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Fantasy AoP Character Sheets

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OOC
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Lore
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Blood Born Angel

Emissary of Oblivion
Roleplay Availability
Roleplay Type(s)
Here are the required character sheets to join Ashes of the Paragons! Later down the line I may promote others to check profiles, but for now I alone will be judging their balance. I'm not too hard to please, don't worry.
(Feel free to edit it, but please keep all the information presented.)

The Basics
Name: (Your characters full name)​
Alias(s): (What others know you by)​
Age: (Age in Years)​
Date of Birth: (Refer to Calendar in Lore)​
Species: (What sort of creature your character is)​
Sub-species: (Sub-Category if it applies)​
Physical Description: (A brief descriptor of your character. i.e Tall, slender, hulking)​
Appearance
Height: (American or everyone else's)​
Weight: (... American or everyone else's)​
Hair Color: (Do I need to explain?)​
Eye Color: (I mean... really?)​
Markings: (Patterns, tattoos, colorations)​
Features: (Defining features that stand out or are unique to your character)​
(Insert Image if you like)​

Details
Organization: (Who your character allies with. To start choices are; Kingdom of Arken, Queendom of Rhima, Trade-Nation of Ald-Goret, or the Old Town Alliance. You may also introduce your own factions as you please and invite others to them.)​
Occupation: (Your characters job, if any)​
Rank: (This determines your general power level. It is not set in stone. Choose from; Civilian < Soldier < Adventurer < Paragon. Adventurer is recommended, but it is your choice.)​
Power Classification: (The type of powers or abilities your character possess. Name them, and please give a brief description of each. Try to state it's strengths and weaknesses concisely. Powers that are not available at the beginning of the role-play are acceptable. Be creative and have fun~)​
Personality: (Tell us a little of your characters personality. Paragraphs or bullet-points are acceptable)​
The Past: (A brief history of your character. At least a paragraph, but as long or short as you wish)​
Other
(If there's something you wish to add)​
Code:
The Basics
Name: (Your characters full name)
Alias(s):  (What others know you by)
Age: (Age in Years)
Date of Birth: (Refer to Calendar in Lore)
Species: (What sort of creature your character is)
Sub-species: (Sub-Category if it applies)
Physical Description: (A brief descriptor of your character. i.e Tall, slender, hulking)

Appearance
Height: (American or everyone else's)
Weight: (... American or everyone else's)
Hair Color: (Do I need to explain?)
Eye Color: (I mean... really?)
Markings: (Patterns, tattoos, colorations)
Features: (Defining features that stand out or are unique to your character)

(Insert Image if you like)

Details
Organization: (Who your character allies with. To start choices are; Kingdom of Arken, Queendom of Rhima, Trade-Nation of Ald-Goret, or the Old Town Alliance. You may also introduce your own factions as you please and invite others to them.)
Occupation: (Your characters job, if any)
Rank: (This determines your general power level. It is not set in stone. Choose from; Civilian < Soldier < Adventurer < Paragon. Adventurer is recommended, but it is your choice.)
Power Classification: (The type of powers or abilities your character possess. Name them, and please give a brief description of each. Try to state it's strengths and weaknesses concisely. Powers that are not available at the beginning of the role-play are acceptable. Be creative and have fun~)
Personality: (Tell us a little of your characters personality. Paragraphs or bullet-points are acceptable)
The Past: (A brief history of your character. At least a paragraph, but as long or short as you wish)

Other
(If there's something you wish to add)
 
Alright,,i needa know, what kinda creatures are allowed and whats not? Cause I wanna go a bit old school but idk if there's a list to base off of...
 
Alright,,i needa know, what kinda creatures are allowed and whats not? Cause I wanna go a bit old school but idk if there's a list to base off of...
You can create basically anything you want. Most common creatures would be ones you might find in Dungeons and Dragon's, but there are also creatures I have invented that you will see later on. I am not making a list of races for you guys to choose from, instead I will be listing native races to the region we are roleplaying in. If you make a character that wouldn't have a native species to the land, I'll just let you know and you can tie that into your background or other info however you wish.
 
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Name:
Valya Deveril
Alias(s):
Hayalet
Age:
22
Date of Birth:
18th of The Darkest Heavens
Species:
Elf
Sub-species:
Snow Elf
Physical Description:
Slender hourglass, average height

Appearance
Height
:
5'3" or 161 cm
Weight:
132lbs or 59kg
Hair Color:
White
Eye Color:
Bright Candy Apple Green
Markings:
Has strange markings that stretch up from her wrist and the palms of both hands and spread out like tree roots or lighting across her forearms. They are white in color, and while she is hesitant to share why the came from, magic is responsible. Her own magic. The further from the palms of her hands and wrist they are, the more faded and less noticeable, so the arm coverings she typically wears doesn't reach all the way to her elbows. She also has a fee miscellaneous scars here and there none if which she tries to cover like her lighting scars.
Features:
Her hair and her eyes are you know, pretty uncommon among humans. Even uncommon among the elves. And of course, the marks on her arms.
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Details
Organization
:
The Faction of None of her damn business, she's just trying to get by.
Occupation:
Hunter, Healer, Drinking Buddy for Hire
Rank:
Adventurer
Power Classification:
  • Beast Tamer - Passive/Race: Ever since Valya was a little girl, she's had an odd connection with animals. Well, most humans she's run into described it as odd, Elves on the other hand expected it. Animals of all kind tends to be calm around her, from the small herbivores to giant predators. She can calm them with ease, sneak by the ones too dangerous to work with, and even tame ones she gains enough trust. For a short time at least. Now every animals can be swayes by her charm however, the ones with decent intelligence take a lot more time an effort, and can lead to injuries if she's not careful. And the incredibly dangerous, and intelligent creatures can only be attempted when drunk.
  • Resist Cold - Passive/Race: Self Explainitory, but being a Snow Elf, Valya was practically born in the ice and snow. She has an incredibly high tolerance for extremely low temperatures as her body is built for it. Frost bite, hypothermia, and other illnesses and alimemts you may receive from these extremes she doesn't experience. However, she was an incredibly low tolerance for hot weather, making it easier for her to get sun burned, heat stroke, dehydrate, etc, etc.
  • Lighting Manipulation/Generation - Active/Magic: Uncontrolled and no-where near her full potential, Vayla has the ability to summon and manipulate magical lighting. It starts in her palms, a tingling sensation under her skin, before dancing up her arms and erupting out in a violent burst that attacks anything within 10 feet of her. Triggered by emotional extremes or intense concentration, Valya hates, and trys to avoid using this magic no matter the circumstances, unless she's pushed pasted her limit. Currently, after using this magic, shes lefr drained to rhe point she can hardly move, leaving her extremely venerable, making her rely on others or sheer will power to get out of sticky situations.
  • Ice Manipulation/Generation - Inactive/Magic/Race: Currently an inactive magic lost to Valya, and one to be reactivated once she finds hope of her people again.
Personality:
A complicated thing Valya is. Most people know her as the hunter who easy enough to get along with and a good one to grab a drink with. She's out going, to an extent, an friendly to most which makes it easy to avoid trouble. Shes hard working, as she never truely stops working, and she always puts the people first. But you can tell there's something more. Maybe its anger, maybe it's paranoia, the people can never tell. But the bite in her words on a bad day or when you strike a nerve show you that maybe it's all an act. She can the an a dime and cut your heart out before you know it, going from friends to enemies in seconds. Maybe it's her natural distrust in everyone, or the wall she's put up that nobody can see, but her smile hides more than just bitter words.
The Past:
People don't know much about Valya before she arrived in the town she now calls home. Hell, nobody knows anything about anything about her before she showed up. She came to Old Town when she was 17, wounded, starving, and near death, to most it was a surprise she didn't perish in the mountain passes or was devoured by the many beast that roamed the woods. Valya was very clear about the fact she wouldn't speak about where she came from, hell, it took weeks for the ones tensing to her to learn her name as she was very distrustful of humans. Recovery took a while, and during that time, she calmed some. They learned her name, that she was from somewhere further North, and she had been out in the forest for a few months, at least if Valya had been keeping track correctly. And that was all she was willing to share.

