:
(What side does your character stand with? Do they have a side at all?)

Appearance:
Mortals have only one.
Astrians have two. Doesn't matter if an Astrian is in the mortal form, other Astrians can still sense their presence.
51f5c4b9085a0b2c25d4fa087c680d87.jpg
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Personality:
(Be wary that Summoners and their Astrians personalities can vary from one another. It can be in paragraph form or a list of traits. )

Likes/Dislikes:
(What does your character like and dislike?)

Technique:
(What technique the summoner and Astrian use to activate their contract. It can be from forming a blood pact with the Astrian to performing a dance. Discuss this part with your partner.)

Skills/Abilities:
(What skills does your character have. Whether or not they are a summoner, they must have something they're good at... Unless they don't.)

Biography:
(Paragraph minimum.)

Saying(s):

If Your Character is an Astrians Add the Following:
Relics:
If anything was left behind by your Astrian before their extinction, what was it? (Photo optional.)

Astrian Abilities/Powers:
(Two max. The power can cover a wide range of things, such as fire manipulation can apply to hellfire and holy fire. All tier abilities an Astrian can bestow upon their master, they can use themselves.)

Contracted power:
(A power is given to an Astrian's master when their contract is complete. This power requires no sacrifice and is able to be used by the master whenever.)
Ex. Flying, Fire Manipulation, Super Strength

Tier 1:
(Weaker abilities that Astrians can bestow to their summoner. 3 abilities max.)


Tier 2:
(Stronger than Tier 1 abilities that Astrians can bestow to their summoner. 3 max.)


Tier 3:
(Astrians can bestow upon their summoners some of their strongest abilities. 3 max.)


Tier 4:
(A summoner can have their Astrian appear in their True form at Tier 4. When this happens, the Astrian can use the full extent of their power, but they cannot bestow any power to their summoner. 2 max. This is the only way an Astrian may grow into a much larger size. This power is typically bestowed upon the master depending on what it is, but some Astrians act differently and the tier 4 ability may just increase their own strength in some way such as growing larger.)

Sacrifice:
(Sacrifices are required for a Summoner to access the power an Astrian can provide. Tiers 1-3 can be something as simple as making a blood sacrifice. With each tier, the amount of blood needed would increase or sacrifice of anything with value. Tier 4 sacrifices must be a major sacrifice. This can range from a cherished possession to the master's life. An agreement must be made via OOC or PM between partners if something like a limb or character's life is at risk.)

Contract Symbol:
47a33c5a288543bf468fbac1f28bfb7f.jpg

Astrian Item Appearance:
(Astrians have the ability to summon their special made item for their master to use in battle. This boosts the master's power, giving them an extra edge in a fight. Here are some examples. You can only have one Astrian item.)
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Connor Fleming
Connor Fleming
Hard work pays off.
Connor Fleming


  • anna-helme-3.jpg

    Nickname(s) -
    Flem

    Age -
    27

    Gender -
    Male

    Being / Race-
    Mortal / Human

    Alignment -
    Neutral

    Height / Weight -
    5'11" / 175 lbs.


 
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Lumina/Solaria

  • nisekoi-background-14.png
    boku-no-hero-academia-himiko-toga-school-uniform-fangs-wallpaper.jpg
    Name:
    Lumina/Solaria

    Gender:
    Female

    Being:
    Astrian

    Race:
    Phoenix

    Morality:
    Lumina - no side, though she leans toward helping humanity (neutral good)
    Solaria - destroying humanity (chaotic evil)

    Appearance:
    kosaki_onodera__colored_lines__by_spettrofx-d95ei20.png

    47a90dd95ed26cd9b3e2055b624565ae.gif
    As Lumina has two sides to herself, she also has two sides of her Astrian form: "Powered up" and "Powered down", depending on if she's battling with her powers or not.

    Powered down:
    re-zero-kara-hajimeru-isekai-seikatsu-emilia-dress-anime-1439.png

    34757.gif


    Powered up:
    f37c94fff83b594b1f70bd32448557fb--shakugan-no-shana-anime-characters.jpg

    3b17c1f14eb26bddfe1fd1e567310fbf1ad244ec_hq.gif
    latest

    492a0261eb301efd386ad411b9876f35.gif
    As Solaria has two sides to herself, she also has two sides of her Astrian form: "Powered up" and "Powered down", depending on if she's battling with her powers or not.

    Powered down:
    krul_tepes___render_v5_by_dbzandsm-d9tzf1i.png

    original.gif


    Powered up:
    latest

    6b6b3aacea76d0e87bd0c8c3ccdc6449.gif

    Sexuality:
    Lumina - unknown
    Solaria - n/a

    Technique:
    To summon Lumina: Unknown
    To summon Solaria: Burn or brand her contract symbol into something living.
 
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Mistie Will
Name:
Mistie Will

Gender:
Female

Age:
18

Occupation:
Librarian

Being:
Mortal

Race:
Human

Alignment:
Morally Good
b2a0ca36c12266f72ebf0cda6fb74c60.png
Personality:
She is fairly naive and innocent, and quick to befriend people though she has had her share of bullies. Typically a nice, caring, and polite girl with little to no anger in her, though she can have a temper if the right buttons are pushed. Her passive and gentle nature often worries others, and not wanting to trouble them she often keeps things to herself or struggles to help someone else out of fear she's just burdening them.

Likes:
Reading
Learning new things
Magic
Adventure Stories

Dislikes:
Bullies
Spiders
Horror stories
Being Weak

Skills/Abilities:
Singing
Book Knowledge - She knows a lot things cause she reads so much.
Knows a little a Magic - Healing Magic, Magic Forcefields, spell casting (Her book knowledge on magic is stronger then her abilities)

Biography:
Mistie was a orphan and to this day has no idea who her parents were. Though there was a letter that she was given when she was old enough. Mistie had pretty normal life for a orphan girl. Growing up she spent a lot of her time reading and she loved to learn about new things. Her favorite type of books were adventure books and learning about magic. Mistie wanted to go on adventures just like the characters in her book but the children made fun of her. She wasn't a very athletic girl and her magic wasn't very strong. As she got older though her magic did get stronger but not like how she would of liked she seemed to be good with healing and forcefields but they took a lot of energy from her. Mistie soon gave up that childish dream of hers and decided to just stick to reading books and started working at the library which she's very satisficed with. Though she has become quite interested in the Astrians and wants to take a look at the ruins and Ancient libraries. She's not actually on the look out for a Astrian but who knows what she might find.

Saying:
"Books are the perfect escape don't you think?" "Don't worry I'm fine I don't want to be a bother." "You'd be surprise how a bright smile and a simple hello can make a person's day."​
 
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Nova Grace Wyverson
Nova Grace Wyvernson
The Pirate



  • 1286601f5f067ec4bdf6cefcbc21b118.png

    Nickname(s) -
    Grace

    Age -
    29

    Gender -
    Female

    Being -
    Mortal/Human

    Sexual Orientation -
    Heterosexual

    Morality -
    Neutral

    Height -
    5'6"

    Weight -
    130 lbs

    Hair Colour -
    Red

    Eye Colour -
    Bright Blue

    Complexion -
    Fair

    Features -
    Scar across her face

 
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Thomas Greyrat Otto Von Putsch
Thomas Greyrat Otto Von Putsch
Victory is something that you grasp by always being modest, you know.
Thomas Greyrat

  • 900
    Nickname(s) -
    Greyrat

    Age -
    28

    Gender -
    Male

    Being / Race-
    Mortal / Human

    Alignment -
    Lawful Neutral

    Height / Weight -
    5'9"/154lb

 
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Erik Kraven

Erik Kraven

The Executioner of Eberkopf
vortigern unmasked.jpg
"Pain Breeds Strength, War Breeds Might."


  • kraven the butcher.jpg
    Nicknames
    The Eberkopf Headsman
    Kraven the Butcher
    The Stonebrooke Giant

    Age
    48
    Gender
    Male
    Being / Race
    Mortal Human
    Alignment
    Blurs the line between chaotic neutral and chaotic evil.
    Height / Weight
    236 cm | 213 kg
    Other
    Green eyes, naturally dark brown hair, obviously with plenty grey.


 
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Arnora
Name: Arnora
Gender: Female
Age: Yes
Occupation: Astrian Servant
Being: Astrian
Race: War Hawk
Alignment: Arnora is very neutrally aligned. In an era long past, she would have been fiercely Chaotic, but that time is gone.
Appearance:
Freya_photo_mode_2.png
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Face claim- Freya (God of War 4-5)
Personality:
Once upon a time, Arnora was a loud and proud warrior, putting her steel before her words in all things. She still prefers to put her steel before her words, but after thousands of years of laying dormant in a dagger, she has changed as a person. Perhaps she did not fully realize the repurcussions of what would happen when her essense was sucked into a vessel, but being trapped in the dagger for millenia has made her extremely claustrophobic and afraid of total darkness. The inability to move or take action while dormant is something that terrifies her as a war hawk, and she dreads the idea of going dormant the same way most mortals fear death, willing to do whatever it takes to keep from going back.
Arnora is still a war hawk, though, and thousands of years of sensory deprivation have not changed that a fight is where she finds meaning and purpose. The stronger her opponent, the more she enjoys the fight, but when made to fight someone substantially weaker than herself, she becomes saddened by the ordeal. Once a soldier, always a soldier, Arnora will follow the orders of her master, to a point. As long as it isn't something that would force her into dormancy or any of her other issues, generally she will do as told without immediate complaint, although she will probably complain later. She cannot stand being idle for extended periods. She has been idle for millenia, and fears for her sanity if she must endure any more.
Technique:
In order to form a contract with Arnora, the master-to-be has to stab themselves in the heart with the dagger while calling her out. The calling her out triggers a form of magic that prevents actual injury as a result of the stabbing.
Skills/Abilities:
Tactician- Leading battles for so long has led Arnora to become a master of strategy. She can look at a situation with the tools available to her and figure out the paths most likely to lead to success, with exception to social situations.
Combat skills- The constant wars between Astrians has granted Arnora proficiency with most forms of doing damage to something else. She is skilled with most weapons and has a knack for new ones, as well as hand to hand.
Physical capabilities- As an Astrian soldier, Arnora's physical strength, speed, reflexes, and endurance are superior to most mortals.
Scaring Children- Crazy bird lady with a sword scares children.
Biography:
Born of war and raised in battle, the name war hawk refers not to a bird, but to winged Astrians seemingly bred for war. Right in the thick of battle was where a war hawk thrived, often leading the charge. In the brief spans of peace between battles was where they suffered, for just as they seemed to embody the very concept of war, they could not fully adjust to its absence.
Once upon a time, Arnora was a general in the constant wars between Astrian factions. Loud, proud, and with her troops, she carved a bloody streak through the battlefield. Her greatest talents laid in her ability to strategize, and for this reason, her soldiers were among the last to fall in the Great Astrian War that ended their kind.
Arnora knew it was a suicide mission she'd been sent on, to go where she had been directed and fight for a specific location, but no war hawk would have refused a battle, especially as the war was winding down. Through the skill of her men and her own power, Arnora managed to squeak out a victory, but at great cost. Her soldiers lay dead and dying around her. She herself stood with crippled wings and a broken sword, her armor rent by blade, blunt, and projectile, covered in blood both her own and not, Arnora knew her men would die soon, if they did not receive help, and help was nowhere within reach.
Sliding to a resting position against a pillar, she waited for death to claim her, satisfied in her victory. She had fulfilled her purpose, she could die as she lived; on the battlefield with her loyal soldiers that had given their lives to fulfil her orders. She had succeeded at what she was to die at, and without her forces and flight, she might as well wait for death to take her as well.
As she lay there bleeding out, she heard a wet ripping sound. She looked to see the enemy commander carving the wings from her soldiers as trophies. The enemy leader she had broken her sword to slay. Rage filled Arnora's being as she struggled to stand. "You will never defile my hawks." The broken blade of her sword in hand, the dying war hawk tackled the evil commander to the ground. Even half dead and without her wings, the rage of the embodiment of war has few equals. Off the mountainside they went, down into the forests below. Trees branches and bones splintered as they slammed each other through the forest.
Arnora found herself speared through the check on such a tree branch, before she watched her opponent stumble into the brush to leave. Arnora pulled herself off the tree, but found she had no strength to give chase. Her injuries were not immediately fatal to her, having somehow miraculously missed major organs when she was impaled, but blood loss was starting to get to her. Arnora swore she'd find and kill the Astrian that had escaped her blade and made her fail, before she lost consciousness.
The forest continued to grow around her as she slept. The blood mixed with the soil and rusted her armor, leaving only the sheathed knife she had not used untouched, until even it's sheath rotten away, and the blood touched that, too. Her body rotted away, but in the knife she remained, for even as her body was dying, her will to continue forced her essence into a vessel that could contain it.
Arnora woke in darkness. Pure darkness, without a single spark of light, not a single sound, or any sign of anything. Not even her own heartbeat to tell her time was passing. Just Arnora and her thoughts in this sensory deprivation chamber without conflict, nothing to do or see for millennia. The worst possible environment for a war hawk. Just as she thought she might truly go insane within the knife, someone unearthed the relic...
Saying(s):
"I'm a soldier, not a diplomat."|"If it bleeds, I can kill it."
Relics: Aside from the dagger that houses her, some pieces of destroyed armor and a broken sword were found in the same place as the dagger.
ice knife.jpg
Astrian Abilities/Powers:
Spirit of War- War is, at it's core, competition over something. Arnora can manipulate the desire to compete, either in a specific person or over an area. She can inflate someone's desire to compete to the point where they'll lash out at anything to prove that they are superior, strip someone of the desire to compete so they quit, or anywhere in between.
Weapons of War- Arnora can manipulate weapons around her, giving them temporary properties, which is shown by her contract seal appearing somewhere on the weapon. If it can be used as a weapon, she can do this to it, but she has to see it as a weapon, as well.
Contracted power:
War Hawk's Sight- An ability that allows the user to see in full detail for miles further than they otherwise could, and identify the relative strength of what they look at compared to the user, however it relies on the user's own ability to identify danger, so it may not be as effective as it could be if the user is inexperienced.
Tier 1:
The user is able to sprout a pair of broad wings from their back capable of flight and gliding at high speeds. The feathers match the hair coloration of the user, and the wings do have weight. If the user is physically weak, they may not be able to support the weight of the wings while standing.
The war hawk is the superior bird of prey, and most other raptors recognize this authority. Using the Cast of hawks ability, the user can call a cast of predatory birds to obey verbal commands, although they may not remain friendly to a Master once the ability wears off.
Tier 2:
Sometimes an army appears far more dangerous and impressive than it is. Using this ability, one can create the illusion that they are far stronger than they truly are.
The user is able to inspire courage in their followers and companions with their words and actions, giving a sense that they WILL succeed in what they are doing. This is far more effective if what the user says or does is actually inspiring.
It is said that in the heat of a fierce battle, time seems to slow down for the two combatants. The user of this ability experiences heightened senses and reflexes, allowing them to react at high speeds to the world around them. To them, it looks like the world has slowed down. To those around them, it looks like they are moving impossibly fast.
Tier 3:
A soldier without a weapon is just a person. This ability allows the user to generate weaponry, such as a sword or bow. The more complex the weapon, such as a gun, the longer it takes to generate, but rarely more than a minute or two. Weapons generated from the armory in this way cannot be used by someone that is not Arnora or her master, they vanish whenever someone else tries to use them.
Tier 4:
In war, a hawk stands with their army. Using this ability, Arnora can call her soldiers to her service once more. (Summons a company of War Hawk specters to fight on her side) Using this ability will render Arnora as weak as a human the same size for several weeks after the fact, without access to her powers or the ability to grant her master any abilities.
Akin to a suicide rush, Arnora can funnel her remaining life energy into keeping her body alive and intact even as she is ripped to pieces, a kind of berserker state. During this time, as she is no longer limited by pain or what her body can ordinarily handle, her speed, strength, and other physical abilities are heightened tremendously. After the fact, however, it forces Arnora to go dormant for an indeterminate amount of time. It could be as short as a few days, or it could be months, and she will be unable to provide any aid for her master during that time.
Sacrifice:
Tier 1- Arnora is a simple soldier. The sacrifice necessary for her tier one abilities is to just hold her dagger to the sun and utter a hearty war cry.
Tier 2- To unlock Arnora's tier 2 powers, the blade of the dagger needs to meet blood. Not necessarily your own, but you have to be the one holding it.
Tier 3- Tier 3 powers require something more substantial than spirit or contact with blood. To unlock tier three, the master needs to cut themselves with Arnora's dagger, deep enough to legitimately hurt yourself and long enough that it would need to be stitched back together.
Tier 4- To unlock tier 4, Arnora's master needs to carve away a cherished memory. The more memories removed, the less of yourself you become, until eventually you don't even remember who you are.
Contract Symbol:
Screenshot_2020-04-20-09-14-21_kindlephoto-436177987.png
Astrian Item Appearance:
Arnora's Astrian item is the same as her relic; a dagger made of a metallic crystal, although it has an ornate sheath when summoned in this way, to be worn at the hip.
Other:
Marx Aurelius Otto Von Putsch- Master-to-be
 
