Aura's Characters

Elenion Aura

One Thousand Club
View attachment 243784BASIC INFORMATION



Name: Talion



Aliases: N/A

Age: 23



Gender: Male



Race: Wood Elf



Class: Warrior, Spellblade



PERSONAL



Sexuality: Bisexual



High Concept: Retribution comes swiftly for those who have wronged him. 



Character Alignment: Chaotic Good



Relatives: A small clan of Wood Elves (all presumed dead), Idriel (younger sister)



Organizations\Affiliations: Elves of the Western Woods (former; child), Yarrus' House (former), None/Fugitive (current)



Personality: Boasting a somewhat gruff, prickly exterior, Talion makes a notoriously poor first impression. A hard life has left him wary of strangers, yet not quite to the point of paranoia. Not one to mince words, he finds overly talkative people exhausting at best and irritating at worst. He warms up and can even make friends, if given the chance. 


Backstory: Born to a small clan of Wood Elves known as the Lassdhrili ("People of Lassdhril", named for a sacred tree which once grew in their ancestral forest home), Talion spent his earliest years under the trees, in the company of his kin as the second youngest of the Lassdhrili at the time, alongside his sister. All newborn Lassdhrili were tattooed at birth with depictions of the 'Roots of Lassdhril', in reverence to the mythical tree. With no neighboring clans, the Lassdhrili people lived in relative isolation in the long years leading up to the clan's destruction at the hands of foreign mercenaries and hired sellswords.


A group of lesser nobles had heard stories that the tattoos of a Lassdhrili possessed mythical properties, and, with intent to sell the 'pelts' on the black market for a small fortune a piece, ordered the massacre. The clan had no warning, and were wiped out within the day, save for one. Talion was spared a gruesome death, and instead handed over to the triad of noblemen. One of the men, Yarrus, accepted the frightened boy into his household under the pretense of friendship. Yarrus had a penchant for the mystical and alchemical arts, and was fascinated by the markings that traced Talion's body. Determined to discover whether or not they in fact possessed magical properties, he experimented on the boy. Eventually, Yarrus ordered an end to the experiments before they yielded any conclusive results. Talion spent years in Yarrus' service, as a 'pet'. Yarrus would parade him around like a prize, particularly to fellow nobles.


As he grew older, and his abilities began to manifest, his role changed from pet to bodyguard, receiving formal combat training from one of the Knights in Yarrus' service. A seed of fear had begun to grow in Yarrus' mind as he watched the boy he'd enslaved, whose people he'd destroyed, grow strong, strong enough perhaps to challenge him. But his pride whispered louder. He began to test Talion's loyalty with task after task. Sometimes the tasks Yarrus would set would be small, menial. These tasks were meant to demean him, and demonstrate that Yarrus was the one in control. Other times they were difficult, either incredibly physically demanding, cruel, or even sadistic. Talion performed them all without one complaint. Seemingly satisfied, Yarrus eventually relented, and life for Talion returned to normal, for a time. Then came that fateful day. 


It started off just like any other. Yarrus was entertaining a fellow noble, and planned to put his prized Talion on display. They'd arranged a tournament of sorts. The first round saw a teenaged Talion pitted against a foreign knight. They were about to begin when the young elf took notice of the peculiar markings embroidered on the knight's breastplate. They were... So familiar. Talion's own markings began to burn bright in response to the markings, searing his skin. Blinded by rage, Talion drew his sword and cut down the older knight with a single swing, cleaving through metal, flesh, and bone. Then, he turned and slew another, and another. A courtyard of knights assailed him, and he killed them all. Yarrus, who'd been watching the spectacle from the ramparts, fled for his life. 


Several months later, a mercenaries entered a tavern in a village to the north, searching for the elf fugitive that they'd been paid handsomely to apprehend. 


PHYSICAL



Appearance: Shorter than the average man, but only slightly. Lithe, strong figure. Green eyes and olive skin, with pure white hair. Silver markings trace the length of his body. 



Weapons & Armor: Folded black-iron armor. Medium weight. A token of Yarrus' esteem. Raven's feather pauldrons and elbow-guards. A crude-iron greatsword, slung over his back. Stolen in his flight from Yarrus' castle. 



Items & Personal Belongings: A small wooden token, a memento of a childhood forgotten, kept secret for all the years in Yarrus' service. 



Skills & Abilities: 


Nobility knowledge. Talion spent years in Yarrus' service. He picked up a few things. 


Super-human strength. Talion is surprisingly strong for his size, as best exemplified by his weapon of choice: a huge greatsword nearly as large as he is, which he can wield with one hand or both with equal efficiency. 