Nobody in the town wanted to seem the teen out back into the wilderness to send for herself, but she didn't want to accept their offers for lodging. So, they let her go. After retrieving her belongings, Valya set up camp not to far outside of Old Town, lucky to find an old cabin nobody in town seemed to remember being there. It was a fantastic little place she began to fix up. Being short of money of course, was a very large obstacle that Valya room solved by putting her skills with animals and a bow to use, and soon became the town hunter. It paid well obviously, and have her an unexpected way in. She was use to humans and those like them being racist towards elves, and Old Town was a breath of fresh air.

Her years spent here have been nothing dramatic, but they haven't been boring. She's made friends, enemies, discovered the fact she has a dangerous magic she can't control and needs help with or she might accidentally kill someone, she's helped many people due to her alchemical skills. She has a good reputation in town, though there are rumors are darker times.
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Other:
 
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Take a shot every time you see the word paper if you dare. Also, if I'm required to add more to the sheet, I shall. Just tell me 'bout it.

The Basics.
Name
: Silas Heoru Ure.

Age: Early-mid 20's.

Date of Birth: 18-th of Last Harvests.

Species: Human.

Appearance.
Height
: 6'0 or 182 cm.

Weight: 145-150 pounds or 60-70 KG.

Description: Silas is a rather tall man with a slim to athletic build. He has slightly paler skin than most, which feels unnaturally smooth to the touch and has plenty of pencil writings on it, and light gray eyes, which are a trademark of the family. Si has brown, loosely combed back hair with a few strands out of place. Usually wears a pale-green mid-calf-length coat, underneath which is a leather jerkin, as well as a white buttoned shirt. A pair of metallic gloves covers the man's hands, and a peculiar paper-ish cowl covers the upper part of his body. The young man also wears wide-legged beige pants and plated metal boots, a belt with a bronze buckle keeping them tight. For further protection, Silas equips a metal plated chestpiece to cover his torso and a metal pauldron, as well as silvery metal kneecaps.

The backpack Silas carries seems to be filled with trinkets, raw materials and tools. There's the occasional hook, unfinished mechanism, half the reciever or some other part of a firearm, several enchanted jewelry items, a springlock and more. Strangely enough, more than half of the mechanisms and whatnot feature paper.

Has a shortsword with a winged guard, which resembles that of a bat's wings, and a big red gem as a pommel. Absolutely refuses to draw it, and the blade appears to be stuck in the sheath unless he reaches for it. On the other side of the waist, the man has a ring key with 7 keys on it. To this day he has no idea what any of them are for.

The young Artificer also equips a couple of magical trinkets to help him along the way - a pair of glasses that not only helps him see better, but is also capable of identifying if something is magical or not and the school of magic, an unfinished paper firearm,

Details.
Occupation
: Traveling Merchant, Artificer.

Rank: Adventurer.

Power Classification:
Paper conjuration.
Silas is capable of conjuring paper in indefinite amounts, as well as controlling it and even being able to create things out of it. The process is quick, but slows down the more he uses it and drains one's endurance. As for the qualities and characteristics of paper - it's perfect for any kind of letter or book, and the user can make paper much harder, more durable and tougher than regular paper. Thus far he can effectively create paper with the properties of a metal, for example, steel, within 6 or so seconds, but this drains his endurance and the ability to conjure paper.

Paper manipulation and animation.
As for manipulation, Silas can move and shape the paper he's conjured, as well as paper in general. Although to be able to manipulate paper that he hasn't conjured he has to spend a few quick moments in contact with it to 'attune' to it. Currently, he's uncapable of creating and animating very complex shapes (such as an entire animal-like creature made out of paper), but if it's a small object (such as, for example, an origami crane) the young man doesn't seem to have much trouble with it, nor does generally generating large amounts of paper and folding it several times to create something like wings or a parachute give him trouble.

Paper mimicry.
Out of the three, mimicry is the least developed sphere of this ability. Silas has paper-like skin and has been capable of tearing a sheet or two of paper from his skin, but nothing further.

One last ability which appears to have only surfaced recently is his ability to write something on paper and give it properties of the written word. So, if he were to write the word "Fire" on a piece of paper he had conjured, anything the paper touches will be effected by a fire, meaning it can be set ablaze or melted away.

The ability brings problems paper has - paper isn't exactly the most durable of materials, can be easily sogged with water, torn apart or set on fire. All of these problems apply to the user as well - Silas can't swim well (in fact it's generally an uncomfortable experience, and he often describes it as "very slowly melting away"), isn't heat resistant, and wounds take longer to fully regenerate.

Spellcasting.
Silas is also generally capable of spellcasting, but doesn't use it for offensive capabilities and rather uses it for utility and defensive reasons.

Personality: A man of plenty of words. Typically sarcastic and ironic about most things in life, throwing jokes around like some sort of comedian. There's rarely a limit to how far he can go, nor does Silas trully understand the meaning of "bad timing". Stubborn and with enough self-confidence that it may be mistaken for self-righteousness in the eyes of others. He does protect his friends and himself, staying sarcastically-optimistic (if that makes any sense for ya) for the most part, and doesn't go out of his way to disobey the law. But, if the situation calls for it, won't second-guess his decision. As for being an adventurer, he's wanted to become one for quite a while now for his own, personal reasons. Enjoys fiddling with his tools in attempts to create something of use, and appears to have been successful in creation of several items he carries and uses sometimes.