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Marx Aurelius Otto Von Putsch
2f4092c3a8ce0b68b3437a36615dcb8a.jpg

Name:
Marx Aurelius Otto Von Putsch

Alias:
Marx Aurelius
The Genasi Bastard of Estermead

Gender:
Male

Age:
33

Occupation:
Noble Adventurer

Being:
Mortal

Race:
Half-Human Air Genasi

Alignment:
True Neutral

Personality:
A shrewd opportunist would best describe Marx. He is a charming character with an enigmatic nature at heart. Marx is somewhat selfish, but believes himself to be true when desired and just when needed. His amusingly mysterious attitude tells of his caution to appearing vulnerable before others, even those he trusts. This insecurity haunts him at times.

Open minded and versatile in his thinking, there is nothing Marx wouldn't do to ensure the means saw through the end. Difficult to read or predict through behaviour alone, his capacity for compassion is just as great as his ruthlessness. He is kind to his allies and merciless to his enemies, but will lean towards aiding strangers than bringing harm to them if so given the choice. Above all else, Marx holds a particular hatred for his father and vengeance is secretly his driving motivation.

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Technique:
Stabbing himself in the heart and inciting Arnora's name.

Skills/Abilities:
Air Genasi Traits - The Air Genasi come with the inherent ability to levitate up to ten minutes per day. Wind naturally tousles his clothing and he can speak in a powerful echoed voice with effort. Marx can also hold his breath indefinitely and is lighter on his feet than most.

Cerebral Arts - Otherwise known as the Psychic Magicks. Although Marx has mastered most tier three magicks, this is the only style of magic Marx has been able to master up to tier five moving into the sixth. A skilled manipulator of the mind, Marx has three signature fields.
-Truthseeking, or the ability to determine if a person or creature is lying with intent. If the target is not aware they are telling mistruths, the spell will not register it.
-Telepathy, or the ability to communicate with thoughts. Marx can read the surface thoughts of nearby individuals and project his voice into their heads.
-Telekinesis, or the ability to move objects with the mind. Marx can manipulate handheld items within a 10ft radius, but anything larger or further afield is too straining.

Charisma - Calling to his human heritage, Marx has a way with words that often bends situations to his favour. Be it charming, inspiring, convincing or intimidating, Marx knows all the right buttons to press.

Swordplay - A signature skill for any noble, Marx is quite adept if not impressively skilled with a sword. He prefers lighter and more agile blades such as a rapier or sabre and his style betrays a high-class of tutelage.

Schemer - Marx is a self-proclaimed genius of schemes. His ability to plan and predict translates into a versatile skill in both grand war strategy and political intrigue. His shrewd and enigmatic nature ensures he is rarely outsmarted on equal terms.

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Biography:
Marx is the true first son of Siegfried Ludwig Otto Von Putsch, half-brother to Thomas Greyrat Otto Von Putsch and (in his opinion) rightful heir to The Magic Kingdom of Estermead. Of course, Marx was cheated out of his birthright due to his brother, Thomas, coming of suitable enough age to be declared the sole prince of Estermead. Marx had enjoyed a relatively happy life in the walls of Siegfried's castle, living in secret to the world. He received a royal education, trained in the sword, practiced magic, studied the finer philosophies of life and had an interestingly wild temperament befitting of an intelligent noble child. Up until the age of ten.

Due to his Genasi heritage, Marx could never be made heir and Estermead's king knew this. When Thomas reached the age of five, Siegfried announced his son to the kingdom and arranged plans against his hidden son. Marx was taken in the night by unknown assailants, forced outside not only the castle, but the city too, and left nothing but a small satchel of gold, his sword and an old horse. Feeling betrayed and outraged, the Genasi Bastard of Estermead left his home in search of a new life.

Or so Siegfried thought...

Saying(s):
"I swear, on my father's grave..."
"If I had an Astrian for every time I've been lucky, I'd probably be in Astrian-debt."


Other:
He knows enough illusion magic to hide the odd colouration of his heterochromatic eye.
"The Genasi Bastard of Estermead" title is a rumour he has managed to stir up in his travels. He does not openly claim the title, but enjoys how uncomfortable it must make his father.

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Zevina -W.I.P



  • 925ea3336de4a6d4cde9e2822dfca612.png
    1588313144727.png When in her true form she's about 25ft tall


    Age -
    Appears to be around 30

    Gender -
    Female

    Being / Race-
    Aasimar/Blasphemy (Tiefling-Aasimar offspring)

    Alignment -
    Chaotic Neutral

    Height / Weight -
    5'8" / 150 lbs.​

 
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wip for now


  • 02670270-1543-40E9-9C43-5AC70EC0C9BF.png Name: Shingiru

    Gender: Female

    Being / Race: Astrian / Bakekujira

    Alignment: Neutral

    Height / Weight: 4’2” / 43 lbs.
 
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Zahl Astra
Name: Zahl Astra

Gender: Male

Age: Unknown

Occupation: Magic Researcher/Astrian Servant

Being/Race: Astrian/Elemental

Height/Weight: 178cm/75kg

Alignment: Chaotic Neutral

Appearance:
Lucilius.(Granblue.Fantasy).full.2715967.jpg
Goetia.(Fate.Grand.Order).full.2292898.png

Personality: Zahl is both an Elemental and an Astrian as such his mind is of a higher order than Mortals; his base logic is that of a being of the planet yet one who has the ability to understand Mortals and is not wholly Alien to them. Due to this difference yet similarity he is privy to things others cannot sense or comprehend and his connection to the planet persists even now. He is fairly modest as far as Astrians go, and takes great pride in his research. Zahl has an insatiable curiosity, particularly in evolution and the limits of man. Due his Astrian and Elemental nature it wouldn't be wrong to say that from a mortal standpoint he is an absolute genius with intelligence few could match. Similar to a Mortal growing up he is still coming to terms with who he his and understanding the extent of his emotions. His Elemental side makes dealing with feelings much harder for him as it is inherently something which is difficult for him to grasp.

He may come off as shrewd and overly critical but that is mostly due to his inability to "read the mood". He is rather earnest and does not lie mostly due to the fact that he does not have much experience with it. Since he doesn't mince his words he may come off as intense. He'll leave pauses in conversation and say just barely enough to answer any inquiries. Mortal culture and common sense is still foreign too him so certain actions or responses he will not understand. He likes Mortals and watched their development with keen interest believing they may aid him in his research. His mind is strong and inherently alien so the sealing and time passed hasn't hit him as hard as other Astrians, but it has affected him. He spent most of his time thinking and wondering as he always has, albeit almost unconsciously. The uncertainty he faced in his life, his research, his experiences, his death. It all culminated into a conclusion: this world is being held back by the the Gods beings of pure stagnation. So this world must change before true progress can ever begin. Thus the Gods stand in the way of evolution.

Likes-
Research
Math
Spicy Food
The Planet
Mortals

Dislikes-
Ignorance
Gods
Violent Astrians
War
Stagnation
Sleep

Biography: Zahl Astra was created as something of a conceptual joint project between an unknown God and the planet. The connection and mind of an Elemental as a agent or "sense" of the planet, the godly power and form created by a god as an Astrian, and the imperfection of a mortal. His is a strange existence. How the God was able to convene with the planet and strike an accord is unknown, but it's product is seen here.

Zahl upon his creation was effectively abandoned by his God for some unknown reason, perhaps for study? The God was indisposed? It matters not. What he did know was of his connection to the planet. From the moment of his conception the planets will lingered on his being, though unlike other Elementals he did not feel compelled to obey it's will. Rather he found that he chose to do so. Zahl due to his nature was almost like an infant in mentality, and so for a time he simply stood in place not moving until eventually a phenomenon caught his eye. Zahl for the first time in his existence saw someone die. He stood in a grove where nature was abundant and magical creatures and lesser animals lived without impunity. He met a young boy who had been wounded by the collateral of a fight between Astrians. The boy had somehow wandered into Zahls magical grove, and despite his grievous wounds seemed to resign himself to his fate with grace and took his last moments to appreciate the beauty of the grove and wonder of the creatures which made it their home. The boy had noticed Zahl and merely smiled at him as he passed from this world. Then for the first time Zahl felt something truly powerful, curiosity.

Zahl wandered from his home or rather his place of being. As he could not call such a place home as he had no understanding of such a concept. As he wandered the world going nowhere at all. Searching for answers to a question he did not know. He learned and grew he saw the squabbles of the Astrians who he knew on an instinctual level he was of similar ilk. He saw the "lesser" races and their struggles in survival and their ever so short life spans. As he gained more and more of an identity he met others who added onto his being with what he learned from them. There was five to be made note of. An old wizard in a cave, an Astrian who fought for justice, an elven soldier, an Astrologer and a young farm hand. From them the aspects that make Zahl Astra were combined and realized into a genuine identity. Thus begins the true beginning of his life.

