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

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

Fantasy Four Suits: Of Gods & Devils - CS Thread (Vol. 4)

Main
Here
Lore
Here
Other
Here
WIP

ORGANIZATION ZERO


PuwPRC3.jpg




  • WE ARE ZERO​

    This might be a corny, even cringe, catchphrase; however, it's something all of the members believe in. The current ranking system is flawed, and this is not the ideal society that was supposed to be birthed from Stryker's exodus. The citizens of Ornare are in fact greater than the numbers that rule society. This organization can be viewed as a microcosm of the world they choose to believe in. The world the hope will come. They are Zero.

    ZERO-Zero is a black ops organization created under King Valentine. The purpose was to give lower ranked mages direction, purpose, and a place to prove their worth. The members recruited are always rank 5 and below, although it is possible to become stronger while in the organization. These missions are usually complicated in nature and require a certain set of skills as opposed to magical power. Many times, their unassuming rank works in their favor during these missions. The reason they remain hidden from society is due to the fact that they often handle issues that normal high ranking mages in the army can't handle, including problems within their own country. This prevents any issues being tied back to the government, or club kingdom should they have to operate outside of the country. Furthermore, with the Jokers increasing influence, this also acts a cover, especially when operating in their own kingdom. Some of the missions they partake in include but are not limited to: Espionage, framings, propaganda, assassinations, investigations (particularly those who have run cold or have been blocked due to status/money), intel gathering.

    The organization is relatively new so they have no where near the amount of members as the Jokers. Moreover, not everyone in Zero is meant to partake in dangerous missions. Some members can help by providing food, housing other members that are traveling, misdirecting authorities trying to uncover the group, or providing insider information. The ranking within Zero is also merit based. Because of this, a rank 2 can be the commanding officer of a rank 5, and some lower ranked members hold more influence than their counterparts. With King Valentine obviously at the top, the Zero organization is led by Red Clover, the collective chief officers of Organization Zero.

    Current Positions: Note-although these roles/divisions exist, they often work with each other and perform many unrelated duties. These positions were primarily created for organizational purposes, and an establishment of primary duties for efficiency.

    President: X

    Vice President: Central

    Director of Operations: Shark

    Chief of Staff: Muse

    Treasurer: Sandman

    Director of Personnel: Jester

    Director of Medicine/Alchemy/Culinary Arts: Shortcake

    Chief of Intelligence: Juggs

    Director of Exploration and Crafting: Nice Guy

    Cipher​


 
Last edited:
The Unknown
free_stock_png___venetian_mask_from_3_angles_by_artreferencesource_da3afaz-pre (2).png
The Unknown
-
-
Alias: The Fool

Age: 23 - 34

Height: 188 cm / 6.1 ft.

Weight 92 kg

Race: Human

Sex: Male

Rank: 6

Affiliations: Legion of Death , Hearts
Personality: Friendly and kind to his friends, however he goes crazy when a fight is brewing. That’s in fact the only thing that grinds his gears. The feeling of a fight brewing, the sudden rush of adrenaline. Although, he may have no memories of his past, when the fight starts, he will be the one who lasts.
All dark stuff aside. This particular person is a wonderful being, trying his best to recover his memories.


Backstory:
On a gory day, by the riverside
There he lied on the battlefield
Injured he was but care he did not.
End seemed near.

Surrounded by death, by the riverside
He lied alone and weak
A great battle in his mind
Reminds him what to seek

Constantly screaming, by the riverside
A jester came to talk
A fool was he was to listen

A curse rang through his ears
Deprived him of his oldest fears
His precious soul he sold -
Lost it -
along with his memories of old.
-Leonhard Mattley
Abilities:

Shatter - The user creates two copies of him/herself - those copies look real, identical to the user, however they disappear once they are damaged or the user him/herself is damaged ( copies cannot inflict damage, it's simply a tool to confuse opponents)

Distract: The user creates a sound that rings where he chooses, which may or may not distract opponents/targets. e.g. X wants to steal a bow from Y. X uses distract to create a sound (Somebody calling Y’s name) to distract Y and steal the bow easily.
Street magic: Is not actually magic - just card tricks.

Gear:

A jester’s mask. It speaks to its wearer. Keeping the mind ‘’sane’’.

Heavy armor covering the entire body. (chest, shoulders, legs, feet, arms, hands) enchanted with an enchantment of speed and magic protection. (The user does not actually get speed out of nowhere. This enhancement causes armor to weight less. Therefore allowing the wearer to move naturally without the being slowed down.