The Past:
Silas is part of a famous bloodline of Artificers, the house of Ure to be specific, and remains as one of the very few that are left alive. He lived in relative comfort in a big family of 6 and was trained as, well, an Artificer. Father's apprentice discovered their ability to affect and create paper relatively early in their life, during childhood, and ever since he weaved it into his projects. One of which is simple, yet almost impossible to achieve - the construction of a perfect paper plane. Not just a small plane, but a big enough plane to house more than one person. Much like the steam-powered airships of Ald-Goret, but not so costy and much lighter. Or, perhaps, this is just some kind of metaphor?

During the Great Fire of Arstoria, a small, practically unknown town in the lands of Arken, the entire family of Ure was burned alive in their own house. It happened in a matter of seconds, and fire clung to every family member as if it had a will of its own. An old curse finally showed itself. Silas is the only survivor, having conjured a big paper plane to fly out of the building just in the nick of time. Not to say he escaped unscarred, his hands and forearms were blackened. But, as time passed, the man learnt to simply tear small pieces of skin away and conjure paper in its place, effectively replacing it.

Now, the Artificer wanders the lands, offering his services for trade. Lighthearted and with a sarcastic smirk on his face, he tries to build a plane for himself.
 
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The Basics
Name: Alan Gunther Tothor
Alias(s): The Phoenix
Age: 38 in mind and body, his real age is roughly 814 years old
Date of Birth: 14th of The Golden Tempests 262 B.A.
Species: Human
Sub-species: Manly Human XD
Physical Description: Tall, Semi-muscular build, Rough skin, and a darkness around the eyes.

Appearance
Height: 6' 3"
Weight: 200ish lbs.
Hair Color: Brown
Eye Color: Blue
Markings: A puckered scar on his left cheek
Features: He wears a necklace around his neck that, if removed, causes him to die a painful death over the course of 48 hours. This knowledge is unknown to other players and also unknown to himself at the beginning of his plot. He also has long hair and a beard.

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Details
Organization: A Knight of Oktellum
Occupation: None as of yet. We shall see where his story leads him
Rank: Adventurer
Power Classification: No known powers as of yet. As his story goes on he will discover that he can summon magical spirits from the past to help him in times of need.
Personality: A little rough around the edges. He has the sense of humor of a soldier, meaning he can make fun of you for almost anything and not care if it upsets you or not. When he's not actively engaging in you or something else he tends to go into a deep thought as if he's remembering a past from long ago.
The Past: He was an elite soldier in the Old Kingdom. One day he was called in front of the Council and they informed him that he was being promoted to a special position. It would be a position of great honor and responsibility. The council had then begun chanting and extending their arms towards him. This is all Alan remembers before he heard a loud pop and passed out. When he woke up he was laying in the center of a stone circle in the middle of an abandoned keep. As he walked outside, his head splitting with pain, he noticed he was standing in the middle of what had once been a great city. Whatever happened here had wiped out it's residents in what seemed like centuries ago... How long had he been out?

Other
More of this characters lore will be adapted as the story goes on. He is basically a soldier from the past (not quite on par with the paragons but more highly skilled than a normal soldier) that was somehow kept in a stasis for an unknown number of years and has awoken to find everything he once knew to be gone. I have a great plan for him once the story starts and I hope he can be a character that everyone loves.
 
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0





Nasadi I'l Sadahin
Nasadi (Nah-Saah-Dee)
Traveling Priestess/Entertainer, Priestess of the All-Mothers Blessing, Hailing from the Álfheimr North of the Queendom of Rhima.

Born on the Eve of the Winter Solstice, 25th of The Darkest Heavens
Species: Ljósálfr
Sub-species: Hesperides Nymph
(Nature spirits said to be born of the last vestiges of sunlight before the beginning of the long darkness. Also called "Daughter's of the Evening")






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Appearance
Height: 169cms/5"6
Weight: 56kgs/125lbs

Fair, unblemished skin and eyes that shone, mischievous and cunning, a radiant green like polished emeralds beneath a curtain of obsidian black hair shining under the scarce moonlight, hues of purples and blues danced through long strands that hung loose about her shoulders before gathering into a long braid between her shoulder blades, tracing the curvature of her spine it's overall length falling midway between hip and thigh. Cloaked Nasadi was neither tall nor petite, a comfortable height at five foot six inches though below the standard most expected of those holding Elven heritage with an athletic, toned physique owing to the great distances she frequently traveled on foot and the mesmerizing dances she performed both as an Entertainer, and a Priestess of the All-Mothers Blessings. Garbed in silks almost as dark as her hair that billowed like wisps of smoke as she moved, jewelry adorned her wrists and neck, a delicate headpiece wove its way through her hair and trimmed the dark silk clothing, shining like the rising dawn against a midnight sky. She carried no other discernible possessions, a sign of her pilgrimage and devotion to the belief that All-Mother will provide what is sought.

Details
Civilian Magi(Mage) specializing in Illusion and Sensory Magic.
Illusion and Sensory magic has the potential to distort what one perceives as 'real' through the careful and precise manipulation of the bodies physical and mental senses, containing the potential to both temporarily and permanently alter both the user and the targets state of mind. It is by no means a simple form of mage craft, requiring the user to entrap the senses by any means possible but also needing a certain degree of willingness from the target. This leaves the Mage in a vulnerable state, susceptible to physical attacks while the ritual is performed so a degree of stealth is recommended.
Nasadi weaves her magic into her performances, each footstep, twirl and lunge are carefully considered, carving out unseen runes and bringing the magic to life through clear, sweet song in the language native to the Ljósálfr; but should the ritual fail, the magic rebounds and depending on the severity, can cause incapacitation and severe fatigue. Multiple ritual failures can cause death. For a ritual to be considered successful, the target must have captured at least 3 of the 5 senses (sight, sound, smell, touch and taste).

Skills breakdown;
  • Silence; Elimination of a chosen sound or sounds; can be used on oneself or others, to mask footsteps or keep conversations private. The larger the target area, the shorter the time it is active.
  • Pacify; used to quell arguments and cease hostilities, causes people to forget what they were upset about in the first place.
  • Rally; Turn's enemies into allies, persuading them to fight on the casters behalf or generally perform any task the caster requires.
  • Fortify; Strengthening magic; increases damage resistance and attack power for a short period.
  • Radiance; Nasadi's signature, learned in Alfheimr it is the pinnacle of her magical ability allowing her to 'summon the sun', a small ball of highly concentrated magical energy that, when released, will scorch the lands so that life may cease and be born anew. Used only when in mortal peril this ability affects a radius of up to 50 meters from the caster and takes a significant physical toll on her body.
Passive magic; Basic healing magic allows her to treat common wounds and bleeding. She is also working on a new magic, searching for a way to modify the memories of others.

Sole reliance on mage craft would be a serious miscalculation and as such, owing to her small stature and already athletic physique Nasadi is adept in assassination techniques and hand to hand combat, enough so to ensure her relative safety during her solitary journey. The 'claws' of her weapons are imbued with a paralytic poison.