No matter how much time passed that curiosity lingered in Zahl's mind. He wondered at the nature of life and death, the point of his creation, the reason for Mortals and Astrians and why he was different from other beings related to the planet. This led to an obsession with information, all to sate his curiosity. He searched for meaning in all manner of ways as he could feel a hollowness within himself. He sought to fill it in any way he could, thinking it to be an ailment, defect or even a curse. Yet this hole was merely the meaninglessness of a mortal placed within a being that was all but mortal in all ways, expect for one. Somehow, without actually setting out for this reason, he found himself as a researcher. A man of science and magic. His quest for meaning ever continued as he created and created without end for seemingly no reason at all. Before too long certain Astrians would come to him in hopes of gaining a edge in their conquests. Many Astrians sought his work, some through deals and others through violence. One day as he emerged from his workshop after working for an incredibly long amount of time he found a small human village he had often visited for materials gone, and in its place a grand city stood. He was at a loss and couldn't understand what he was seeing. In his absence the Humans had changed and built up from what they once had, the product of generation of work. It was then he found his answer to his elusive question, Evolution.

It must be understood that despite the nature of Zahls creation he was still as close to perfect as a being could get, and his status as an Elemental put his mental state at something that not even some Astrians could understand let alone Mortals. As a being of the planet he understood that the planet desired regression to return to the state in which nature ruled all and the natural order was at play. He understood that as an Elemental he was practically unchanging in every sense of the word. As an Astrian he was crafted by the will of the divine his power unmatched by lesser races and his lifespan infinitely larger than theirs. Yet despite being considered a higher being he was weaker than the Mortals in one way. He did not evolve. He created without meaning, and did not take from it. He did not learn. This would be the last time that was the case.

From then on Zahl Astra threw himself into his work with meaning. He sought progress and happiness. He found he enjoyed math, science, magic and even the company of other beings. However, these feelings would not last forever. As eons passed and Astrian battles continued to ravage the planet. He found landscapes razed to nothing and lives taken without a hint of remorse. Even with his meaning found it seemed the world did not care and only sought destruction. He saw his own work leave thousands of corpses in its wake. He could even feel the planet cry in pain. Despite how long he had lived and the things he had seen he had never felt a pain this strong. Near the end of the Astrian wars which would destroy them all, he gained a new desire. Zahl Astra sought the power of both the Planet and the Gods. He could not properly say why for he did not know, but he wanted it for... something. He delved into ancient and forbidden magic seeking anything at all for any reason at all. At this time he became something of a sage or monk. He did not necessarily worship anything, though he did love the planet, but he did go through an enlightenment so to speak. He found himself meditating, thinking on the questions he had originally wondered at the dawn of his creation, "Why am I here, and for what purpose was I created?", "Who am I?" and "What do I want?". At the heart of all this, was fear.

This is how the life of this strange being ended. He was caught in the blast of another Astrian by pure accident. As if some divine comedy he had been killed when he was so close to his goal. His workshop was reduced to rubble and vaporized. Caught unawares Zahl Astra found his being slipping away the damage being far too much for him to heal, and once again he felt those feelings. Fear, regret, hatred, sorrow but most of all he desired power. Power to unmake this world of brutal stagnation and the beings who made it. How ironic that he found his true desire on the eve of his death. In one last act of desperation fueled by fear and rage he used the last of his magic to slip his essence into his Tome of research then all but vanished from this world.

Saying(s): "Gods? I will do away with that self-righteous egotism.", "Is there any meaning to that life of yours?.", "Evolution is the byproduct of life; without progress we are confined to a cruel homeostasis."

Relics:
Advanced Astrian weapons created personally by Zahl. They draw in ambient mana from the planet to be used as "bullets". Power of shots is greatly variable and dependent on charge time, though certain frames can only charge so much before requiring a larger frame to store more power.
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Prototype weapons created near the end of Zahls life. In his quest to go beyond the Gods Zahl poured his vast knowledge into these weapons which grant power to defy creation, or at least they were meant to. They were powerful but not enough to achieve their creators purpose for them. So they were forgotten and Zahl continued his research.
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This is Zahl's most closely kept secret. A thing of power which is meant to be the ultimate culmination of his magical knowledge. The repudiation of creation. It is irrevocably tied to his ultimate goal and something he imagines he may have to work on for eons. It is incomplete as it is now, but there are fail safes in place should Zahl truly pass on from this world. Should he truly vanish he would say only this."What a pointless thing you've done... Those who know my research... Will carry on my legacy."
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Along with countless lesser and greater projects, experiments, weapons, armor and more benign objects.

Technique: In order to realize the contract with Zahl the summoner must admit a weakness they possess to him. Proving they are imperfect and thus have the capacity for change.

Astrian Abilities/Powers:
Advanced Magical ability- Zahl himself as a being of the planet is closely aligned with fantasy and magic as a whole. As a researcher he gained insight into all manner of magic. His magical formulas and magic circles are particularly complex and powerful as his computational ability is far above average even for a being such as an Astrian. Through this he can rapidly cast spells and read the formation of others spells allowing him to interfere with their spell casting though this is only with magic which still lies in a mortals comprehension. As spells closer to the planet, the divine, or other Astrians operates on what could be considered sheer force. If mortal magic works with the foundation of the universe to produce effects, divine magic brute forces the universe to operate the way it wants.
Magical Engineering- Zahl is able to, with the right resources, forge powerful Astrian Relics of all kinds from weapons and armor to simple benign items. Zahl with his knowledge of magic cirlces and runes is also able to enchant items with certain effects though in his mortal form these effects will be significantly reduced compared to their full scope.

Contracted power:
Thought Acceleration- The summoner's mental processes including response time increase in speed and responsiveness at a fraction of Zahl's. The summoner starts with a 10% increase which rises to 25% at tier 1. The rises with each tier used by a further 25%. Until, in moments of intense concentration time will appear to have stopped completely. Just because their thoughts and reflexes are faster does not mean their body can always keep up.​

Tier 1:​
The user will gain a greater connection to nature and as such animals will treat the user with respect, other Elementals will not immediately kill you(which is all you can hope for anyway) and the user will gain a light minor healing factor capable of slowly healing minor bruises cuts and even closing greater wounds though only a bit faster than natural processes.
The ability to reproduce all magics and magical knowledge of Zahl at apprentice level. Magical Circles, Runes, Alchemy, Elemental Magic, Abjuration, Scrying and more.
The user will given a greater understanding of the natural forces of the world allowing for enhancement and shifting of kinetic energy. The necessary work in order for an object with given mass to move from its resting position. The user will be able to for example pick up a rock throw it and allow it to move faster and with more force than a normal throw should allow, or increase the raw force of a sword swing so that the ground it strikes is split open. .
Thought Acceleration...25%
Tier 2:​
The user will be able to enter a mirror world existing a layer under the material one, vanishing from sight and all other senses completely. The user cannot move while in this place due to the inherent rejection of mortal existence but can phase in and out as they please until fatigue eventually sets in.
The user gains the mental fortitude of an Elemental and as such their mind will be unaffected by mental ailments including strong feelings or emotions or psychic interference.
The user gains the ability to effect the states of matter through an objects atomic structure. Which just a touch one may turn a hardened metal into liquid and manipulate it, or suddenly freeze a lake. This of course imparts or draws energy from said objects causing a change in temperature.
Thought Acceleration...50%
Tier 3:​
The user becomes closer as a being to Zahl becoming almost a pseudo Elemental, but more like a lesser nature spirit. Their body practically triples in strength due to their connection to the planet, and complete regeneration through the planet become possible allowing for limbs to regrow and wounds to heal. Though this state only lasts about 6-12 minutes, due to the planet rejecting a mortal becoming one of its "senses".
The user gains the ability to form an extra avenue of thought. If the thought process of a mortal is considered to be a single "room" this ability adds an extra one. Allowing for partitioning of their thoughts to form multiple independent thought processes. Its different than having two completely independent thoughts or machines in your head because, while there are multiple processes, they work toward one goal. They manage different problem sets, but work together to generate one overall solution. Zahl can partition his thoughts into seven "rooms" since his mind is that of an Elemental.
The ability to reproduce all magics and magical knowledge of Zahl at the level of a Master. Magical Circles, Runes, Alchemy, Elemental Magic, Abjuration, Scrying and more. This now includes spatial magic with the ability to redirect force, alter gravity and teleport. Access to the armaments of Zahl is also available, now being able to summon Mana guns of many types.
Thought Acceleration...75%
Tier 4:​
Zahl Astra takes on his true form as a being of the planet and displays all his abilities at a level much greater than the summoner may ever reach. All magic will be greater and more potent and full access to his armaments without limit will be available. All of this pales in comparison to his ultimate ability achieved through eons of research and his status as an Elemental. Zahl changes the logic of the planet in a particualr space producing a field 150 meters long stretching all around in a perfect circle. Within this field all are brought to the same level, magic or supernatural forces of any kind cannot occur in this space. For a dimension without such things has been realized. Other Astrians will find their abilities locked and Zahl will also be without his magic and will instantly be reverted to his mortal form upon its use. Within the field the only thing that matters is the individuals raw strength and will, nothing else will yield victory. Of course this can also be used as an escape tactic.
Zahl perfectly melds himself with his summoner until no line can be drawn between them. unity invokes the full abilities of both into one. This ability will still require the sacrifice after it is over, but it could be considered a last resort in any case where death is practically unavoidable even with the rest of Zahl's abilities. Which is very possible despite his best machinations. Zahl himself greatly dislikes using this ability as he feels he is forcing an alien concept and will onto a mortal. Unless the situation is incredibly dire Zahl will have to be convinced to use this ability.
[ERROR]Zahl Astra Thought Acceleration max value already reached
Sacrifice:​
Tier 1- The user must gain new knowledge of some kind.​
Tier 2- The user must meditate for a an hour with full effort put into it before the end of the day.​
Tier 3- The user falls into a coma for exactly 12 hours 1 hour after the ability is used.​
Tier 4- Upon cessation of Zahl's true form the user will immediately be bombarded with incomprehensible knowledge alien to man on the nature of the world and the divine. This knowledge will cause hallucinations immediately followed by complete destruction of any neurons this knowledge came into contact with. While painful and disorientating this will not kill you or cause to much damage however the potential for future damage is great. Repeated uses will eventually lead to loss of self and fracture of the mind, and any neurons destroyed will not come back eventually completely erasing the brain if this power is invoked too many times. Other avenues may exist...​
Contract Symbol:
magic-symbol-seal-of-solomon-witchcraft-spell-symbol.jpg

Astrian Item Appearance:
TAgrimoire2.jpg

Extra:
Lucilius.(Granblue.Fantasy).full.2816857.jpgLucilius.(Granblue.Fantasy).full.2892333.jpg
Goetia.(Fate.Grand.Order).full.2327874.pngGoetia.(Fate.Grand.Order).full.2093414.jpg

 
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Andruil
Andruil
The Cannibal/Star Lord

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Gender‌:‌ ‌Male‌ ‌

Age‌:‌ ‌Ancient‌ ‌

Occupation‌:‌ ‌Former‌ ‌Scholar‌ ‌and‌ ‌Strategist‌ ‌ ‌

Being‌:‌ ‌Astrian

Race‌:‌ ‌Star Forger

Alignment‌:‌ ‌Neutral

Personality‌:‌ ‌
  • Greedy
  • Wrathful
  • Vain
  • Tactful
  • Strategic
  • Impatient
Likes‌:‌ ‌ ‌
●Strategy‌ ‌
●War‌ ‌
●Luxuries‌ ‌
●Grand‌ ‌Architecture‌ ‌

Dislikes‌:‌ ‌
●Lesser‌ ‌Races‌ ‌
●Ignorance‌ ‌
●Cowardice‌ ‌
●Recklessness‌ ‌

Technique‌:‌ ‌ TBD

Skills/Abilities:‌ ‌
●Astrology‌ ‌
●Sailing‌ ‌
●Strategist‌ ‌


Biography‌:‌ ‌

Eons before the first light was created, there were only the Gods and the Astrians, living in the cosmic void. Until the birth of the Star Forgers that is. In a attempt to rid herself of her greed and wrath, Illumia cast out her negative traits and from that Andruil was born. At first he was a quiet Astrian who obeyed Illumia's every command, but with time he became distant and withdrawn from all. Possessing the goddess' abilities to command the celestial forces, Andruil occupied himself with ;earning and growing his power. to do this without distraction he left, traveling further into the darkness than any Astrian had gone before. Unintentionally he began to peel back the dark veil, hanging stars in the cosmos that spread light and warmth. Supernovas. nebulae, and even black holes were how he passed his time on his voyage through space. He had been content for a very long time, until one day he spotted light in the distance coming towards him. Had someone else been creating stars? Did they intend to take his role as the Star Forger, first of Illumia? The wrath that the goddess had imparted to him was awoken in that instant and Adnruil didn't hesitate to seek out his challenger. Like a comet he soared through the vastness of space and sought out his would-be-usurper. Without warning he attacked, letting anger and fury guide him. The battle was horrific, with celestial forms being flung across the heavens and massive explosions shaking the galaxy. Hundreds of stars were blacked out, consumed, or used as weapons during the brawl until Andruil took a bite out of his opponent. He feasted on the younger Star Forger and what remained of the loser he cast into a black hole. His victory was short-lived however as just as the battle ended he began to see more lights appearing all around him. Hundreds of puny, improper stars being thrown about and dotting the void. Illumia had tried to replace him in his absence it seemed. He wouldn't sit by in silence though.