Combat adept. Yarrus raised Talion with the hopes of creating a weapon with which to intimidate and destroy his political rivals. He undoubtedly succeeded. Talion is at home on the battlefield, and, with his blade, can cut a swath through enemy lines in a single stroke. 


Spells & Magic:


Blessings of the Lassdhril - Talion's magical affinity stems directly from his status as the last living member of the Lassdhrili people, and is channeled through the markings upon his skin. 


(Passive) Fade-Touched: Talion's markings afford him a natural resistance to offensive magic. (All damaging spells are 20-80% less effective against Talion, based on how many spells have been cast in an area around him). 


(Active) Battle Trance: Talion's markings glow white, and for a short time he receives boosted combat attributes.  (+50-150% strength, speed, and durability over the duration of the ability). 


(Active) Blade of Lassdhril: Talion's markings pour their spirit-energy into his blade, causing it to glow, and infusing it with power for a short time. (+100% damage, and each swing produces a small shockwave on impact.)


(Active) Spirit Dash: Talion's markings turn his physical form ethereal, nullifying all physical attacks for a split second. In his spirit form, Talion rushes forward a medium distance, becoming corporeal again, as well as releasing a concussive burst of spirit energy at the end of his dash, knocking foes aside.  


(Active - Ultimate) Spirit of Vengeance: Talion's body erupts with spirit energy, blasting away any nearby enemies and imbuing his blade with three deadly Spirit Slashes. 


-Spirit Slash: a medium to long-range attack that takes the form of an arc of white light, produced by slashing his sword through the air. The second slash is twice as powerful as the first. The final flash is three times as powerful as the first. 


Weaknesses: 



Fears
- Returning to Yarrus' service: the subject of one of Talion's recurring nightmares. 



Mental weakness



- PTSD: Talion's suffering at the hands of Yarrus has left several lingering emotional and psychological scars. When triggered, as if by the sight of his kin's stolen markings, he may fly into a blind rage, forgetting both friend and foe. 


FLUFF (OPTIONAL)



Hobbies: 
- Board games and strategy games, though he is admittedly quite poor at them. 
- Drinking. 
- Gambling. Though, again, he is a notoriously bad gambler. 



Quote\s: 



- "Get out of my way."


- "If you value your life, leave. Now."



Theme: 
 
Last edited by a moderator:
[SIZE=15pt]BASIC INFORMATION[/SIZE]


a55b5f81733a1e3a164713c36ada1c30.jpg
[SIZE=12pt]Name: Idriel[/SIZE]


[SIZE=12pt]Aliases[/SIZE][SIZE=12pt]: N/A[/SIZE]


[SIZE=12pt]Age[/SIZE][SIZE=12pt]: 20[/SIZE]


[SIZE=12pt]Gender[/SIZE][SIZE=12pt]: Female[/SIZE]


[SIZE=12pt]Race[/SIZE][SIZE=12pt]: Wood Elf[/SIZE]


[SIZE=12pt]Class[/SIZE][SIZE=12pt]: Lore-Keeper[/SIZE]


[SIZE=15pt]PERSONAL[/SIZE]


[SIZE=12pt]Sexuality[/SIZE][SIZE=12pt]: Heterosexual[/SIZE]


[SIZE=12pt]High Concept[/SIZE][SIZE=12pt]: A captive-turned-apprentice, the elf-girl is thriving in her new[/SIZE]


[SIZE=12pt]circumstance (compared to her brother, at least).[/SIZE]


[SIZE=12pt]Character Alignment[/SIZE][SIZE=12pt]: Neutral Good (Passive Good)[/SIZE]


[SIZE=12pt]Relatives[/SIZE][SIZE=12pt]: Lassdhril Clan (all presumed dead), Talion (older brother) [/SIZE]


[SIZE=12pt]Organizations\Affiliations[/SIZE][SIZE=12pt]: Lassdhril Clan (former; child), Gulzan’s Court at Hallendale (current)[/SIZE]


[SIZE=12pt]Personality[/SIZE][SIZE=12pt]: Keen and insightful, Idriel is above all a seeker of knowledge. Having spent most of her adult life in the company of noblemen and women, Idriel has developed a certain refinement of her own. She speaks softly, and always chooses her words with utmost care. Idriel possesses a mind of a strategist, as evidenced by her blossoming skill at Ruk (a board game similar to chess), and the heart of a scholar, choosing to spend hours at a time pouring over ancient texts held in Hallendale’s extensive library. Idriel, having lead somewhat of a sheltered life, is in some ways ignorant of the world outside the walls of the castle, and the pages of the books to which she so fervently clings. Although she is dressed in the garb of a noblewoman, a noble she is not, and on occasion she is reminded of this fact when one highborn lord or another will chastise her without due cause out of earshot of Gulzan.[/SIZE]