Personality: Soft spoken but by no means a shy individual with a particular taste for wine, Nasadi enjoys conversation and finds it relatively easy to befriend new people due in part to the many years spent travelling, performing and interacting with many species and creatures. Observant and intelligent, she possesses a quick wit that is sure to turn the joke away from the intended target and the good sense to know when a situation is unfavorable although she can be confronting and cold hearted, and often cares not if something she said or did causes insult or injury.

The Past: Nasadi's heritage was once unknown to her, she'd been found abandoned on the doorstep of the All-Mothers Citadel as a babe and had grown up in the priesthood, a childhood spent devoted to religious study and prayer and tutelage in magecraft, in the heart of the Queendom of Rhima.
Blessed with an exceptional memory, Nasadi excelled at any task expected of her and so she began to train in the Arts; the oldest form of magecraft within the Citadel. A mixture of performance art and traditional magic, runes were replaced by body movement, chants were now songs and by age 13, she was the favored disciple of the Blessed Daughter and so sent forth into the world. The pilgrimage was a necessity of the priesthood for any aspiring to climb the upper ranks and so she strode tirelessly, traversing great distances alone to preach the All-Mothers teachings to those Villages still standing in the wake of the war. It was by pure accident that she discovered her birthplace, hidden in a great valley shadowed by the towering Mountain ranges known as Álfheimr, many days travel to the North of the Queendom. Home of the Ljósálfr, high elves described in legends as "fairer than the sun to gaze upon with a voice sweeter than honey", had long thought to have died out, along with their magic. She asked not of her parents, the Citadel had provided enough and the information was unimportant though she learned their songs and their prayers, and it was here that she trained in physical combat alongside the Ephr'uim, large serpent like cats that call the Mountain range their home. the blades of her weapons are made from the highly polished claws of these creatures and are imbued with remnants of their venom. Currently she travels south through the Motherlands, wandering the ruins of The Old Kingdom.

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Other:
Nasadi's weapon of choice, modeled after the hulking claws of the large cats that stalked the mountains they give her hands and feet an elegant and distinctly feline appearance and the way they were molded to fit even the joints of her fingers and toes, she is able to move almost every claw independently as if they were extensions of her own body. Not limited to their use as weapons, they also aid her in climbing and navigating rough terrain and as such, though she rarely wears the hand pieces, the clawed feet are almost always worn as part of her performances.
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(honestly idk what the broken image at the top is it wont go away)
 
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Lu-Lu Lu-Lu and Unicorn666 Unicorn666 You guys are the first two completely finished with your characters, and both are accepted. I look forward to roleplaying with you both. ^~^

Frenzy Frenzy and FireMaiden FireMaiden When you two finish up the last bit of details @ me in the OoC or Discord. Either works.
 
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The Basics
Name
: Sigrun Panahin

Alias: Cursebearer

Age: 17

Date of Birth: 20th of The Showering Stars

Species: Human

Physical Description: Tall and thin with very pale skin, seemingly unhealthily so, can be considered somewhat frail.


Appearance
Height
: 6’1 / 186cm

Weight: 108lbs / 49kg

Hair Colour: Black

Eye Colour: Colours in this case; his right eye is a vibrant purple while his left eye is a pure, inky black

Markings: None that can be seen

Features: Sigrun’s left eye is completely black, unnaturally so. A strange black substance constantly leaks from this eye like smoke, its appearance in the air similar to that of ink in water. He wears a well-worn black bandana in a diagonal over his head, covering this eye. Despite this, the black ‘smoke’ continues to leak out from under the bandana, trailing with him wherever he goes. Luckily, the substance dissipates quickly, after only several seconds. However, most will never notice this feature. Due to his innate ability of Glamour, he appears to others as without the bandana and with both eyes the same vibrant purple.

Clothing: Sigrun lacks any form of armour. Instead he wears a dirty white tunic and plain dark brown pants. The main event is the coat he wears, one of the only remnants of his past. It is coloured mostly black with intricate depictions of twisting thorns and roses stitched into the forearms and the coattails that reach to his thighs, done in light purple. A single open eye is depicted on the coat's back, done in darker purple. The inside of the coat is lined with purple the same colour as his eyes. He also wears a plain brown sling bag across his chest under the coat.


Details
Organization
: Sigrun distances himself from any form of authority, preferring to remain alone. Why he decided to train to be a Paragon is… anyone's guess.

Occupation: None

Rank: Adventurer

Power Classification:
Glamour ~ Sigrun’s only innate ability, Glamour allows him to rewrite or modify something’s appearance through concentration and physical contact. The changes he makes are purely visual; if one were to try and touch a Glamour he had made, their fingers would pass right through it like smoke and instead touch what was truly hiding underneath. As of right now, his ability to Glamour is incredibly weak. This is due to his constantly keeping his left eye and bandana Glamoured. He can still make highly convincing Glamours, but only on smaller objects and for a shorter time.

Death Attunement ~ Sigrun is constantly attuned to the dead; he hears their whispers around him at all times, can feel their emotions every waking hour. He has learned to endure the constant whispering and even screaming, but entering places of death makes their voices too loud and painful for him to bear. Because of this he avoids places like graveyards and battle sites. He can also communicate with the dead around him, something he is completely opposed to.

Accursed Eye ~ The unfortunate name given to his left eye. When the bandana is removed, this eye allows him to see things that most cannot; a few examples would include spirits and ghosts, critically weak points, traps, hidden passages, and more. This eye also allows him to see trajectories of moving objects, allowing him to anticipate enemy movements and precisely choose which opponents to neutralise first in a fight. He despises using this eye, as it causes him severe pain as well as bleeding from his right eye and nose. His Eye also enhances his Death Attunement, making the voices of the dead louder the longer he uses it.

Voidwalking ~ Sigrun balances on the line between life and death. He constantly walks between the living and the dead, his Eye bringing him closer to death the longer he uses it. Voidwalking is the endpoint, reached when Sigrun teeters on the very edge of death. Reaching this phase grants him several abilities that reflect the death he stands over; it allows him to hover several inches above the ground and teleport short distances. The inky black substance that leaks from his Eye will start to emanate from his entire body, leaving a trail wherever he moves. Those that observe him in this state will notice flickers of movement around him and hear whispering around them, the very aura he emanates attuning those around him to the dead, if only slightly. If one were to be grabbed by Sigrun in the midst of his Voidwalking, the voices of the dead would hit them at full force and the spirits around them would try and remove the unfortunate victim’s soul, trying to turn them into a spirit as well with Sigrun creating a bridge between life and death. Sigrun can only Voidwalk for roughly ten seconds; any longer and he too would join the dead. He may lose all semblance of thought and humanity as he Voidwalks, but something always prevents him from crossing the line into death. Once the time limit is reached, he reverts back to normal and immediately passes out for several hours. As of now, he has only Voidwalked twice.