The Zweihander of Old: A standard two-handed sword that hits like a truck.

Relationships: None​
 
Last edited:
Vinna Sol
WIP


1594408528288.png


  • Name:
    Vinna Sol

    Titles:
    Vin

    Age:
    23

    Race:
    Human

    Sex:
    Female

 
Last edited:
Arthur Szell
  • 1594418329584.png
    Name: Arthur Szell

    Nickname: Artie, Art

    Title: His Gloomy Highness

    Age: 46

    Gender: Male

    Race: Vampire

    Rank: 6

    Suits: Clubs

    Affiliation: None

    Stats: 400/200

 
Last edited:
Azalie


  • Name: Azalie
    Title: N/A
    Age: 21
    Gender: Male
    Race: Human
    Affiliation: Spades, Assassin's Guild
    Rank: 6
    Substats: 400/200

    Appearance:

    d0e16d16fb2e9e8161fd27e93723c11d.jpg


 
Last edited:
Siegfried Maria Rothschild
"For someone so haughty, you think you'd be better at this. Checkmate."

  • 에나 on Twitter (2).jpegName:
    Siegfried Maria Rothschild
    Titles:
    The Cartographer
    Age:
    18
    Race:
    Half-Elf (Elven/Human)
    Sex:
    Male

 
Last edited:
Arimand Argus Dornwell
Appearance:

Pengruoxi.full.927000.jpg


(1.90 m tall male human, slender, black hair, brown eyes,

Wears long, blue, formal robes)

Name:

Arimand Argus Dornwell

Titles:

„The cold“

„The calculating“

„The Iron Heart“

Age: 41

Race: Human

Gender: male

Personality:

Cold, calculated, arrogant, annoyed, distant, intelligent and analytical
Arimand is not good at smalltalk, as he likes to speak formally all the time. He does not have a great interest in romantic relationships, as he views them as a weakness.

He respects people with power and intellect, as long as they are using it responsively.

Backstory:

Raised in a noble household by kind and loving parents, it was discovered early on that Arimand was a genius. He learned and understood things faster than anybody else, only accelerated as his first magic ability manifested itself: Advanced Analysis. Using his intellect and his ability, he completed standard education and economical studies at a very young age and in record time.

His Metalshaping magic was discovered not long after his first ability. One day he and his 10 years younger sister innocently played with their abilities. Throwing molten metal balls around, Arimand accidentally hit a servant in the face with it, severely burning and scarring the man. After that day, Arimand would only use this ability alone and only to make golems and other constructs, never again wanting to hurt someone with it.

After some time studying various subjects in his personal library, Arimand began his military training. He hired several private tutors allowing him to complete his military degree two years earlier than required. When he had his military degree, he joined the army as a military advisor, planning and overseeing various battles over the years. He was mocked in the beginning, due to his lack of offensive spells. But they quickly learned to respect him when his tactics demolished all opponents. In particularly nasty cases of disrespect, Bob would step in, "discouraging" anyone from messing with Arimand.


In the first year of the Argossian invasion, he visited his family, who were now residing in the eastern part of the kingdom. Arimand wanted to check if they were ok, and how badly the invasion really was. It was during his visit, that the Argossian army attacked the city brutally. He first saw his mother, then his father and lastly his sister getting butchered in front of him. He only survived because Bob dragged him into safety and out of the city. He blames himself to this day for not being strong enough to protect his family and memories of them dying are haunting his dreams.

It was this event that triggered Arimands fear of his offensive spells to be overcome by rage. He then began training as a military caster, quickly mastering his newfound spells and rising through the ranks. After Syrakusa joined the Diamond casters, she quickly gained the interest of Arimand. He was impressed by her potential, her ability to manipulate metal and she reminded him of his sister. Arimand offered his help in improving her abilities, and when he became King she joined the kingdom's research and development branch, by his request. When Arimand recruited his own, personal research team, she was the first member.

As a caster, Arimand slowly saw his Kingdom turned to ash around him. He witnessed command utterly fail to protect his people and he saw Diamonds join the Jokers, turning their backs on their homeland. Witnessing these things only increased his ambition to become King. He is completely convinced that if he would have been the King at the start of the Invasion, his Kingdom wouldn't have been destroyed. That is also the reason why he blames himself for the fall of his Kingdom.