After dedicating himself to hunting down his kin and having satisfied his blood lust, Andruil happened upon Andros. His last visit to the small rock was ages ago and it had not been so full of life then. Astrians and mortal creatures, skittered about together. The idea was odd and he couldn't fathom why they would want to live among such young, weak beings.from great distance he watched, observed the lives of mortals and immortals, while continuing to decorate the heavens with constellations. He eventually drifted away, but the surge of power coming from Andros drew the greed out of him and forced Andruil back. what he saw was a world at war with great powers being used to smite Astrian and mortals alike. It was interesting to see the results of their attempts to gravely harm one another, amusing even. Astrians did not die like the mortals they ruled over, but it seemed they didn't all know this.

With little information as to why they were waging their wars, Andruil descended to the world as a falling star. Where he landed mortals gathered, eager to get their hands on whatever had fell from Heaven. what they found though was a nebula, thousands of tiny little stars and cosmic dust dancing around in a clearing. At the center stood Andruil in his Astrian form; 12ft tall with a body made of stars, fire, and gold. The mortals exalted the new arrival, bowing and praising him. It was something that Andruil had never experienced before, a prize worth stealing from these younger, weaker Astrians. he would be worshiped, it was only natural after all. Who deserved so much love if not a Star Forger, and the first Star Forger at that.

Gathering information from the mortals, Andruil officially joined the war to dominate his fellow Astrians and steal their followers. The wrath of the cosmos rained down on several battlefields and thus he couldn't eat, Andruil cast into a black hole to be lost to the void. With each victory he gained fame among the mortals and a better understanding of Astrains as a whole. His kin were far more powerful than he gave them credit for. That overconfidence came back to bite him however when an enemy sneak attacked him one night. The shadowy figure caught Andruil as he was teaching mortals how to read stars and name the constellations he had created. As the mortals fled, Andruil clung to his astological sphere which he had created himself and cherished for its relation to the stars. He wished to be beside Illumia once more, safe within her grace his desire for revenge however outweighed is fears and need for love. Andruil wanted to make the other Astrians pay for what they ha done, and make the mortals that they squabbld over suffer. As his body faded his essence entered the sphere. Finally he had the experience that he had brought to so many other Astrians.

Saying(s)‌:‌
‌“I‌ ‌am‌ ‌as‌ ‌the‌ ‌Sun.”‌ ‌-‌ ‌“Fear?‌ ‌I‌ ‌don't‌ ‌know‌ ‌it.”‌ ‌-‌ ‌“I‌ ‌am‌ ‌like‌ ‌a‌ ‌comet,‌ ‌crushing‌ ‌and‌ ‌burning‌ ‌
all‌ ‌in‌ ‌my‌ ‌path.”‌ ‌-‌ ‌“The‌ ‌riches‌ ‌of‌ ‌Heaven‌ ‌and‌ ‌Andros‌ ‌are‌ ‌mine.”‌ ‌

Relics‌:‌ ‌N/A

Astrian‌ ‌Abilities/Powers:‌ ‌

Contracted‌ ‌power‌:‌ ‌

Defying‌ ‌Gravity‌ ‌-‌ ‌Andruil‌ ‌bestows‌ ‌upon‌ ‌his...Master,‌ ‌the‌ ‌ability‌ ‌to‌ ‌control‌ ‌gravity’s‌ ‌hold‌ ‌over‌ ‌
themself,‌ ‌essentially‌ ‌granting‌ ‌them‌ ‌the‌ ‌ability‌ ‌to‌ ‌fly.‌ ‌

Tier‌ ‌1‌:‌ ‌

Push‌ ‌-‌ ‌Using‌ ‌gravity‌ ‌manipulation,‌ ‌items‌ ‌touched‌ ‌by‌ ‌the‌ ‌user‌ ‌can‌ ‌be‌ ‌forced‌ ‌away‌ ‌from‌ ‌the‌ ‌user.‌ ‌

Pull‌ ‌-‌ ‌Manipulating‌ ‌gravity‌ ‌allows‌ ‌the‌ ‌user‌ ‌to‌ ‌pull‌ ‌items‌ ‌they‌ ‌have‌ ‌touched‌ ‌towards‌ ‌themself.‌ ‌ ‌

Tier‌ ‌2‌:‌ ‌

Nebula‌ ‌-‌ ‌Generate‌ ‌a‌ ‌fog‌ ‌of‌ ‌stars‌ ‌and‌ ‌dust‌ ‌that‌ ‌conceals‌ ‌the‌ ‌presence‌ ‌of‌ ‌the‌ ‌user.‌ ‌ ‌

Tier‌ ‌3‌:‌ ‌

Shooting‌ ‌Stars‌ ‌-‌ ‌Create‌ ‌stars‌ ‌of‌ ‌varying‌ ‌sizes,‌ ‌to‌ ‌be‌ ‌hurled‌ ‌at‌ ‌foes‌ ‌or‌ ‌used‌ ‌as‌ ‌lanterns‌ ‌in‌ ‌a‌ ‌dark‌ ‌
space.‌ ‌ ‌

Supernova‌ ‌-‌ ‌Detonate‌ ‌any‌ ‌stars,‌ ‌creating‌ ‌an‌ ‌elemental‌ ‌explosion‌ ‌of‌ ‌varying‌ ‌sizes.‌ ‌

Star‌ ‌Shower‌ ‌-‌ ‌Call‌ ‌down‌ ‌stars‌ ‌from‌ ‌the‌ ‌heavens‌ ‌to‌ ‌assault‌ ‌the‌ ‌area‌ ‌around‌ ‌the‌ ‌user.‌ ‌

Tier‌ ‌4‌:‌ ‌

Heaven’s‌ ‌Wrath‌ ‌-‌ ‌Conjure‌ ‌up‌ ‌a‌ ‌black‌ ‌hole‌ ‌that‌ ‌expands‌ ‌and‌ ‌grows‌ ‌in‌ ‌power‌ ‌with‌ ‌the‌ ‌passage‌ ‌of‌ ‌
time.‌ ‌ ‌

Sacrifice‌:‌ ‌
Tier‌ ‌1-3:‌ ‌Blood‌ ‌Sacrifice‌ ‌is‌ ‌required‌ ‌to‌ ‌access‌ ‌these‌ ‌abilities.‌ ‌A‌ ‌cut‌ ‌of‌ ‌the‌ ‌hand‌ ‌is‌ ‌enough.‌ ‌
Tier‌ ‌4:‌ ‌A‌ ‌life‌ ‌must‌ ‌be‌ ‌given‌ ‌to‌ ‌access‌ ‌this‌ ‌ability.‌ ‌ ‌





Contract‌ ‌Symbol‌:‌
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Astrian‌ ‌Item‌ ‌Appearance‌:‌ ‌ ‌
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Alethea
Name: Alethea

Gender: Appears female

Age: 3,000 years old, a relatively young Astrian.

Occupation:
Astrian of Flesh, Blood, and Bone.

Being:
Astrian/Eldritch Monstrosity

Race:
Astrian, appears human in mortal form.

Alignment:
Chaotic Neutral. Alethea does whatever is necessary to complete her magical research and enlightenment.

Appearance:

4b9156eb6798aa7962c4e8daf12f63ca.jpg
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Art by David Eugene at ArtStation.

Personality: Alethea is first and foremost a scholar, with an undying curiosity about the world surrounding her, and what caused it to exist. As such, from an early age she showed signs of becoming a mage, and dedicated her life entirely to discovering what lies beyond the physical world. She is greedy for knowledge and power, and frankly just greedy in general. Alethea is a selfish being, devoted to her cause and no one else's. As such, she will do anything to keep researching on the mortal plane when summoned (and will do anything to find a way to separate herself from her summoner), and is extremely hesitant to share her powers, as evidenced by how dangerous and blasphemous her rituals are. Alethea is also paranoid about anyone gaining her power or her magical research into the Old Gods (more on that in her biography), and like many Astrians, she's very prideful. While her knowledge of magic is wide and deep, her sanity is standing on its last legs, as it has been for the past two thousand years. She's also hyperactive; her mind is constantly moving a mile a minute, and she must keep herself occupied lest she lash out in boredom.

Likes: Learning, books, coffee, apple strudels, steaks, seclusion, chess, mind games, blood.
Dislikes: close-minded people, boredom, mortals, other Astrians, crowded places.

Technique:
The summoner need only let a few drops of their own blood seep into the carved sigil on a golden ring bearing Alethea's sigil.

Skills/Abilities:
Other than fleshmancy, Alethea is particularly good at baking.

Biography:
Alethea learned and studied all kinds of magick from the mortal races, in her many years of life, collecting tomes in hundreds of languages in her tower library (the bottom floors of which were open to the public). She herself, however, found a specialization in blood magick. Over time, she assembled in her private library a series of rare books concerning the old gods - gods older than the ones from which she was a mere shard of. Ancient, alien gods that when studied or summoned drove their worshippers insane, ancient gods aloof from the meddling of mortals and Astrians. Alethea sought to gain the power of the gods that reigned before her race, but first, she deducted from her research that she must first resume the godly form that she and her Astrian counterparts had once been part of. Like many others, she interpreted that to become one of the gods she must consume her Astrian brethren, and that is when she actively participated in the war. However, in due time, her tower was sieged to steal the books within it and quench her never-ending quest for power. Upon noticing her opponents, which she deducted would destroy her, she cut an enormous hole in her chest, stored her personal tome within it, and set fire to the tower before any of the books could be stolen. If she were to die, she thought, her life's work must go with her. In a last ditch effort, she stored her body and soul into her favorite golden ring, said to never melt.

Saying(s): "Power lies in madness, but breaks the minds of the weak." "Choke on your own tongue." "I said, bow, worm!" "Once my research is complete..."

If Your Character is an Astrian Add the Following:
Relics: a golden ring bearing her contract symbol/sigil.

Astrian Abilities/Powers: Blood Magic: Alethea can manipulate the blood inside of an opponent's body, causing them to bend in any sort of position she desires. She can also boil and freeze blood (similar to blood bending, if you've ever watched Avatar).
Psychic Manipulation: Alethea can telepathically communicate with any being she desires to (unless they have incredibly powerful psychic shields or defenses). In the older days, when the war was raging, she would drive people insane by constantly babbling inside their minds.

Contracted power: Blood manipulation.

Tier 1:
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The summoner can call upon up to five hands of glory (which are mummified hands of criminals with each finger turned into a candle, the flame of which is fueled by the leftover body fat) to light their way or perform mundane tasks.
The summoner, if injured, will regenerate immediately. Greater injuries, such as amputations, have a chance of mutating when they grow back.
The summoner's muscles expand exponentially in size, giving them super strength for a duration of time.

Tier 2:
The summoner can create a grotesque magical gate that will take them anywhere they have been to before.
The summoner can can manipulate the blood inside of an opponent's body, causing them to bend in any sort of position they desire. They can also boil and freeze blood (similar to blood bending, if you've ever watched Avatar)..
The summoner can infect the mind of a victim through blood bending by touching them while incapacitated. They can completely control the actions of this individual while their mind is still active trapped within the shell which their body has become. Summoners may have up to 30 thralls at a time.

Tier 3:
The summoner can mutate parts of their body to the extreme. This includes mutating animal parts onto themselves, and adding multiple mutations. Examples include extra eyes, limbs, wings, tails, horns, teeth, mouths, heads, etc. The summoner can also mutate any creature within 30 feet.
The summoner can manipulate the skin, bones, and tendons of both themselves opponents to the extreme. This includes modifying their own bodies for different purposes.
The summoner can watch, hear, and telepathically interfere on a subject in a pool of blood.

Tier 4:
The summoner can transport an opponent to a demi-plane consisting solely of a labyrinth filled with Alethea's discarded blood magic creations. The summoner can enter or exit the maze at any time, and has total control over the labyrinth and its contents.
The summoner can cause opponents to burst in an explosion of blood and sinew, immediately killing all opponents within a 60 foot radius, whether they actually have blood or not. It has a similar effect to a bloody atom bomb, including mutations in creatures within a 60 foot radius of the blast. Anything that touches the blood of these exploded creatures will mutate grotesquely in the part of the body that the blood touched

Sacrifice:
Tier 1-3: The summoner must place a few drops of blood into the golden ring.
Tier 4: The summoner must draw Alethea's symbol (place mattering not) and then sacrifice themselves in the middle of the sigil. They must die for it to work, and after the power is used, Alethea will be stored within the golden ring until another contract is made. The summoner, however, is stuck in Alethea's labyrinth demiplane, without any of the control they once wielded. The summoner will be surrounded by terrifying thralls of failed blood magic experiments left to adapt or die.

Contract Symbol:
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Astrian Item Appearance:

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Alethea bestows upon you a bone staff called Gorechild, which forms into either a hammer or axe on demand of the summoner.
 
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Mazoga (Maz)
Name: Mazoga (nicknamed Maz)

Gender: Female

Age: 28

Occupation: Treasure hunter, former pirate.