Personality: Sigrun appears constantly tired thanks to the voices that wake him at night. He constantly wears a depressed frown on his lips and tries not to make eye contact with anyone, tending to keep to himself and avoid any form of socialisation. This doesn't mean he absolutely can not talk to people, it just means he avoids any reason to do so like the plague. If one were to engage in conversation with him, they would find him just as quiet and closed off as he seems. He would seem to focus on the conversation harder than necessary, as though trying to ignore someone or something else speaking to him at the same time. A reply would be stilted and reserved, especially so if one were to inquire about his past or something personal. His shoulders are always slumped as if weighed down and he emanates an aura of defeated acceptance. If one were asked to describe Sigrun Panahin in word, it would likely be ‘depressed’.

Backstory: Sigrun once belonged to a relatively wealthy family. Due to his name, vibrant purple eyes, thin frame, and sharp features, other children teased him as he grew up, calling him a girl. Oh, the horror. The teasing quickly stopped once he became so tall. He was known for being a lighthearted prankster, using his Glamour to trick people and make others laugh. In any case, what's important is the irrational fear of death he found himself plagued by. Be it from something he read or some event that happened in his younger years, he couldn't fathom dying. It came to a head close to his fifteenth birthday. He dwelled on his fear for too long and was driven to attempt a ritual with his younger brother that would make them immortal. It went horribly wrong, of course.

The ritual cursed Sigrun with his abilities that brought him closer to death, punishing him for attempting to conquer it. The aftermath of the ritual had him experience his first Voidwalk, during which he grabbed his younger brother and passed out once the Voidwalk ended. When he came to, he found his brother dead by his own hands. Well, technically the hands of the dead, but he wasn't exactly thinking straight. Terrified and ashamed, Sigrun ran from home and left that life behind. Using his Glamour to hide the eye that he so despised, he barely scraped by for several years, wandering the lands and taking whatever jobs he could, constantly haunted (in more ways than one) by the younger brother he had slain in his selfishness.

Why did he decide to become a Paragon? Well, I suppose you could say that a voice in his ear said he should…


Other
Sigrun's only meaningful form of defense is a dagger he keeps in his sling bag. It appears to be well maintained.
He’s also way edgier than I thought he would be, geez.
 
Name: Molly.
Alias: ‘Good’ Molly.
Age: Unknown. Molly’s inner data is corrupted, so her years go back and forth. She is three years old, still a toddler; she is twenty-nine years old and in love; she is seventy-eight years old, unaged and unchanged in beauty; she is one hundred and forty-two, still unchanged.
Date of Birth: Exact date is unknown, but Molly remembers the waning of light and a time when dame autumn’s skirt unfurls - the Last Torch. With a sweet kiss and a slow dance, autumn wrapped summer in her romance, goes the fading memory.
Species: Automaton.
Physical Description: 'Good' Molly looks human. She speaks like one, she moves like one, she thinks human thoughts and has zeal. She is tall, standing at 188cm (6ft). Her skin is wan and faded, like an old canvas eroded by history. There are a few holes in her arms and torso from wear and where the old world mechanisations can be viewed, but don't be mistaken - these are not her weak-points. Iron is hard. Everything is clear iron. No weapon can pierce her or the work inside her. Her hair is long and red, often held up into a messy bun with a cracking Tudor rose hairpin. Most interesting of all, she smells like dead flowers. Not the burning scent, but the sweet scent. The sweet scent of something once alive.
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Height: 188cm.
Weight: 54kg.
Hair Colour: Auburn, like the crowning days of the Last Torch.
Eye Colour: Brown and gold. Her eyes are made of glass and have visible clockwork in the irises. Her left eye has cracked glass on the surface and was never repaired.
Markings: Molly, despite being an automaton, was clearly created by a caretaker who understood bodies and what stories bodies can share. Her skin has a astonishing number of beauty marks: two perpendicular ones on her cheek, another three on her neck, some scattered across the top of her chest. But for all her beauty marks, there are some visible holes in her skin that were left unrepaired. In short, she looks like a once beautiful porcelain doll that has decayed over the centuries.
Features: Like her unique body, her clothes are distinctly out of place; something out of time. They are moth-eaten rags of an old gentleman’s suit: a white frilled blouse, black trousers, and shoes. Her hairpin is a rotting Tudor rose with missing red paint. Her hands are blighted wood with squeaking hinges. Her shoulder bag is weathered.
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Organisation: Old Town Alliance and Ald-Goret; but they are for money. Her allegiance is mostly to herself.
Occupation: Scavenger. She dwells in the Old Town ruins scavenging for things to sell in Ald-Goret. She considers herself a good finder of lost things.
Rank: Unranked.
Power Classification: 'Good' Molly has no magic, no power at all; but because she is an automaton and therefore, unalive. Weather does not affect her. Food and water do not affect her. Emotions do not affect her. Mind control does not affect her. Manipulation does not affect her. The things that make the world alive do not affect her. Because of this, she is easily a walking antithesis to the world itself.


Personality: She is the pillar of stability, unwavering and unchanging. The earth, one could say. She holds fast to her decisions and lives by logic, but that doesn’t mean she’s unkind. She has her insensitive moments; she will often ask questions without tact, without structure or an understanding of cultural boundaries. She ignores societal rules and expectations for an answer, and while this may accomplish things for her, it causes a social fallout. She may ‘miss the bigger picture’. Living in the moment may cause her to miss the forest for the trees. People with this personality love to solve problems here and now, perhaps too much. All parts of a project can be perfect, but the project will still fail if those parts do not fit together.

The Past: She remembers a chicken named Pestilence and Famine. One chicken. A chicken named both Pestilence and Famine.

Another day she remembers the town of Daydream.

In Last Harvests she remembers Walker, the Witch of the Way, in Darkest Heavens it is the Fruitpicker, in Golden Tempests it is a Dandelion Wanderer, and in Showering Stars it is the Smoke Merchant. Who is the Far Mother and the Pride Father? Where is the Close Woman? This is the light of autumn, not the light of spring, is the familiar voice. Whose voice? Your human hands shut you out from a world of beast and bird ...

Her memories are there, but out of place, out of order. Who is to say what came first or last? Was it the elf with crooked teeth who created her? Was it Eliza with a violin who strung her together? Was it the two friends with a ship who gave her adventure? Was it the bastard of the Wastes who gave her these clothes? Was it the old woman with caramel skin in King’s Parade who read her poetry? Who is her creator? She cannot say. But with these fragmented memories and confused timelines, she wanders the ruins of the Old Town and has built a home there. A home of her findings, broken and lost things, out of place, out of time. A home built to reflect her.

Other: She carries a shoulder bag with her filled with repurposed gardening equipment that she now uses for her scavenges.
 
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The Basics

Name: Cailean Ó Cnaimhín.
Alias: Cai.
Age: 27.
Date of Birth: 3rd of The Seeding Nights.
Species: Hellhound.