When the old King fell, he joined the tournament as one of the only remaining Diamond 10s. There he demonstrated not only his expertise in magic, but also his tactical mind, resulting in him utterly dominating every battle and claiming the position of King for himself.


Arimand has had a hate for Argossian Technology, because he could not understand it and because it's the reason they're losing the war. He is now researching it, as he wants to use their own technology against them.

At the start of the war, after his family died, Arimand quickly moved his personal library into safety, always moving with him.


Rank: King of Diamonds

Sub-stats: Magical 2500 / Physical 400

Affiliation: Diamonds

Abilities:

Metalshaping:

Metalmanipulation and control. In order for him to manipulate metal, Arimand first needs to melt it.
He does this by focusing on any amount of metal for milliseconds, seconds or minutes (depending on the metal and the amount), exponentially heating up the metal and putting it under his control. This is quite painful for any opponent with metallic weapons or armor, but the molten metal can't harm Arimand in any way. Once the metal is molten, he can manipulate it with his thoughts.

He uses the ability to melt weapons of opponents, rendering them useless, melting vehicles, construction of defenses, conjuring of (sharpened) weapons, throwing molten metal and many more things.
Perhaps most importantly, he uses it to construct metal constructs, preferably by hand. These will then be equipped with weapons and “awakened” with his other magical ability.


Advanced analysis (magical):

If active, he can understand and apply any information given to him almost instantaneously. This allows him to analyze tactics and learn new knowledge insanely fast.

If he touches another willing person, he can transfer an idea/concept/thought to them, but doing so causes headaches, which are stronger, the more information he transfers.

He uses this ability to “implant” metallic constructs with basic intelligence, as well as part of his (sword)fighting skills. They can then operate completely autonomous and independent, as long as orders are given, on a level with their intelligence. Granting a construct the ability to talk can take hours, while enchanting basic intelligence, skills, and orders can take seconds.

Gear:

Armor of protection:
A piece of magical armor he wears underneath his robes. Upon sensing danger/incoming attack the armor automatically conjures a magical bubble-shield around him, protecting him. The shield is relatively strong and needs some time recharging once it has been burst.

Staff of diamonds:
A long, silver focussing staff. On its tip is a small blue diamond embedded. Allows Arimand to concentrate his “Metalshaping” ability on a specific point, increasing the range but limiting its radius.

Heat-resistant robes:
Blue robes, that don't incinerate when he is surrounded by molten metal.

Iron Sword:
It's a sword made entirely out of metal. Arimand uses it mostly to block attacks or to throw it at people in the form of molten metal (for a pleasant surprise).


Relationships:

Bob:
His first animated golem, reprogrammed and modified over the years. His best friend and always by his side. Arimand cares deeply about him, but never openly mentions it.


bruno-balixa-iron-golem.jpg



Syrakusa (Queen of Diamonds, may she rest in peace?): Arimand acts as a mentor and helps her study and train her abilities. They like to have study sessions together, analyzing Argossian technologie and assisting each other in combat. Although their relationship is strictly formal, Arimand reflects parts of his sister onto her and tries to spend as much time as possible together over fear of losing her.

Their biggest synergy is Syrakusa's ability "Iron Maiden" and Arimand's ability "Metalshaping". Together they are always experimenting on new ways of using these abilities, testing combinations and building a golem army.


Macdolas (Jack of Diamonds, may he rest in peace):

Recognizing his incredible skills in mathematics, Arimand invited him into his personal research team, which he gladly accepted.


Other:

Expert Swordfighting:
Nothing magical about it. He learned expert sword-fighting skills during his military training and in combat.

Arimand has his own personal research team.
 
Lilaia
Image/Appearance:

images - 2020-07-13T112525.358.jpeg
Name:
Lilaia
.
Titles:
The False Diamond, called this for the fact her clothes contain diamonds upon diamonds in her design as well as a tattoo of one on her forehead but is not loyal to Diamonds