[SIZE=12pt]Backstory[/SIZE][SIZE=12pt]: Idriel was at the time too young to quite understand the event that will be henceforth called the Lassdhril Massacre. She escaped death only by the merciful actions of one human mercenary, called Willam, who belonged to a company of sellswords called the Iron Brand who, among others were hired by Yarrus to slaughter the elves and steal their sacred markings. Willam, who from the beginning took issue with the campaign, could not bring himself to murder such a child as Idriel, wholly innocent, and instead chose to spirit her away with him as he deserted the battle.[/SIZE]


[SIZE=12pt]Fearful that his betrayal may be discovered, and both of them slaughtered, Willam covered Idriel’s Lassdhrili markings with mud and paste, concealing them so as to go unnoticed. This act of hiding her markings, Idriel continues to this day, though using more elegant means of concealment. Willam sought out a nobleman named Gulzan, who he’d met in the past, and was well known for his kindness and generosity. Arriving after several days’ travel at the steps of Hallendale, Gulzan’s ancestral home, Willam explained the situation to the noble, who subsequently agreed to shelter and protect the child. Now a fugitive himself for having abandoned the Iron Brand, Willam was offered sanctuary at Hallendale as well as a position as one of Gulzan’s guardsmen, which he readily accepted.[/SIZE]


[SIZE=12pt]Idriel grew from a child, to an adolescent, to an adult under Gulzan’s care, and at a young age, displaying considerable aptitude for the arcane arts, was permitted to study the magical tomes that Gulzan kept in his personal library. Her skills grew rapidly, and in her nineteenth year was named Mage of Gulzan’s Court, an incredibly honor for one not of noble lineage. To this day, none know the secret of Idriel’s origins, believing her to be merely an orphan upon which Gulzan took pity, and not the “sole” survivor of an extinct clan of powerful, magically attuned elves.[/SIZE]


[SIZE=15pt]PHYSICAL[/SIZE]


[SIZE=12pt]Appearance[/SIZE][SIZE=12pt]: Taller than the average elf, and thinly built, Idriel can be considered fair by most standards of beauty, though her bookish nature often undercuts her natural looks. She is often dressed in a noblewoman’s finery, along with an emerald cloak if she happens to be traveling.[/SIZE]


[SIZE=12pt]Weapons & Armor[/SIZE][SIZE=12pt]: [/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Armor:[/SIZE][SIZE=12pt] Idriel’s clothes offer her little natural protection, and are merely meant to preserve her dignity and fend off any foul weather.[/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Weapons:[/SIZE][SIZE=12pt] Idriel wields no weapons in the traditional sense, nor does she have any training wielding a sword, or bow, or axe. What she lacks in martial prowess, however, she more than makes up for with her skill in lore-magic.[/SIZE]


[SIZE=12pt]1.      [/SIZE][SIZE=12pt]Arcane Tomes:[/SIZE][SIZE=12pt] Idriel casts spells by invoking runes inscribed on pages in one of several books she carries with her at all times. At the beginning of the story, Idriel possesses three tomes, each holding in its pages numerous spells and enchantments that Idriel can call into being by uttering the corresponding Words of Power.[/SIZE]


[SIZE=12pt]§  [/SIZE][SIZE=12pt]Benediction of Peace: [/SIZE][SIZE=12pt]Houses powerful healing spells, as well as barriers that guard against physical and magical attacks. Possesses additional spells for providing enhancements to herself or her allies.[/SIZE]


[SIZE=12pt]§  [/SIZE][SIZE=12pt]Litany of Wrath: [/SIZE][SIZE=12pt]Idriel’s main source of offensive abilities. From here she may command the elements, or call down terrible arcane energy to smite her enemies. From here she may also some spirit familiar, if a contract has been previously formed.[/SIZE]


[SIZE=12pt]§  [/SIZE][SIZE=12pt]Writ of Truth: [/SIZE][SIZE=12pt]Her final tome is the most diverse of the three. Within these pages lie spells for disabling great hordes of enemies, either with entangling roots to ensnare their feet, or a spell to confound and sew panic amongst them. Here may also be found various other miscellaneous spells, such as for dispelling hostile magic.[/SIZE]


[SIZE=12pt]Items & Personal Belongings[/SIZE][SIZE=12pt]: Nothing of note.[/SIZE]


[SIZE=12pt]Skills & Abilities[/SIZE][SIZE=12pt]: [/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Strategist[/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Historical and Arcane Knowledge[/SIZE]