Appearance

Height: 178cm / 5’9”.
Weight: 76kg / 167lbs.
Hair Colour: Blonde.
Eye Colour: Lavender.
Markings:
> One large tattoo running over the left side of his chest.
> Several small scars spread around his body.
Features: Wears quite a lot of gold.









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Details

Organization: Old Town Alliance [?].
Occupation: Pirate [and adventurer].
Rank: Somewhere close to paragon.

Power Classification:
> Falling Flower Palm - A skill with a blow away effect, which is stronger if the target is airborne. [It does little damage but creates openings to attack. It has to be timed well.]
> Magic Shield - A defensive skill that forcefully absorbs a burst of damage. [Cailean can’t move when doing this. If he does, the shield will have less effect and will break faster.]
> Shattering the Lands - Cailean stabs his spear into the ground sending magic energy into the ground that bursts out at a targeted location. Dealing damage to where it goes and knocks back anything in its way. [Asks for a serious amount of energy and can only be used once with great timing during combat.]

Personality:
> Adventurous
> Open-Minded
> Stubborn
> Cheeky
> Charismatic
> Sarcastic

Short Background:
Having lived with his father [Berach] since they day he set foot in this world, he was welcomed in the man’s gentle arms. His mother died when giving birth due to a severe amount of blood loss and the doctors just didn’t have the knowledge about how to stop this from happening. Because of this Cailean’s father was even more protective over him as he didn’t want for his son to get hurt. That seemed to be rather difficult as Cailean was a free spirit. Wanting to experience everything and explore the world as it was so much more interesting than the city they were residing in. Often getting into trouble because of that as he didn’t always see why something wasn’t appropriate to do. He learned to keep his manners the hard way and even now, he still lacked some of that as he just didn’t care too much about that stuff. Besides that he was a pretty good guy, a bit weird, but good. When his father died however he was left with nothing as he didn’t particularly have any friends to stay with nor could he stay alone in that house. Therefore, he became a pirate and did what he thought of as right.

 
FireMaiden FireMaiden Ronan Ronan Doughnut Doughnut All three of you are looking good. Which means, I should get a move on since today seems to be productive!

If you guys add or edit anything just give me a mention in the OoC or through private message so I can take a quick glance. That goes for everyone. ^~^
 
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[div class=openbutton]VIK
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basics

Name: Vik Gonkor

Race: Half-Orc
Age: 26
Gender: Male
Sexuality: Heterosexual
Rank: Adventurer[/div]

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appearance

Height: 5'9
Weight: 178 lbs

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Equipment

Vik is an archer, an unusual class for an orc. Though, he does keep a shortsword with him in case enemies get close. Overall, his hunting bow is his primary weapon. For ammunition, Vik uses whatever arrows he can get his hands on. Most likely makeshift arrows when surviving in the wilderness for a while. For larger targets, he'll coat the tips in poison. Lastly, Vik normally wears light leather. If necessary, an iron mask when hiding his identity./div]

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Strengths & Weaknesses

Vik is most proficient when it comes to archery and close combat. However, he prefers distance ever since learning how to use a bow. He also knows how to work well in the wilderness, surviving for weeks if needed. When it comes to civilization, Vik can struggle in certain situations. He was a slave for most of his childhood, so his Common isn't as good as most, and he doesn't know much about culture. Being a slave also effects his combat style. He's more reckless and sloppy since everything is basically self taught.

Being an orc features a few bonuses as well. For one, he's a lot stronger compared to a human with no debuff to speed. His vision in the dark isn't necessarily the best, but it's also an improvement. Though, he can only really see black and white.


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personality

Normally, Vik holds his grudges against humans and elves, for those are people he dealt with a lot as a slave gladiator. Ever since earning his freedom, he learned to loosen up, but is still weary against the two races. Vik tends to act more like himself around other orcs though. He somewhat likes dwarves mainly because of their craftmanship. Their steel is very well made after all.

Vik doesn't like to hold back in combat. When he was a gladiator, he was always taught survival of the fittest, and to always kills his opponent. It's the same way now, unless convinced otherwise. Yes, he does hate mistreatment of others, but doesn't like to interfere unless it benefits him since nobody else was there for him when he needed it the most.[/div]

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bio

There isn't much known about Vik's past. He was simply sold into slavery for a high price. An orc's muscle is valuable after all. When reaching adolescence, his owner turned him into a gladiator to win some money. It started out rough, but as Vik gained more skill and experienced, his owner went for more competitive events. Vik had nearly died several times, but with some luck he managed to remain on top. Eventually, one tournament won him his freedom. It was obvious that Vik got as far away from his so called home as possible. He felt guilt leaving the other slaves behind, but he told himself that he earned his way out of the slave status. The others should do the same.

Being a slave his whole life cause Vik to struggle with civilization. He was just far better off in the wilderness, but he knew that he needed supplies from time to time. He'd travel around for a while, searching for a place where he'd think he could belong. It was hard to find that paradise though, especially since Vik is shy around most people. Even then, the half-orc plans to complete this search some time in his life. [/div][/div][/div][/div][/div]
 
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PsychoticOne PsychoticOne I like him; however, if you would be so inclined to simply state somewhere in there his Rank compared to other people in the world. Civilian, Soldier, Adventurer, or Paragon are the choices. I would recommend Adventurer since that is the standard thus far with the group. In addition, if he does have any special martial skills or racial abilities a little detail on them wouldn't be bad. If not, his strengths and weaknesses are fine as is.

After that, everything will be good to go. You have my approval.
 
The Basics
Name: Aris Stromholden
Alias(s): Aris Stellan
Age: 27
Date of Birth: 25th day of The Frozen Skies
Species: Human
Sub-species: Mage
Physical Description: Scrawny, lanky, gangly.

Appearance
Height: 5’8”
Weight: 115 lbs
Hair Color: Dandelion yellow hair that tends to have a perpetual bedhead look.
Eye Color: Deep reddish brown
Markings: an unassuming tattoo is inked onto his right bicep with a scar running through its center and, joined by two paralleling marks, continues down his chest to his right hip as if something with large talons raked them down his right side.
Features: Pale skinned, his hands are soft and mostly free of callouses.



Details
Organization: Aris’s family aligns with the Queendom of Rhima. He is also previously a member of the Order of Argyne and is still loosely associated with them.

Occupation: Traveling Mage

Rank: Adventurer

Power Classification: As a mage, Aris’s power is derived from knowledge gained from years of study and practice. These include incantations, potions, and pentagrams. He has passable skills in the use of incantations and potions, but he is strongest in the use of pentagrams which are used to summon creatures or trap/protect those standing within the pentagram’s boundaries. Incantations allow him to summon small globes of light or perhaps unlocking doors and such. Examples of potions may include sleeping draughts or forgetfulness. However, each of these have drawbacks. Incantations require concentration and stamina, potions require preparation and ingredients, and pentagrams require preparation, a medium to draw the pentagram, stamina, and concentration.