Being: Mortal

Race: Half-orc

Alignment: Chaotic Good

Appearance:
bdd9a570475e404871107e12a7ab0127.jpg
Art by Joanna Wolska, find it here.

Height: 6'8

Personality: Despite her age, she's been through a lot, and frankly she's just tired of the world of adventure that she was once so enthralled by. Maz a is a genuinely caring person, though ruthless on the battlefield, and is a firm believer that this Astrian artifact business is no good for the world... but she needs the money from those artifacts so she can retire. She is fascinated, however, by the world of the ancient Astrians, and likes to pick up as much of their history as she can, though pieces of evidence are far and few between. Maz also has the tendency to keep some of the things she intends to sell (and some of the things she never should've taken in the first place), especially if they give her better clue into Astrian culture and history. She has the gruff demeanor of an adventuring veteran and a cynical, sarcastic sense of humor. While it doesn't seem so, Maz loves a good brawl (a testament to her orcish heritage), and as much as she doesn't like to admit it, likes to amp her adrenaline every once in a while. When she's down, Maz turns to excess, mainly alcohol. She values companionship and good company, and is loyal to a fault to the few that have gained it. At her core, Maz just wants to live a simple life without worry, and to get enough coin for a good house and a vineyard.

Likes: brawling, pies, history, rock climbing, smoking pipes, treasure hunting, discovering something new, any kind of bread.
Dislikes: greed, overly energetic people, the power-hungry, cheese, gaudiness, vengeance for the wrong reasons.

Skills/Abilities: Maz is particularly good at recalling the history of an area, she's extremely athletic, and can use her orcish heritage to her advantage by intimidating adversaries. She knows the basics of every weapons style, but specializes in great weapons (such as hammers, axes, clubs) and archery. She's the equivalent to a D&D 5e Battlemaster Fighter.

Biography:
Maz was raised by the human side of her family, resulting in a fairly normal, uneventful childhood consisting mostly of roughhousing with her five siblings. Her mother was a cobbler, and ran the business with two of her oldest siblings. When she was finally of age to provide for the family, Maz took a job as a deck hand. Little did Maz know when she arrived on board, her employers were cargo runners occasionally, and pirates most of the time. She learned to fight and eventually upped the ranks and gained respect over the coming months, and continued this profession until the popularity of Astrian artifacts began to rise. While the pirates occasionally went and nabbed some Astrian items on longer voyages, they weren't exactly focused on this new source of power. Maz respectfully left her crewmates, used her pirate gold to buy her own brig, and began her own private treasure hunting company after about a year of solo expeditions. She's been at it for about five years now, and has no plans to stop until she has enough to sustain retirement.

87edf535280cff27c789254f53c049ba.jpg

Saying(s): "Dead things are meant to stay dead." "Mmmphf." "If you've got the coin, I've got the balls."
 
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Ayen
Ayen
I shall end this, like a dream.
Ayen
  • Mortal Form 6'2
    Pixiv.Fantasia.full.424957_2.jpg
    Nickname(s) -
    Father of Elvenkind
    First Archdruid

    Age -
    Yes

    Gender -
    Male

    Being / Race-
    Astrian / Archfey

    Alignment -
    Chaotic Neutral

    Height / Weight -
    6'2"/162lb


 
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Sylas Kline
Sylas Kline
Conquer what causes you fear to achieve true power.
Sylas Kline


  • d8ej155-e3511f82-0da0-4c43-a209-5f2a3f8f9759.jpg

    Nickname(s) -
    Syl
    Sun Tamer - A name given to him by the Dark Elves

    Age -
    Age was never something he concerned himself with.

    Gender -
    Male

    Being -
    Astrian / Appears as a Dark Elf in mortal form / Vampire

    Alignment -
    Neutral Evil

    Height/Weight -
    Mortal Form:
    5'5"/152 lbs.
    True Form:
    Unknown At The Moment

 
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Eulalia Perennis

DGKTu7dV0AAVNA0.png:small

basics

Name.
Eulalia Perennis

Aliases/Nicknames.
"The witch of flame", "Mornbringer", "Saint of forgiveness"

Race.
Human

Gender.
Female

Age.
30

Occupation.
Wandering priestess

Height.
165 cm

Weight.
52 kg

Appearance.
A clean-cut figure of translucent veils and silver armour polished bright with the luminous kiss of the moon and embrace of dawn. Of unblemished gloves pulled taut over clenching fists, never to be removed, and wavy golden locks concealed modestly behind the silk of maidenhood; The shadow of stars permeating in tired bags under jaded eyes.

Personality.
As soft-spoken as a spring breeze, gently coaxing the blossoms out of their verdant shells, and as tranquil as the wild blue yonder. Eulalia is a woman of seemingly endless composure, gaze that of sweet sunlight caresses and smile reminiscent of the playful jazz falsettos in birdsong. However, like jazz, notes never written dancing as steps never taught, there hides an ambiguity in the choices of strings being pulled. The warmth arriving and dispersing in ebbs and flows to sometimes leave a taste of winter in its stead, bitterly refusing to thaw. As such, Eulalia's existence is that of two sides of the same coin; overflowing with compassion on one hand but not opposed to taking to cruel indifference on the other. She holds her dear ones close and their joint enemies even closer, acting in a claim of all-encompassing love.
abilities & trivia

Skills.
Embroidery, herbology expert, skillful fencer (self-taught), able to recite holy scriptures in their entirety purely from memory (makes for a good lullaby), mellifluous singing voice.

[Martyr's prayer]
A healing spell which transfers the target's wounds over to the user. As rewarding as it is risky, Eulalia may die if she's not careful.

[Martyr's revenge]
The opposite of prayer, user can harm or inflict pain on others by inflicting damage upon their own body after establishing a "bond" to the target through physical touch.

[Divine Alignment]
A self buff spell which grants her rapier a divine attribute, making it stronger against dark magic and more resistent towards other divine magic.

Alignment.
neutral Good

Likes/Dislikes.
- Blood (the sight of blood causes her to feel sick.)
- Children
- Religion
- Liars
- Physical contact

+ Music, choir music specifically
+ Nature
+ Sketching
+ Handiwork
+ Folk tales/Sagas

Theme song.


gallery.
x, x, x
History

History.
This is the tale of a girl and her pursuit of perfection, of the wishful pennies thrown into wells and prayers made under shooting stars, of the weight of the cross and of hands; marble skin stained crimson with the blood of those they vowed to protect.

Of a choice that brought a saint down into ruins to inevitably be forgotten in the passage of time.

In the year of the xxx dynasty, a blessed child was delivered to a poor family of the xx Kingdom situated in the west-north border of the human empire. This child, who would grow up to become a beauty with hair as golden as the sun itself and eyes that of bluejay feathers, was extraordinary from birth; her body emitting a soft divine light as soon as she drew her first breath. Thus, she was said to be a gift from the heavens and hailed as a saint that would bring glory to their kingdom under the name of Eulalia Perennis.

Said to be a child of the gods, Eulalia was given away by her parents to the local monastery to be raised in the ways of the holy spirit. Receiving extensive education, she was indeed an exceptional child who exceeded all the expectations put upon her. But that was not all, as she possessed what they deemed divine powers as well; said to be able to heal all inflictions and bring back those beyond rescue to life.

Truly a saint.

Appointed to be the monastery's face outwards Eulalia came to be worshipped and sought for her powers and wisdom. However, following a disastrous drought spell under the summer of xxxx the monastery suffered heavy losses; the buildings burnt down to the ground without a single survivor left behind. Assumed to have perished along with her sisters Eulalia soon faded from the memories of those she had once devoted her life to, her story now a legend of misfortune. The child had stolen the gods' limelight and was therefore punished for her heinous deeds.

Truly a heretic.

Contract technique.
To form a contract with Sylas, the summoner must become a vampire. To deny this is to deny a gift and Sylas' trust as he finds those who deny the power not worth his time. By taking this, you become a vampire and you must consume virgin blood to complete the transformation. Failure to do so within 3 days will result in the contract ending and Sylas will return to his resting place with his blade.

Quotes.
"Let's pray, at least for your sake."
"I am someone who walks in dusk, belonging neither to day nor night; my only purpose being that to tie their threads together."
 
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Ventus Erindel
Name:
Ventus Erindel

Gender:
Female

Age:
Unknown

Being:
Astrian

Race:
Archsylph

Alignment:
Neutral Good

Appearance:
Elsword DayBreaker.png
Note: She's still the same height as her mortal form.
Elsword Lincy.png

Personality:
She's usually gentle and kind, but you don't ever want to make her angry. Sure, she can be a bit arrogant and naive sometimes, she still wants to mean good.

Likes/Dislikes:
+Nature
+Drinking Alcohol
+Peaceful Days
-Unnecessary Conflicts
-Starting a Fight
-Perverts

Technique:
Sing a verse of a song in Alician.

Skills/Abilities:
Martial Arts/Archery
- She has advanced martial arts skills and extensive knowledge in the bow and blade.
Cooking - She is a pretty decent cook. Perhaps cuisine or royalty level of cooking? Definitely that of a nobles' quality of dining.
Cleaning - She's great at cleaning, especially when she's using wind magic to do so. It does get a little dusty but it'll find its way out eventually.
Hunting - As expected for someone who has extensive knowledge in the bow and blade, she can be an excellent hunter, able to track animals or people by sensing disturbances in wind patterns and sharp hearing.
Lightness - The winds move with her so she feels lighter.
Sharp Hearing - As an elf, her ears can catch more sound waves.

Biography:
When Ventus was born, she was taught that there needs to be balance in the world. When balance falls, chaos rises. With what she was taught, she did everything she could to keep the balance. She learned skills that would help her uphold justice and protect the innocent. She also learned how to use her skills for good and not evil. But when the Astrian War came along, it became a challenge. The battlefield was chaotic, there was no balance at all. The balance kept tipping and she couldn't stop it. She watched her friends die, even her mentors. She also heard about Ayen and Solaria, of how their battles raged violently and killed anyone who got too close. She realized she could not fight in this battle anymore and decided to protect those who couldn't. But even then, it wasn't enough when the two landed their last blows. Before she fell, she learned something on her own. True balance is restored through absolute chaos, as balance always finds a way. The war was like a storm, violently raging as it continued to escalate into more destruction, only to settle down once it left its mark. When she is sealed away, she goes to sleep, going to her dreamworld and remembering past memories. She had masters before, those who did righteous things while others did things discreetly. There was one master she would never forget. She became an Astrian of a noble long ago, a very wealthy one at that. He looked promising, seeking a power to save his family. What her master asked her to do were things from simple house work to bodyguard duties, as well as aiding front lines in battles against other nobles who attacked them. Things took a turn when they became the head of their family. After they fended off the other rivaling nobles and were no longer being attacked, they had begun attacking other nobles and not only turning them into their subjects, they had violated them in many ways. From public executions to selling family members. Enough was enough. One night, her master wanted to ask her to do something for him. He had a sibling who had different views and policies than him. He wanted her to eliminate his sibling. She went off to meet the sibling, but gave them advice instead of doing what her master said. "Your brother wants you dead, and he has sent me to kill you. However, I will not. I'm here to tell you that you will be the next head." "But my brother, he's the current head right now." "Not for long. Melart. After I'm done, find a suitable place for me to sleep. I've had enough of this." She killed the head, and was immediately sealed away. The sibling took her away and placed her at the center of some Elven ruins in the forest. They covered her with a black cloak so that she'd be somewhat hidden away. She never would want to serve under someone like that again.

Saying(s):
"Make your friends rich, your enemies rich, and wait to tell which is which."
"I hope I'm not showing my age."
"Through brightness, I can offer redemption and let you change your own fate."


Astrian Abilities/Powers:
Wind Manipulation
- A vast range of wind manipulation techniques, from forming arrows to creating barriers, forming slicing crescent winds to condensing them into a visible ball.
One with the Wind - Ventus can use the wind to hear, move, or detect things to her advantage. Playing hide and seek is a game she'd always win.

Contracted power:
Basic Wind Manipulation
- The winds move with you so you feel lighter as a result, and you can cause gentle gusts of wind to help you move about.

Chant Sequence:
Before using any of the tier abilities, you must first make a Combination Chant. Each ability is aligned with a Trail (Lau), and you need to pick from Brightness (Es towai di), Redemption (Es crai ni), or Fate (Es grei ni). (Example: Es towai di lau ----> Brightness trail)
After the combination chant, is the tier chant. (Example: Es towai di lau, ah so ro lus si wu sai tse.)
Lau - trail
es towai di - Brightness
es crai ni - redemption
es grei ni - fate

Tier 1: Arsia ou Lazz a Pysietia end
Wind Burst (Brightness) - Create a burst of wind to push back enemies or create a pillow of wind for a safe cushion.
Wind Sensor (Redemption) - Use the wind around you to detect your surroundings, the wind whispering the location of what you desire and of any threats.
Weaponized Wind (Fate) - Use the wind to form a weapon. Be it a blade, bow and arrow or spear.