Age| Height | Weight:
20, 6'6", 126 kg

Race:
Water Nymph

Sex:
Female

Personality:
Lilaia is quite the outspoken individual and often described as abrasive. She is a self described workaholic and writeaholic wanting to write at nearly all times even if it's just about ideas that suddenly appeared in her head. She is quite professional even going so far as to call Face cards Your Mr/Mrs Suitship Lilaia is both punctual and not as while she can get there an hour early to somewhere she can sometimes get lost in her writing to announce that she is actually there until someone else notices her. Despite this love of writing and doing secretary type work she understands that sometimes violence is the only answer someone will actually take because of this whenever she is having some writers block she can be found outside training with her smashing board to improve her chances in a fight. She is very expressive and isn't afraid to tell someone her thoughts even if it isn't necessary to speak her mind, if someone manages to get her to focus on something else instead of her work, they'll find a woman who is super nerdy and loves learning new things about the world. She can be oblivious to when someone is being flirtatious and when she does learn it she becomes a blushing mess who becomes a loss for words


Backstory:
Lilaia is a bastard, daughter of a nymph and an elf, left in a forgotten spot of the South sea. A lost young woman growing up without a father, her mum taught her things to get her a lot farther without a father, she was a lot smarter and she worked harder. Every day while slaves were being slaughtered and carted on the mainland, she learned and discovered, absorbing as much information surrounding her as she could. When she was 10 her mother got sick real quick, Liliaia did her best but her mother went quick. As she went on alone, something deep inside of her screamed at her to go to land. When she was 14 she swallowed her pride and went to land, she was surprised when her body didn't die

As she took a year to learn the city, she learned that the kingdom was at war, using it as a way to hide and learned more information. After a year of learning she payed for a tuition to a Royal Education, she began a course in Law. Every moment she was studying she wrote and wrote every thought that went into her mind went down onto paper and sent to the face cards of Clubs. She wouldn't know if they had been read or not but she didn't care, it was something to do when she had finished her studies for the day. This cycle continued for the five years of tuition, learning, writing and working, during this time she met a woman who went by Iris, she was an elf who worked for X. Between the letters and Iris' endorsement of her crediability X hired her as a second assistant along with Iris.

Rank:
Rank 5, Substat: 250/250

Affiliations:
Clubs, clubs and only Clubs

Abilities:
Water Nymph Abilities:
Information Water-way: Water is everywhere from the seas, to the clouds as such they soak up all sorts of information around them. As such nymphs have a natural affinity to any magic that is water based, not ice based.

Aquatic Breathing: As a water nymph, she naturally has the ability to breathe both under water and on land. However not many nymphs know that they can last for more than few minutes on land.

Under-Water Senses: Due to being underwater for most of their lives, their senses have been well tuned to function on both land and in the water.

Learned Abilities:
Law (Royal Education): Liliaia when she first came to surface, she brought enough pearls and lost gems with her to get a Royal Education in Law

Economics: While not a formal education in it, Liliaia through her side job while studying learned a decent amount of how economics work

Encyclopedic Knowledge: She has learned to retain massive amounts of knowledge in her brain and is able to recall it nearly at will


Magical Abiilties

Scan: By tapping the side of her head three times her iris' change to look like crosshairs and by focusing on something or someone she is able to tell basic information on it, for a person it will tell their name, weight, height, sub-stats and the mana type a person could wield. For an item it will tell her it's name and basic components in it

Gear:
Smashing Board - Nothing incredibly special, in all reality it's just an old shield that she found at the bottom of the sea

Quill Pen - A pen she keeps on her person at all times, despite it being a present from a teacher in her last year it's well worn.

Books - A bunch of barely bound books she carries with her so that she can write down anything that comes to mind or information

Relationships:
Iris - An acquantince at least and a friend at best, she and Lilaia both work for X

X - her boss, which can be a little infuriating as they don't always see eye to eye
Other:
 
Lilac Green
Image/Appearance:
Lila is a snake-girl, but you wouldn’t necessarily know that from looking at her under normal circumstances. She is rather small and thin and wears modest maid’s clothes. The one obvious odd note of her appearance is the blindfold she habitually wears, a soft gray cloth with pink flower patterns. Other than that she is very plain, and has a very deliberate unremarkableness to her. She has short, neat brown hair and very pale white skin, along with a small nose. The rest of her body is usually obscured. However the trick of it all, is that she has basically none of the previously listed human traits. She is entirely hairless, and her hair is a well-maintained wig. Her skin is very careful makeup over her fine white scales. Her nose is false, attached with magic and glue to allow her to breath through it. There are further precautions as well. She always wears long skirts because she has a long, strong tail, and she generally speaks demurely with her mouth closed because she has a long forked tongue and two snake fangs.