Personality: He is pretty laid back and unambitious. Some might describe him as a bit airheaded. He just flows through life. He’s known to space out at times lost in his own mind.

The Past: Aris was born into a family of mages stretching back many generations. He is the middle child of three boys, and a disappointment to his family. At the age of six, he was sent off with his brothers to study magic at the prestigious school of Argyne in the Queendom of Rhima. While his brothers were ambitious and showed great promise of becoming influential mages, Aris was a lazy student. He reasoned there was no need for him to obsess over becoming a great mage as there are already many of them in his family. He learned enough to get passable marks and spent much of his time either sketching, learning to play the violin and later the lute. After leaving Argyne at the age of 24, Aris has wandered haphazardly from town to town. During his travels, he discovered story telling through bards and has taken a fancy to their epic poems. Currently he seeks out any rumors of bards who can enthrall their audience.

Other: Through a failed summoning with a pentagram, a portion of Aris’ spirit is bound to a creature from a parallel dimension which is named Levidraxegon, Levi for short. As a result, this creature can no longer return to its own plane of existence and must remain until Aris dies. Over time the two grow fond of one another and form a companionable bond. The creature closely resembles a snow leopard although slightly smaller in stature; weighing in at 80 lbs. It is feline in body structure with white fur and black spots with a strip of soft yellow down its back, a thick, fluffy, long tail, and eyes that are a piercing icy blue. Perhaps the feature that stands out the most, however, are the pair of brilliant white wings that fold up along its spine. Like most felines, Levi is a proud, majestic, regal creature and tends to have an aloof, superior attitude. It can converse with Aris and has an innate ability to be overlooked when it wishes to not be seen despite its coloration.
 
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Impster Impster You're looking good. Just gonna say, you don't need the year he was born in for Date of Birth. Just the month and day. It's posted back in the interest thread about midway down. I'll have it in the Lore section fairly soon here.
 
The Basics
Name: Brison
Alias: “Seamstress”
Age: 64
Date of Birth: 12th of The Last Chill
Species: Human
Sub-species: Brood Incarnation
Physical Description: A wizened aging man with a robust body built over the years of hard work and struggle.

Appearance
Height: 5”8
Weight: 50kg
Hair Color: Auburn, Whitening
Eye Color: Black
Markings: The color of his veins are visible through his skin, creating a weird painting of sorts
Features: Quite healthy body for an aging wrinkled man, deep black abyssal eyes tinted with wisdom and fanatical light, translucent threadlike lines occasionally shimmering.

Details
Organization: Advent of the Weavers
Occupation: Weaver
Rank: Soldier
Power Classification:
- Thread Modification: Modifies the nature of his thread to serve his purposes.
- Brood Blood: Gifted with a small portion of the Brood’s holy venom, Brison has gained extended longevity, a tougher physique, faster physical recovery and stronger senses than the average old man.
- Brood Incarnation: In this world there is only He, yet in He sleeps They, waiting for a time to once again descend upon this chaotic world and spread their own bile of order. The whispers of the Brood incarnation allows Brison to gain access to lost knowledge, utilizing them to his advantage; however, due to its long history of slumber and its million voice cacophony, what Brison can gain is random, mostly useless and nibbles only at the surface.
- Survivalist: Brison’s long years of struggle has gifted upon him the ability and wisdom to survive in most situations Sotiris can surprise him.

Personality:
- Stubborn as a majestic mountain, never bending to the winds nor breaking from the storms, swayed only by the majesty of the heavens
- Fanatical, a loyal servant to his Lord, a defender of his beliefs, and the inquisitor against heretics
- Cryptic in words, though as a stubborn old fool, only slightly

The Past:
44 AR

In a dark corner of Sotiris, as an old man on the verge of death struggled to keep his strength from weakening by the second, whispers were heard. A million voices tinged with timeless melancholy and peerless wisdom, resonating with each other and one another as they asked the man one question in a myriad of different ways.

In his dying breath, he answered with his eyes burning with the last embers of hope.

In a dark corner of Sotiris, an old man stood up with renewed vigor, a timeless gaze in his deep eyes, and sense of determination screaming within his soul, as he took a step forward following the whispers of fate.

Other:
A hundred thousand paths laid out divided, a hundred thousand paths converge, only one path shall emerge, that is destiny.
 
The Basics
Name: Brovtus Gorovtus
Alias(s): Brovtus
Age: 21
Date of Birth: 18th of the Darkest Heavens
Species: Orc
Physical Description: Thick. Lots of muscle. Green skin.

Appearance
Height: 6 feet
Weight: 250 pounds
Hair Color:Black
Eye Color: Red
Features: Pony tail

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Details
Organization: The Gorovtus Clan in an encampment at The Forest of Secrets.
Occupation: Always either a mercenary or a bodyguard. ALWAYS. He knows nothing else.
Rank: Adventurer
Power Classification: Extreme physical strength and decent physical dexterity. If his strength was measured in modern standards, it would be the following... 1,000 pound bench press, 2,000 pound squat, and 3,000 pound deadlift. As for dexterity, imagine a typical melee weapon wielder effectively killing three same-strength opponents in fair combat. His physical dexterity is not that substantial. What IS substantial is his natural strength. He can wield large axes with great ease.
Personality: His mind was born of the insatiable craving for one thing and one thing only. WAR. Everything he does is in the context of whatever warfare he is engaged in. And he is ALWAYS at war with someone or something, even abstract stuff. For example, he may declare war on laziness and would fight laziness by forcing himself to get up early in the mornings. Yet despite his affinity for warfare, he is actually gentle among others. Never his enemies though. Just allies.
The Past: Within the Forest of Secrets are many wild beasts. These beasts hunted for food and to breed. Brovtus's clan were almost on the level of beasts, but were smart enough to actually wield LANGUAGE and minor mathematics. They are sentient, for sure, and this gave them an edge in the harsh jungle survival game they had to play. Brovtus was the epitome of what his clan represented. From very early youth, he showed an aptitude for violence and conflict. He often-times bullied kids older than he was. They heralded him as the successor of the clan outside of the forest and encouraged him to venture outside and seek his fortune there, instead of settling in the forest.
 