Tier 2: Folme Arel ou Bis Ildrem
Wind Directional Change (Brightness) - Manipulate wind currents around you and change the wind's directional path.
Wind Barriers (Redemption) - Create a barrier out of wind to withstand heavy attacks or prevent from being crushed.
Windy Lightness (Fate) - The wind will start to lift you as they see fit, allowing you more capabilities in mobility.

Tier 3: (Leste Plist a Wely,) dooom end dooom stica anie en toubi ran eist ou gete Story brait.
Wind Explosion Bolts (Brightness) - Fire an arrow that causes ripping winds upon impact that's similar to an explosion.
Healing Wind (Redemption) - Summon a passable orb around you and others or condense wind at the palm of your hand to heal wounds.
Condensed Wind Techniques (Fate) - Condense wind to create traps or spheres that will rip and tear upon impact on enemies or violently knock them into the air, the equivalent to getting hit by a carriage or wagon at high speeds.

Tier 4: Grend imm Bis Lanai o Di Toup Imm Herz a Ajarla Yien Alista
Memory Apparitions - Summon apparitions of Ventus to carry out any command, mostly for attacking.
Powerful Arrow Storm - Create a powerful storm that consists of ripping winds and arrows made out of condensed wind to rip and tear through enemies and decimate the area.

Sacrifice:
Tiers 1 to 4 require the chant listed above as well as the beginning chant from before. However, Tier 4 requires the full version of the beginning chant and its tier chant.
(Example: Es towai di es crai ni es grei ni lau, eit saht cha reh lee schtai)
Upon using a Tier 4 ability, you will either suffer from blindness or multiple amounts of the pain felt by the victim which will lead to paralysis from the waist down for a year minimum.

Contract Symbol:
Elsword Richtor Sigil.jpg

Astrian Item Appearance:
Wrist Guard (Can make a wind bow or wind blade out of this)
Elsword NW Bow Cosplay Hand Piece.png
 
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Harin
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  • [div class=white][div class=scrollbox] [div class=headf]Name[/div]
    [div class=f2] HARIN [/div]
    [div class=headf]Title[/div]
    [div class=f2] The Golden Lioness [/div]
    [div class=headf]Age[/div]
    [div class=f2] 26 [/div]
    [div class=headf]Gender[/div]
    [div class=f2] Female [/div]
    [div class=headf]Occupation[/div]
    [div class=f2] Former royal guard turned wandering hero [/div]
    [div class=headf]Being[/div]
    [div class=f2] Mortal [/div]
    [div class=headf]Race[/div]
    [div class=f2] Aasimar [/div]
    [div class=headf]Alignment[/div]
    [div class=f2] Lawful Good [/div]

    [/div][/div]
[/div] [/div]

34666cc242d92911d89635f4f724ea68.jpg

Name
HARIN


Title
The Golden Lioness


Age
26


Gender
Female


Occupation
Former royal guard turned wandering hero


Being
Mortal


Race
Aasimar


Alignment
Lawful Good


Personality

HEROIC - Harin has the heart of a hero- or so many people say. Brave, helpful, righteous, and selfless; she's more than willing to give up her life for the sake of others. She rarely thinks about herself nor does she have any personal goals aside from fulfilling her call.

PASSIONATE - Harin pours more than her hundred percent on everything she does. She isn't one to easily give up especially if there are people relying on her. She's always beaming with hope and firmly believes that as long as she's fighting for what's right, then she'll never lose hope and back down.

CORDIAL - Harin is actually a cheerful gal who laughs at pretty much everything. She's usually bouncing with energy and is not afraid to contaminate everyone with it. The downside of this is that her high spirits can be out of place sometimes. Let's just say she may or may not crack jokes during the harshest of moments.

GUILELESS - It's safe to say that Harin is not the brightest crayon in the box. Thanks to her kind nature, this girl easily believes in people and likes anyone by default (although she's not invulnerable to freaking out because of exterior appearance), so she's very susceptible to lies, deception, and manipulation. She's open to befriending literally anyone, and believes in change and forgiveness.



Likes
Helping, friends, adventures, sweets, and animals



Dislikes
Violence, lies, selfishness, alcohol, and solitude


Facts

MASKED - Thanks to her Aasimar nature, Harin has to conceal her identity most of the time. She normally wears cloaks, robes, and masks to ward off evil cults and other agents of chaos. Ever since she became Yxial's summoner, she started using the mask artifact to conceal her nature.

CALL - Harin believes that her call is to find and protect the exiled prince of Estermead, Marx Aurelius. Her celestial entity relentlessly guides her towards him.


Technique

To finalize the contract, one must don the mask and be one with the spirit of the beast. This requires having to degrade yourself to a beast and let out a fearsome roar. The next step is to smear the summoner's blood across the mask while wearing it. Only then will the contract be complete.

ASTRIAN: Yxial Oshiar


Contracted Power

BEASTBLOOD: The user is given the blood of the beast. This gives the user enhanced prowess in all physical aspects, beyond that of what a mere mortal can achieve without the aid of advanced magic or other beings like himself. The user is also gifted with enhanced senses, much like an animal, as well as the instincts of one. It may not always be accurate, but such instincts allow the user to tell changes in people's behavior such as sudden aggression or defensiveness.


Skills

COMBAT MEISTER: Thanks to her years of training in Estermead, Harin is decent at using all sorts of weaponries from slingshots to halberds. This makes her a versatile combatant although she has preference for close-combat. That said, she's not useless without a weapon either. Thanks to Estermead's magically-inclined nature, she learned how to imbue her fists with flames for stronger punches.

AGILE CAT: Nimble, acrobatic, and flexible; she's good at outrunning her enemies which is only improved by her passive buff.

KNOCK OUT!: Harin has a strong dislike for violence and killing. So, she tries her best to avoid resorting to them. Needless to say, she knows where and how to strike her foes in order to incapacitate them.

TRACKING: This girl has been chasing after an exiled prince with a knack for adventures for years so naturally, she learned how to gather clues and informations from her surroundings.

WILDERNESS SURVIVAL: This is something that she learned from Estermead and travelling from kingdoms to kingdoms while escorting Prince Thomas. However, she only became an expert at it after she met Yxial and he forced her to understand nature deeper. She has vast knowledge over which berries are safe to eat and which aren't along with what animals can be found in an area and whatnot.

BASIC MAGIC: Estermead is a kingdom of spellcasters, so naturally, Harin knows the basics of the arcane. She knows how to conjure basic wards, use magic to light a candle, and other spells that has been taught to the kingdom's soldiers.

ANGELIC FORM: As an Aasimar, Harin can transform into an angelic being once a day. After unleashing her divine energy, her eyes will begin glimmering and two, incorporeal, luminous wings will sprout from her back. She can only maintain this form for about a minute.

HEALING HANDS: Aasimars have the innate ability to heal others with a touch of their hands. Essentially, she has a healing pool that she can use to mend wounds. The more serious the injury, the better it drains her pool. Once her pool has been drained, she will need to rest for at least eight hours to replenish.

LIGHT CANTRIP: Harin can touch an object that is no larger than 10ft in any dimension and cause it to emit a bright light in a 20ft radius and a dimmer light in an additional 20ft radius. The light is usually golden in color. She can cast in how many times she wants, but she can only explicitly cast it on one object. If she cast it on another, then the previous target will lose its glow.



Biography

On a cold and wintery night, an orphanage hall in the outskirts of Estermead received a blessing. An infant was found crying right outside their doorsteps. Its hair was that of gold and its eyes were like emeralds, each shining with an otherworldly glow. It was a female Aasimar, and the hall took her in and celebrated, thanking the divines for blessing the world with another champion of the light.

The orphanage took great care of this child; fed and dressed her well, gave her the right company, and even put her above the other children. But most of all, they taught her how to be good.

She was six when she started having dreams and visions, her angel's whispers of destiny permeating her mind. In her visions, there was a boy. A boy, with light hair and striking eyes, and a golden crown perpetually hovering above his head while he sat on a throne. Sometimes she'd see him doing other things than gazing longingly over his kingdom; pieces of his life, like a movie. But no matter how many times she'd see him, the crown never once perched on his head.

When she told her caretakers about it, they interpreted her destiny for her: she was sent to serve and protect the prince of Estermead! They brought her to the royal capital when she came of age and had her trained to become a royal guard. For years, she honed her combat skills and studied the arcane arts. And finally, the day came when she was assigned to the prince.

Prince Thomas Greyrat Otto Von Putsch

Prince Thomas was everything she could ask for for a liege. He was kind, thoughtful, and most of all, he was good. She was convinced that he was the prince in her dreams and she swore to be by his side no matter what. However, she soon realized that she was wrong. The dreams and visions she have accumulated from her years of existence started weaving together, and it dawned to her that the boy in her dreams was the bastard prince unrighteously driven away from his own home. Disappointed by the king's dishonesty, the girl abandoned the crown prince's side while he was resting in an inn, leaving nothing but a letter of apology and unfulfilled promises.

For years, she travelled all over Andros in search for the exiled prince, facing hardships at every nook and corner with nothing but her precious memories and unyielding faith keeping her strong. The girl would help anyone who needed it during her travels all while keeping herself safe from the agents of evil, something that she learned from spending time with Prince Thomas.

But of course, try as she may, the claws of evil eventually found her. One night, she found herself running away from a band of cultists, seeking to use her for whatever wicked schemes they have. She wounded up in a cave, wandering aimlessly in its deep caverns until she found a corpse and a mask. The mask looked... intricately disturbing, as though it was depicting some sort of otherworldy beast. Desperate, she put it on with a childish plan to roar so loud the cultists would change their minds and run away with their tails between their legs.

Needless to say, the mask turned out to be an Astrian artifact, and she suddenly became the master of Yxial- an Astrian beastmaster. With his help, the girl managed to save herself from the cultists in return of something- a memory that she held dear.

As she continued her travels, more and more people started needing her help and she winded up sacrificing more and more memories until she has forgotten about her past. But despite the frequent wipes, one thing remained constant in her mind: the boy in her dreams.

Currently, the girl calls herself Harin and is still on her quest to find the exiled prince. Though her travels remain unfruitful, she still tries to be a hero, offering her aid to anyone whose intentions fit in her book with little to nothing in return. Her good deeds and masked appearance earned her the title: the Golden Lioness, a symbol of hope for the common people.


Sayings

"I believe that there is good in everyone!"

"I don't know if I'll still remember you tomorrow, but if I keep you close to my heart then I'm sure we'll stay connected forever."

"I think that nobody deserves to be alone. Whether you're a mortal, a beast, a plant, or an Astrian, I think you deserve a friend. I'm more than willing to be yours."

"Oh silly, I'm not your master. I'm your friend!"

"I was born for you, my prince. I will always stand by your side!"
 
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Kolania
Kolania Arebeth Greran
The Elf



  • tumblr_ph0nf1ne9A1tvtkrbo1_500.jpg

    Nickname(s) -
    Kola, Lani or Arebeth

    Age -
    368

    Gender -
    Female

    Being -
    Mortal/High Elf

    Sexual Orientation -
    Bisexual

    Morality -
    Neutral Good

    Height -
    5'3"

    Weight -
    122 lbs

    Hair Colour -
    Blonde/Almost white

    Eye Colour -
    Bright Blue

    Complexion -
    Fair


 
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Yxial Oshiar
4003a1c3c06124ba1626b5cc314f8bb5.jpg

"As long as you can keep it interesting, I'm willing to go along."
Yxial

Basic

Name: Yxial Oshiar

Nicknames: Lord of the Beasts

Gender: Male

Age: "No one bothers to keep count."

Occupation:
Astrian Servant | Guardian of the Woods

Being: Astrian | Appears human in mortal form | Archfey

Alignment:
True Neutral [Wherever the hell his master falls]
Physiological/Psychological

Appearance:

Mortal Form - 6'4 ft

True Form - 8'2 ft
wendigo953236-prints.jpg

Personality: Yxial tries to find amusement in everyday circumstances. A life that is boring is not a life worth living - and quite unfortunately, he has quite a long life to live. He would do nearly anything to find a little bit of joy in a bleak life. Once upon a time, he had found such enjoyment with beasts. Taming them and taking care of them had been his favorite past time. Though fights are a much rarer and less ideal source of entertainment, he's been in quite a few with his fellow Astrians. However, his travels has also led him to befriend certain Astrians - seeing as his neutral behavior tends to hammer down flames of aggression.

There is not much ambition that can be found in Yxial. He does not have a driving force, and perhaps this is why he is enticing to anyone in search of an Astrian servant. He is willing to go along whatever a mortal wants so long as they manage to keep things interesting. Of course, he isn't below tricking his mortal every now and then for the mere reason of more amusement. He is a rather curious individual and would question a lot of things - from one's intention to a random piece of object. It can be akin to an animal of the wilds being introduced to anything human made.

Likes/Dislikes:
+ Animals of any kind
+ Nature
+ Mortals with Goals
+ Primal Desire

- Boredom
- Disrespect
- Destruction of nature
- Loud sounds
- Strong scents

Saying(s):
"In the end, we all descend to our most primal instincts. Why deny it?"

"An eye for an eye, a life for a life. Is it not a fair exchange?"