[SIZE=12pt]Spells & Magic[/SIZE][SIZE=12pt]: Idriel’s magic is broken up into three categories based on which of her three tomes she is currently casting from.[/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Spells from Benediction of Peace[/SIZE]


[SIZE=12pt]1.      [/SIZE][SIZE=12pt]Healing Gestures: [/SIZE][SIZE=12pt]Idriel exudes restorative energies which re-knit flesh and repair internal organs, healing minor to somewhat severe wounds of her chosen target. [/SIZE]


[SIZE=12pt]2.     [/SIZE][SIZE=12pt]Bulwark of Dwen’halith:[/SIZE][SIZE=12pt] Idriel provides a single ally with a large, spherical shield made of arcane energies. The shield does not hamper Idriel’s ally in any way, but will deflect physical projectiles such as arrows, swords, etc. for a short time. [/SIZE]


[SIZE=12pt]3.     [/SIZE][SIZE=12pt]Runic Barrier: [/SIZE][SIZE=12pt]Idriel bathes a target ally in a soft light which dispels any magic that encounters its borders, greatly improving the target ally’s resistance to hostile spells.[/SIZE]


[SIZE=12pt]4.     [/SIZE][SIZE=12pt]Cada’s Haste:[/SIZE][SIZE=12pt] Idriel grants a chosen ally great increases to their speed, endurance, and stamina, allowing her target to fight or flee from a fight for longer than their body would typically allow. [/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Spells from Litany of Wrath[/SIZE]


[SIZE=12pt]1.      [/SIZE][SIZE=12pt]Loudwater’s Fury:[/SIZE][SIZE=12pt] Idriel summons a torrent of water to deal damage to enemies in a small area ahead of her. [/SIZE]


[SIZE=12pt]2.     [/SIZE][SIZE=12pt]Summon Familiar:[/SIZE][SIZE=12pt] Idriel calls forth her spirit ally, which takes one of three forms: a white horse, a large eagle, or a man, to fight alongside her.[/SIZE]


[SIZE=12pt]3.     [/SIZE][SIZE=12pt]Light of Anor:[/SIZE][SIZE=12pt] Idriel calls down a blaze of sunlight to damage and stun enemies in a target area.[/SIZE]


[SIZE=12pt]4.     [/SIZE][SIZE=12pt]Shaken Earth:[/SIZE][SIZE=12pt] Idriel causes the ground in a targeted area to shatter and explode, dealing damage to and creating cracked earth, slowing the movement of enemies around the fissure.[/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]Spells from Writ of Truth[/SIZE]


[SIZE=12pt]1.      [/SIZE][SIZE=12pt]Blinding Flash:[/SIZE][SIZE=12pt] Idriel creates a bright flash of light to disorient and blind enemies in a radius around her.[/SIZE]


[SIZE=12pt]2.     [/SIZE][SIZE=12pt]Entangling Roots:[/SIZE][SIZE=12pt] Idriel wills the roots of the earth to rise up and entrap her enemies in a medium target area.[/SIZE]


[SIZE=12pt]3.     [/SIZE][SIZE=12pt]Dispel Magic:[/SIZE][SIZE=12pt] Idriel blesses a target area, undoing any magic or enchantment that lay upon it.[/SIZE]


[SIZE=12pt]Weaknesses[/SIZE][SIZE=12pt]: [/SIZE]


[SIZE=12pt]1.      [/SIZE][SIZE=12pt]Physically weak: Idriel, though skilled in the arcane arts, is helpless when it comes to doing battle with arms.[/SIZE]


[SIZE=12pt]2.     [/SIZE][SIZE=12pt]Naïve: For all her learning, Idriel can, at times, be incredibly naïve of the world and the way it works.[/SIZE]


[SIZE=12pt]3.     [/SIZE][SIZE=12pt]Denial of her heritage: From the moment Willam rescued her, Idriel was forced to forget her people, and hide away the last memento she had of them: the markings imparted on her body at birth. To this day, Idriel still conceals her markings from the world. [/SIZE]


[SIZE=15pt]FLUFF (Optional)[/SIZE]


[SIZE=12pt]Hobbies[/SIZE][SIZE=12pt]: Reading, board games, learning new spells, practicing her craft.[/SIZE]


[SIZE=12pt]Quote\s[/SIZE][SIZE=12pt]: [/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]“I’ll show you what I’ve learned.” [/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]“Stand back!”[/SIZE]


[SIZE=12pt]-        [/SIZE][SIZE=12pt]“I still have much to learn.”[/SIZE]


[SIZE=12pt]Theme[/SIZE][SIZE=12pt]:  [/SIZE]
 
Last edited by a moderator:

Users who are viewing this thread

Back
Top