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Name: Marcus Jade
Alias(s): Marcus the Magnificent
Age: 29
Date of Birth: 10th of the Queen's Light
Species: Human
Sub-species: Glyph-Child
Physical Description: Tall and slender, a lean build of body. Not a bodybuilder, but built like a Runner and Swimmer.
Appearance
Height: 5’11’’
Weight: 170 Pounds
Hair Color:Brown
Eye Color: Green
Markings:Tattoo around his right eye, blue and black
Features: Eyepatch on left eye, small scar leading from under it.
yPTmhi6Bz0_jD5ciiGbHUBHpdE_xDv32MRW9PBnAlekPRZVVyWn4654kOTgbD2IG8jH0qbunoLjX_vRpRGmmEm4p1nKcEp7_lkYvpYQTNSx-CAYLkA8wywDnoL28PQRktcvtIhLz

Organization: Is a ally of Old Town, was taught most of his trade in Ald-Goret
Occupation: Owner of The Sapphire Forge, a specialty shop of magical items of all types.
Rank Adventurer

Power Classification:
Earth Manipulation: His mastery over the elements lets him reshape materials at a whim, but only for short periods if the materials are larger than a knife. A wall could take a couple hours, a breastplate a couple minutes. He is abysmal at fighting because of this, and prefers his weapons to magic. His only real atack with this is flinging earth at others, or any material around him.

Potioneer: He has a good understanding of potions and their uses, and given the ingredients and a recipe, can do wonders. Magical Potions require a bit of magical energy, more depending on the severity of the magic. A minor healing potion is harder to make than a herbal tea, but a major healing potion exhausts one for a day.

Master Craftsman: Much hard work and dedication, like with potions, gave him a unchallenged mastery over forge and filigree. His creations using his power can be imbued with magic, but it takes a lot out of him, even for one weapon or piece of armor, so one a week is his max.

Orator: Well versed in the art of making a deal, Marcus is often able to make others more inclined to favor his side of a deal. Not magical, just very persuasive.

Personality: Marcus is an outgoing and roguish person, quick to wit and sharp of tongue. He makes friends easily, and is often the life in any gathering. He finds that happy customers are good for Business, and so often goes out of his way to help people. He is easily distracted in the woods, often wandering off to find new materials to work with in his shop, and making salt licks for the local animals. He can kill if need be, but only if that person is harming others. Tends to dress flamboyantly, only wears armor when leaving town.

The Past: Born in the rural countryside around Ald-Goret, Marcus was happily raised, and his family lives in the forests around the capital city, where they taught him the magic that he has today. While his parents instilled in him a sense of pride and wonder of nature, he is more focused on the monetary side of his powers, and from a young age was found to have a natural affinity for the Smithy, and the Storefront. He injured his eye during a smithy accident, which left him with a scar on his right eye. He travelled to Old Town recently, hearing of a lack of a proper Artificer and Magical Proprietor. His shop gained traction, and soon most in the town came to him for potions and magical weapons. He now has a thriving business, and occasionally ventures out to get more exotic ingredients and materials.
 

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The Basics
Name: Aedan Brandt
Alias(s): Hatchling
Age: 21
Date of Birth: 14th of The Rising Dragon
Species: Human
Sub-species: Dragonblooded (distant but present dragon ancestry)
Physical Description: Well-muscled, but not overly so.

Appearance
Height: 6'0"
Weight: 177 pounds
Hair Color: Raven black
Eye Color: Bright amber
Markings: Several light scars on his limbs, but not his face. Usually covered.
Features: Clean-shaven. Hair reaches down to the small of his back, kept in a low ponytail. Awkwardly armored; wears full plate gauntlets and boots, but wears only chainmail for protection on his torso and brigandine pants. Doesn't wear a helmet.

Details
Organization: Embers of the Great Flame
Occupation: Wandering cleric
Rank: Adventurer

Power Classification:
  • Effective Speech: Spoken words, in some sense, become reality. While to others, magic is something to be weaved or constructed, to Aedan it is to be commanded. He declares his will to his magic, and it obeys. While this allows for much greater flexibility in his casting, any given spell's effectiveness (ironically) is less than what could be achieved by a mage who perfected a spell for a specific purpose. This also works when using speech as a magical countermeasure - commanding another mage's spell may cause some weak interference, but it will not have nearly the effect that a carefully crafted counterspell would. While Effective Speech has the potential to become more powerful, it takes a great deal of time and practice to hone.
  • Burning Arts: Aedan is spiritually attuned to fire, and his magic, both spoken and otherwise, is of this element. Magic Aedan can cast that doesn't require speech is conducted through movement, primarily as an extension of the martial arts he's trained to use. Though powerful and at times explosive, his Burning Arts are almost entirely close-range. These spells and the unarmed skill that accompanies them form the basis of Aedan's fighting style.
  • Draconic Ancestry: Aedan has yet know of, let alone master the power of his distant dragon forebear. To be able to connect with his heritage would empower him in every aspect, make him stronger, faster, strengthen his bond with fire, and even bolster the magic power of his speech. Unbeknownst to Aedan, he does reap some benefits regardless - cold and hot weather are less dangerous to him, and he's a bit sturdier than the average human.
Personality:
  • Believes words have value, speaks little and chooses his words carefully
  • Isn't shy despite being quiet, never afraid to get involved
  • Strong sense of morality, unshakable on matters of principle
The Past:

Thump.


He stood up after falling to the cold rock floor. His vision obscured by the dirty, bloodied blindfold, he felt around for the rock that had struck him and picked it up, moving slowly so as to pick up on any noise.

"Aedan!" the Speaker shouted, the voice echoing in the cave that served as a training ground. Wasting no time, Aedan hurled the rock at the source of the noise. It smashed against the wall and clattered to the ground. The Speaker was an expert at moving soundlessly. Aedan had missed his target.

"I call your name, and you respond. That is the power of speech." The Speaker repeated the first lesson she had taught Aedan, seven years ago. His parents had been traders of Ald-Goret, but after they suddenly didn't return from a trip in his early adolescence, Aedan found himself forced to do whatever work he could to earn a little coin. But a scrawny young boy in Ald-Goret can only garner so much respect. What work he did do often went underpaid if paid at all despite prior agreements. Feeling cornered, he turned to less savory means as a way to survive. Yet despite his goal of self-preservation, his sins weighed heavy on his mind. He wasn't the only one in need of food or coin, and theft from his fellow unfortunates threatened to tear his heart in two.

But a chance encounter with a wanderer some years later gave Aedan a new path. The traveler called herself a "hatchling," and offered Aedan a chance to try a different life by leading him to her master. Her master was the Speaker, one of the dragon-folk who lived a mysterious, secluded lifestyle in the shadow of Mt. Solarion. She took Aedan in and instructed him in a little-known religious tradition that preaches the sacred nature of fire. She incorporated into her lessons the art of Effective Speech as well as a martial art created by a cult who worshiped dragons. He was surprisingly well-fed, but the learning process was brutal. Aedan's current predicament in the cave was the fruit of his labors.

Then came Aedan's opportunity. He heard the scuff of his master's foot dragging ever so slightly against the rocky floor behind him. His reaction was immediate - he wheeled about, pivoting and propelling in the same motion, and thrust his fist to the very limit of his range with a single punch. His strike connected just before he ran out of arm, bumping the shoulder of the Speaker. She sighed, disappointed in her carelessness.

"Congratulations," she said. "May the Great Flame always light your path."
 
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