"Nature always strikes back. It does not need us to survive - and it will thrive with or without you. So be careful what you do with it."
Backstory

Biography:
Yxial was made by a fragment of the God of Nature - one of the guardians of nature. He oversaw the beasts that roam the land, giving them life and power and meaning. He roamed the lands with no aim - simply to be one with his home. However, soon he found the Astrian Ayen who wielded such incredible power and who created the home he has grown to love. Yxial became his right hand man and he loyally served under Ayen and joined with the small group of Astrians who saw things the same way they did. Ayen took them to many places, to see and find what they could. But the first mortal race had halted their travels as Ayen raged against them - tearing them asunder until none remained.

Born from Ayen's blood came these beings he called the Elves. Yxial could barely comprehend it but Ayen wanted to stay. He wanted to personally oversee his creation. Yxial could not bear to stay in one area for so long so he made a deal with Ayen: He would travel by himself but would always return. One call from Ayen and he will make haste. With that, Yxial left his master to continue his duty to the land.

Concerned only with the beings that are housed in the forests and jungles, beasts who suffer from the advance of other Astrians into lands they should not claim, Yxial kept to himself for the most part. Yxial doesn't concern himself with the political affairs of his brethren. There are ways to convince Yxial to push his territory back - the growth of lesser races often called upon the need for it. Negotiations are taken in place and as long as it is reasonable, Yxial is often easy to persuade. He even allows the hunt of his own beasts within his land for survival. However, once they have overstepped their boundaries, it is assured that Yxial will claim a life for a life.

His borders grew more and more relaxed as time passed by - hunts becoming more frequent. The excitement had long since faded from his blood and with these new targets, he could reinvigorate it for a short amount of time. This has led to clashes with other Astrians who encroached into his territory. It was ever expansive as with each passing war between two different Astrians, they leave desolate places for them to occupy and take over. As the great war was waged between all the Astrians, Yxial was not exempt from this war. Many have come to his territory and while he did have a home advantage, Yxial didn't stand a chance against a large number. With a fatal injury, he had retreated to his home and poured his essence into his beloved mask.

Yxial had awakened before - his old master was weaker. Without a strong bond to his own morality, his continuous usage of Yxial had drove him to the edge of madness. The man turned primal, escaping into the wilderness with the mask and Yxial observed the detrimental effects. With little to no memory left and his emotions defeated by instinct, the madman stayed in the forest awaiting his victims. In a battle with another user, his master had perished - forcing Yxial back into his mask in an old forgotten cave. He was awakened by an Aasimar being chased by a band of people he later learned was a cult. In desperation, the woman had donned the mask, made the contract and sacrificed her memory of her prince to get out.

This was four years ago and Yxial had been dragged around by Harin, his new master.

Abilities

Astrian Abilities/Powers:

Beastial Spirit - Essentially embodying every beast that roams the planet, Yxial possesses the combined physical prowess of each of them, making him a fearsome opponent physically. He is essentially a beast trapped in humanoid form. His senses are sharpened to aid him in his hunt. This also makes him highly aggressive when ordered into a fight, primal instincts and experience both coming into play.

All natural beasts are drawn to him as their master, rendering them incapable of outright attacking him unless Yxial shows aggression to them. He can freely communicate and control these beasts to his whim.

His is attuned to beasts and nature, allowing him to traverse natural landscapes without much trouble. While he does not instantly know the topography of said landscape, Yxial has an easier time studying nature paths.

Conjuration Magic - Yxial can call upon the beings of his domain - beasts, or monsters if you will. His beasts are mostly land and air-based. These beasts are made of pure magic which makes them more durable than their physical counterparts. With Yxial's magic sustaining them, they're also magic resistant. He is also able to conjure inanimate objects such as weaponry and shields.​

Contracted power:

Beastblood: The summoner is given the blood of the beast. This gives the summoner enhanced prowess in all physical aspects, beyond that of what a mere mortal can achieve without the aid of advanced magic or other beings like himself. The summoner is also gifted with enhanced senses, much like an animal, as well as the instincts of one. It may not always be accurate, but such instincts allow the summoner to tell changes in people's behavior such as sudden aggression or defensiveness.
Tier 1:

Complete Shift​
- The user is able to completely shift into the beast of their choice and gain the physical abilities that comes with the beast. They can also partially shift their form. This effect lasts for three hours before the user is forced to shift back to their original form. Furthermore, the beast they shift into must be a beast they have been in the vicinity before.

Conjuration - The user is able to conjure inanimate objects as well as beasts at the user's beck and call. Each time the user conjures, they must do the sacrifice. The user is only able to conjure an item or beast that they have seen before.

Beast Tongue - The user is able to understand any language used by the beasts. Communication becomes possible with these beasts.
Tier 2:

Amalgamation​
- The user is able to shift into multiple animals at once. The user is able to access all the physical capabilities of each beast that they've incorporated into their being. The user can stay in this form for an hour before they turn back into their original form.

Subjugate - The user chooses a victim and intimidates them into paralysis for two minutes. They are then inflicted with Fear, which makes them avoid the user for ten minutes.

Primal Survival - The user is able to turn someone else into what is essentially a terrified beast. The victim falls into aggression and would momentarily forget who is friend from foe. This would force the victim to either attack anyone in their vicinity or run away for their survival. This effect lasts for twenty minutes.
Tier 3:

Call of the Wild​
- The user is able to call upon a horde of beast spirits to stampede that they can freely control, kicking up dust and creating as much noise as possible. The stampede itself can elongate for as long as twenty feet in overall length. This effect can last for as long as thirty minutes or until it is dispelled.

Obey your Master - The user forces their will upon their victim, forcing them to do the user's commands for five minutes.

Master of the Forest - The user is able to create a forest in a sixty feet cube area. It changes the entire terrain of the area with only the user and Yxial knowing the terrain fully, giving them an advantage. Various predators roam this forest that are friendly to the user and their group. This only lasts for ten minutes.
Tier 4:

Call of the Hunt​
- Activating this calls upon Yxial's Hunt. Everyone that the user chooses becomes part of the Hunt. Every player is teelported to a plane of an endless forest that is akin to Yxial's territory from before. Those that the user deems as Allies become Hunters and those that are Enemies become the Prey. Hunters have their physical abilities doubled and their senses are sharpened to be able to spot their Prey. The Prey must survive in this plane for thirty minutes or be able to find four exit points within the plane. These exit points differ per Call, but they all have his mark adorning each area. It often takes the form of a cave.

Vernius, the Golden Dragon - Vernius is a grand beast who once roamed the mortal plane, causing havoc wherever and whenever he pleased. The legends of this Golden Dragon is known throughout the plane but it is known that one day, he simply vanished. Caught by Yxial, Vernius is bound to the Astrian as a final weapon. Vernius's power is destructive. A fearsome opponent, he can overwhelm an army of soldiers. Vernius is great for offense and sieges but can be used as a distraction as well.

He can be absorbed by the summoner to gain supernatural prowess - enhancing their physical prowess and abilities tenfold. The user becomes clad in golden armor with the extra abilities of flight and fire breath. The summoner can only wear Vernius for a maximum of twenty minutes. Otherwise, he can be ordered to be absorbed by Yxial wherein he can access his true form and be able to call upon mythical beast upon mythical beast to aid him in his Hunt. Yxial can only stay in this form for twenty minutes before turning back into a mortal.​

SACRIFICE

Tier 1:


The user must injure themselves in a minor way. A simple cut may suffice.​

Tier 2:

The user must injure themselves. This requires at the very least a stab or a deeper cut.​

Tier 3:

The summoner must sacrifice their emotions - all of it - to Yxial for ten minutes. This forces the summoner to only think logically. But all these emotions come crashing back into the user once the time is up.​

Tier 4:

The summoner must sacrifice a large part of their memories. This memory must be something that they hold important to themselves - whether it be the memories that is connected to their life's goal or a person that they cherish the most. This memory will be irretrievable by any means.​

Astrian Information

Technique: To finalize the contract, one must don the mask and be one with the spirit of the beast. This requires having to degrade yourself to a beast and let out a fearsome roar. The next step is to smear the summoner's blood across the mask while wearing it. Only then will the contract be complete.

Relics:
6a0f981cd89fdb5c2bc9545b944ed3222d19a1dc.jpg

This is the mask where he has stored his being. The mask itself is made of a unique wood - the tree which it has been taken from is extinct, or has been believed to be extinct, for centuries. Yxial had personally made this mask and made it so that it was indestructible. The mask fits itself onto the form of the person who puts it on. Despite the material used, once put on, it would feel like it's practically part of your body.

Contract Symbol:
9f5ce34d9d02ef6fb7728c61446dbecb.jpg

Astrian Item Appearance:
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The whip itself can extend to up to ten meters and, with enough expertise, can wrap around a specific target. It can be then forced to restrict around the captured person. Getting out of the capture requires either great physical or magical strength. The whip retracts back to its shorter length once recalled.
 
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Yuann Tefezht
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» Basic Information;
Name: Yuann Tefezht

Gender: Female

Age: 74 (29)

Occupation: Mercenary

Being: Mortal

Race: Half-Ef

Alignment: Chaotic Good

Height: 5'11ft

Weight: 61kg

» Personality;
Adaptable;
Brilliant;
Decisive;
Reserved;
Social;
Complex;
Impersonal;
Unreflective;
Impulsive;
Arrogant;
Greedy;

Likes/Dislikes:
+ Money; Treasure; Food; Blades; Crafting; Good Deals
- Double-crossing her; Lies; Cowards; Stupidity; Bad Deals

» Abilities;
Close Quarter Combat Proficiency: Trained as a soldier, Yuann has always preferred her blades and her fist than the use of long-range weaponry. She’s very skilled with it, she mainly uses two daggers as her weapon but she does have a long sword and throwing knives.

Hunting: An important skill for when she travels through the forests in search of her next meal or when she’s asked to hunt a certain creature.

Crafting: Yuann learned a few crafting skills to pass time, and that the things she craft would be very useful during hunting, making traps, fighting, making explosives, or when she has no money and wants some alcohol, brewing her own alcohol.

Some Knowledge on Magic: She learned a bit of magic to help her out in situations that would call for it, as she is traveling by herself and partakes in dangerous jobs at times and all. She can conjure a flaming sword for when she has no weapon with her, healing magic in the case of being injured, and a few more offensive magic in her arsenal, nothing too advanced.

Playing the Mandolin: She likes a bit of music, it is her past time in the Amaranth household. She used to play the mandolin for her mother.

Horse Riding: Her mother often brings her horse riding, she also thought Yuann how to ride them.

» Biography;
Yuann never fit in the mortal world. Being a half elf and all, people always looked at her differently except for her mother and her younger brother. Since the day she met her stepfather he had been nothing but disgusted by her presence. He made sure to remind her about every single day that she lived in the Amaranth household. This had a negative effect on her life, living as a pariah. The younger brother who once adored her turned into a man just like his father.

She watched him descend into corruption while their mother died. She felt alone and betrayed, spinning lies that made her more of an outcast that she already was, she had no one. Until someone came into their family. Tytiana, her brother's wife. She was a warmth in the cold land of the Amaranth household. Treated her like a person and was so very earnest to her that she couldn’t help but be in awe. Other than her mother, nobody has treated her the way Tytiana did.

Her brother would often threaten his wife, doing things no husband should do. Yuann told her to run away but she wouldn’t, that she had to stay for her family’s business to hold. It was then in that tragic night that she killed her brother as he was about to kill the only person she knew who was good to her. Killing her brother brought a guilt that ate her away. The two left a burning house with the Amaranth fortune, leaving no trace behind and after a while together Tytiana had shown her true colors.

It took her a while to fully piece it together, the fact that she was made a fool once again gave her a blinding rage that led her to kill her companion. A dagger straight to the heart. After that she promised herself to never trust anyone again, wandering alone for years upon years living the life of a mercenary.

She learned how to fight by joining the Military in her early thirties and left by her late forties, she decided to live as someone for hire, traveling from kingdom to kingdom and learn. She learned magic as a trade for collecting supplies, just a few that would help her out in tricky situations nothing more. She’ll take on any job so long as it is not a job where she would kill someone or the things that harlots do.

» Sayings;

"I’ll help for the right price."

"I'm not really interested in your story, just tell me what you want me to do so we can be done with it."

“Ah, can’t do anything for him now can I?”

“I’ve always been a fool.”

“DON’T YOU GET IT?! I KILLED MY BROTHER FOR YOU, DON'T YOU UNDERSTAND WHAT YOU'VE DONE?"

» Astrian's Gift;
They are "The Midnight's Dance", a couple of ornate daggers. The one looks intricateyly ornate and pretty, and deals tremendously increased damage to shields. The other is engraved in runes and constantly splattered with blood, and inflicts the same debuff as the staff. When thrown, these daggers teleport back to its owner's hand when summoned.

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Rahvey Khiral
[class name=container] margin: auto; height: 300px; width: 400px; [/class] [class name=containercont] height: 300px; width: 390px; [/class] [class name=chapterpic] background:URL(https://cdn.discordapp.com/attachments/699527658785996810/705690258913755176/8ff39bd3ce4c8771dd97350f96660b8c.png); float: left; height: 300px; width: 190px; background-size: cover; [/class] [class name=scroll] float: right; height: 300px; width: 190px; overflow: hidden; margin-left: 5px; [/class] [class name=scrollbox] height: 98%; width: 100%; overflow-y: scroll; padding-right: 17px; [/class] [class name=text] font-size: 10px; text-align: justify; [/class] [class name=title] font-size: 18px; text-align: center; letter-spacing: -1px; color: #7b6d68; [/class] [class name=codetag] font-size: 9px; text-align: center; margin-top: 3px; [/class] [div class="container"][div class="containercont"][div class="chapterpic"][/div] [div class="scroll"][div class="scrollbox"][div class="title"]RAHVEY KHIRAL[/div][div class="text"] Gender: Female // Age: 35 // Occupation: Rudorian Noblewoman // Being: Mortal // Race: Human // Alignment: Lawful Evil

Appearance: Rahvey is slender but incredibly muscular in build, with little in the ways of cleavage but much in the ways of muscle. She stands at about 5'8, but frequently wears heels to make herself look taller.Personality: Rahvey is a shrewd, cunning woman with a knack for political intrigue and getting what she wants, a skill that makes her a desirable ally. She's skilled at striking bargains and making compromises, but if someone takes advantage of her or her kingdom, there will be utter hell to pay. She is ambitious, intelligent and even somewhat cruel, occasionally taking out her cold anger on subjects. While she is arrogant, she greatly values the well-being of her kingdom and its people, and she does not take out her wrath on anyone who has yet to wrong her. Rahvey enjoys every sort of fight, physical, mental, or diplomatic. She is also inclined to the finer things in life (having never experienced them in her early years of adulthood), such as fine wine, furs, and debauchery. Rahvey has a serious thing for languages, and loves to learn them (on top of her native language, she speaks Elvish, Dwarvish, and Orcish), both for fun and for use in diplomatic affairs. As a court noble, she is inclined to cordiality and is a master of discreetness, putting on a mask of total loyalty to her king and a tight leash on her emotions (tighter than usual - Rahvey typically appears emotionless to begin with). She takes great pride in the accomplishments of her nation, and is proud to be a Rudorian. Despite this appearance of complete and utter loyalty, Rahvey sees King Alistair as unambitious and unyielding to progress. This progress, to Rahvey, is conquering the other kingdoms, and Rahvey seems totally convinced that it's her who needs to make this progress and take the throne. At the moment, she believes her gateway to the throne is a combination of her keen planning and something else... a powerful Astrian. // Likes/Dislikes: + planning, dueling, furs, gold, silk, wine, organization, power, going to war // - defiance, obstacles, filth, ignorance, sweet food, oatmeal // Technique: Unknown (has no Astrian... yet). // Skills/Abilities: As a Rudorian, Rahvey is a respectable soldier as well as a noble, and is arguably better with the sword than many knights in the court. She is a keen planner and isn't afraid to fight or play dirty in any way, shape, or form, though to her a deal is a deal. She speaks multiple languages, and is a master manipulator. // Biography: Though born to a family of nobles, Rahvey was raised in a Spartan manner. Quite literally, in fact. By the age of seven, Rahvey was sent to a military training camp in the wilderness of Rudoras. She was allowed rudimentary clothing, but no shoes or hair longer than a fingernail, and was taught to relish pain and hardship. Courage and self-sacrifice were taught as great virtues, though Rahvey could never quite grasp the former of the two. She was trained in boxing, swimming, wrestling, axe-throwing, javelin-throwing and spear wielding, and wilderness survival. Strict etiquette and obedience were required to avoid a beating. Any action even hinting at slander of Rudoras resulted in a beating, breeding nationalism. At age eighteen, the school only allowed students to feed themselves by hunting or stealing - being caught stealing resulted in a flogging, and if you couldn't hunt anything you went hungry. At age twenty she passed a series of rigorous physical tests and served in the Rudorian military for five years. Finally, at age twenty five, she was allowed to return home and assume her noble status, and within two years took her father's stead in the court. // Saying(s):. "Eat the weak." "It's nothing personal... just survival of the fittest at its finest."


age: 30 // sexuality: bisexual // gender: female
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[/div][/div][/div] [/div][/div] [div class="codetag"]coded by ukiiyo[/div]
Name: Rahvey Khiral Gender: Female // Age: 35 // Occupation: Rudorian Noblewoman // Being: Mortal // Race: Human // Alignment: Lawful Evil
Personality: Rahvey is a shrewd, cunning woman with a knack for political intrigue and getting what she wants, a skill that makes her a desirable ally. She's skilled at striking bargains and making compromises, but if someone takes advantage of her or her kingdom, there will be utter hell to pay. She is ambitious, intelligent and even somewhat cruel, occasionally taking out her cold anger on subjects. While she is arrogant, she greatly values the well-being of her kingdom and its people, and she does not take out her wrath on anyone who has yet to wrong her. Rahvey enjoys every sort of fight, physical, mental, or diplomatic. She is also inclined to the finer things in life (having never experienced them in her early years of adulthood), such as fine wine, furs, and debauchery. Rahvey has a serious thing for languages, and loves to learn them (on top of her native language, she speaks Elvish, Dwarvish, and Orcish), both for fun and for use in diplomatic affairs. As a court noble, she is inclined to cordiality and is a master of discreetness, putting on a mask of total loyalty to her king and a tight leash on her emotions (tighter than usual - Rahvey typically appears emotionless to begin with). She takes great pride in the accomplishments of her nation, and is proud to be a Rudorian. Despite this appearance of complete and utter loyalty, Rahvey sees him as unambitious and unyielding to progress. This progress, to Rahvey, is conquering the other kingdoms, and Rahvey seems totally convinced that it's her who needs to make this progress and take the throne. At the moment, she believes her gateway to the throne is a combination of her keen planning and something else... a powerful Astrian. // Likes/Dislikes: + planning, dueling, furs, gold, silk, wine, organization, power, going to war // - defiance, obstacles, filth, ignorance, sweet food, oatmeal // Technique: Unknown (has no Astrian... yet). // Skills/Abilities: As a Rudorian, Rahvey is a respectable soldier as well as a noble, and is arguably better with the sword than many knights in the court. She is a keen planner and isn't afraid to fight or play dirty in any way, shape, or form, though to her a deal is a deal. She speaks multiple languages, and is a master manipulator. // Biography: Though born to a family of nobles, Rahvey was raised in a Spartan manner. Quite literally, in fact. By the age of seven, Rahvey was sent to a military training camp in the wilderness of Rudoras. She was allowed rudimentary clothing, but no shoes or hair longer than a fingernail, and was taught to relish pain and hardship. Courage and self-sacrifice were taught as great virtues, though Rahvey could never quite grasp the former of the two. She was trained in boxing, swimming, wrestling, axe-throwing, javelin-throwing and spear wielding, and wilderness survival. Strict etiquette and obedience were required to avoid a beating. Any action even hinting at slander of Rudoras resulted in a beating, breeding nationalism. At age eighteen, the school only allowed students to feed themselves by hunting or stealing - being caught stealing resulted in a flogging, and if you couldn't hunt anything you went hungry. At age twenty she passed a series of rigorous physical tests and served in the Rudorian military for five years. Finally, at age twenty five, she was allowed to return home and assume her noble status, and within two years took her father's stead in the court. // Saying(s):. "Eat the weak." "It's nothing personal... just survival of the fittest at its finest."


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Neferet
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Basic
Name:
Neferet

Aliases/Titles/Nicknames:
Child of Night/Sin, Demon of Misfortune, Devourer of dreams.

Age:
Unknown, too old to remember (besides, it's rude to ask a lady of her age)

Being:
Astrian

Race:
Incubus

Alignment:
chaotic Evil

Appearance:
Astrian form
880be6880785d39a4546d82d35bdb067.jpg

Personality:
A frivolous child with a fondness for trouble, stirring up chaos wherever he goes, never allowing a quiet moment. As shameless as he is proud, he has no qualms about committing heinous acts nor boasting about them and seems to take great joy in being an annoyance. Call him vain and he will with a whip of his hair say of course, call him heartless and he will laugh and throw you a kiss, call him a man-eating demon and he will cheer and say "only the good-looking ones!".

Does this man have no redeeming qualities..?

Likes/Dislikes:
+Jewellery, +Exquisite and rare antiques, +Naps (beauty sleep is important), +Robbing others of their happiness, +Being complimented, +Seducing mortals, +Control
-His astrian form, -Other astrians, -Getting dirty, -Savage people, -Being ignored, -Goody two-shoes

Technique:
To offer up body and mind completely for Neferet to access by binding their red threads of fate together; allowing him to sense, feel and read exactly what his master is experiencing and also, to kill them at the snap of his fingers if he so wishes. A technique ironically reminiscent of his own birth.

Skills/Abilities:
antique expert (you can be damned that if you bring him an antique he'll know where it's from), expert jewelry appraiser, natural fashionista

History

Neferet is a child of the night, raised in the fissures of comfort and need and shaped by the dwindling light of the stars. He has seen, tasted and committed more than most and the extent of his experience has settled in the crevices of countless scars and the corners of a fraudulent smile. Born from the goddess of lust, betrayal and jealousy, he emerged from the shapeless cosmos with a single purpose; to entertain his goddess. And so he did, clinging to her much like a child, desperate for her affection and attention. However, fickle to default the goddess would soon tire of her creation and discard him in the heaven's hole; a dimensional realm of which only she had authority over.

There in the cesspool of sin, he would fester for many centuries as he watched and welcomed sibling after sibling, all discarded by their mother. As they were dependant on her energy to retain consciousness many of his brethren withered to become empty husks of their former selves, himself desperately struggling to stay alive by conserving the output through restricting his existence to a shapeless chunk. Nevertheless, his thoughts would still slip from his mind, like sand through fingers, and at the brink of death, he dragged himself to cradle one of the many corpses in a futile attempt to replicate the love he had once felt. As Neferet stilled, something miraculous would take place as the corpse in his arms merged with his own; embers fanning the extinguished flame to life anew.

He had found a new way to live on.

And so, as his dependency switched to another Neferet consumed all of his brethren all in the name of survival, giving the goddess quite a shock the next time she opened the dimension as a monstrous blob would dash out from the dark and flee to the mortal world. While alive he had yet to master his newfound powers and was tormented by the lingering thoughts of those he had consumed. Vain as he was, Neferet immediately hid away once he reached the mortal world; disgusted by his appearance. However, as he still had to consume the feelings of others he would still be forced out once in a while to lure adventurers etc to come close enough for his legless body to capture them.

Rumours would inevitably soon come to spread of a horrible man-eating creature and when the encroaching war reached his lair he was subsequently wiped out.

Quotes
"I'm too pretty to be messed with."
"Once someone asked me if I ever think before I speak and yeah, I do. I think ‘wow, that’s brilliant. I should say that out loud’ and then I say it out loud and it’s spectacular. It exceeds my expectations."
Abilities
Astrian Abilities/Powers:
Shapeshift
Makes it possible for the user to change their physical appearance.

Persuasion
The ability to compel people into doing their bidding with words.

Contracted power:
Succubus/Incubus physiology: grants user the ability to feed and sustain off the emotions of others as well as dream walk.

Tier 1:
-Pheromone production
Enables the user to emit pheromones with different behavioural effects such as putting the enemy to sleep, make them experience deep fear and or sexual desire to distract them.

Tier 2:
- Organ rearrangement
Grants user the capability to relocate major organs to avoid fatal wounds.

-Antibody manipulation
User can generate, enhance and manipulate antibodies of oneself to detect and destroy viruses and bacteria, allowing them to speed up by enhancing them or slow down their recovery from a sickness.

Tier 3:
- Reactive evolution
User can instantly develop powers or abilities through experience to deal with threats. Examples include growing gills which grants aquatic breathing and toughening skin to withstand fire.

-Life absorption
User can absorb the essence of nature/life itself and convert it to enhance their capabilities in various ways such as accelerating regeneration and enhancing speed/strength.

Tier 4:
- Adaptive power level
The user can spontaneously and quickly increase their power level to match those of superior opponents and overcome excessive hardships. This adaptation applies to all personal parameters, physical, mental and even existential.

Raw power, speed and fighting skills will keep increasing until the opposition finds itself severely outmatched, surviving and recovering from incredible punishments until they become unnoticeable. When facing some particularly extreme circumstances, the user will eventually reach a breaking point, their power-level exploding as they shed into a new, super-powerful form. The acceleration curve is fairly slow in the beginning, becoming steeper and steeper as the battle goes on.

Sacrifice:
Tiers 1-2 requires the user to offer up a body part for Neferet to bite.
Tier 3 requires the user to offer up their flesh for Neferet's siblings to possess with each round of usage. The flesh will, upon being possessed, deform with the appearance of dark bumps that will then develop into human-like faces; leaving the user disfigured.
Tier 4 requires the user to give up their humanity, what this entails has yet to be discovered.

Contract Symbol:
1482392820905.png

Astrian Item Appearance:
7d6eed9aa70de30ec184a38f4bb3e176.jpg
"Mirror mirror on the wall, who's the most fake one out of them all?" A mirror which shows the true intentions of people.

 
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