Name:
Lilac Green

Titles:
Miss Green, Lila

Age:
27

Race:
Basilisk Girl

Sex:
Female

Personality:
Lilac is fundamentally kind. She wants to Serve, and loves her job, but even more than that she wants to take care of people and protect them. She basically always wants to help people. The only exception is if you are hurting somebody she cares about, in which case she can be a little more dangerous. Other than that she is a fairly peaceful person. She mostly hangs around in the background of her boss, Vier, taking care of her living spaces, and taking care of the woman herself.

Backstory:
Lilac came from an old, secretive family that runs a quiet school that trains Maids and Butlers and all sorts of servants. Their family also used to serve, but when public opinion turned against nonhumans, they ceased. Instead they disguised themselves as a perfectly normal family and began to train others, teaching them their families magic if they showed true promise. Servants trained at that academy are fairly common, but servants taught their branch of magic are much more rare. Traditionally members of the family took up teaching, bartering or recruiting roles to keep the family running. Lila however wanted something different. She wanted to serve in the family tradition. She finished her training and against the wishes of her family went to seek a noble to serve.

She got lucky when she found Vier and entered her employ-

Rank:
6

Affiliations:
Vier Tollamber

Abilities:
Maid’s Service: This is the core Magick that defines Lilac’s magic, centered entirely around sworn service and taught to her at the Academy. It has a few distinct branches, but at it’s core allows its user to vow their service to an individual. It gives the maid a sense of the one they serve, both in terms of health and position, along with emotional state. It allows the bound target to access the same sense the other way and open a two way psychic communication channel. It also allows them to summon the Maid directly to their side once a day or so. One of the key things this does is also make it nigh impossible for the Maid to harm the one they serve, including protecting them from natural dangers. There are a few more particular uses however.

The first is Tidying. On a simple level it allows the Maid to clean and refresh the targets clothing as if they had just bathed and washed their clothes. When Lilac does this her target smells like lilacs after unless she concentrates. However this also allows for more profound effects, allowing her to cleanse ill effects. This is most effective on the one she is bound to, but allows her to cleans toxins, venoms, poisons, curses and the like.

The next is Servant’s Presence. Fundamentally it just causes her to usually go unnoticed. She isn’t invisible or imperceptible, but one’s attention tends to skip over her as if she was just furniture. This is part practiced skill and part more dramatic magic. Above all else it tends to make people disregard her as a non-threat and non-presence.

The last is simply Repair. Given suitable materials and access to the items in question she can repair them magically, although it still takes time depending on the time and degree of damage. Usually this is primarily used for furniture and clothes, but it can also be used for other items.

Servant’s Artes: Servant’s Artes is a strange combination of martial arts and magic. Like Maid’s Service it is a secret technique only taught by the Academy she attended. What makes this especially odd as a martial art, is that it is almost purely supportive. It combines acupressure, acupuncture, and massage to manipulate people’s bodies and magic. It’s defensive options are deceptively simple. It primarily utilizes a technique referred to as strike canceling. This uses targeted strikes to interrupt, cancel, or simply dull strikes. It utilizes both the users own body and speed, and small targeted Chi projectile strikes. The supportive uses of this technique are more varied, and have a more dramatic effect. The simplest technique is technique is simply preparative, working similarly to stretching before activity but much more effectively. Similarly to the one that readies the body to fight, there is one that readies the body to use magic. It simply makes it easier to use magic and access one’s full current potential, as well as feeling the full scope of your strength. There is a similar technique that frees your full physical potential, but both of these techniques can cause dangerous overreach. There is also a small school of techniques focused on emotional manipulation. They essentially inhibit or empower certain feelings, such as sorrow, rage, pain or joy. They are effective but also dangerous because those feelings aren’t gone, and will come back, especially pain. Ultimately this techniques ability to manipulate the body is extremely variable, and given access it can achieve a number of different effects, from empowering certain aspects to outright healing. Several other techniques are largely non combat relevant, helping with things like sleep, sexual function, and soothing old injuries.

Natural Physical Abilities, Teeth and Eyes; She has her basilisks stare which can turn the people who gaze into it to stone, but is tested against their magical resistance to some extent. She also has venom in her fangs. At low doses it relaxes the body to an almost paralytic extent and removes the effects of her stare. However at higher doses it can shut the body down. Besides that she is just a little faster in sudden bursts of movement.

Natural Physical Abilities, Senses; She has heat vision, which she can use to decent affect even through her blindfold. She can also taste the air around her, although she usually prefers not to utilize this as her tongue is blatantly nonhuman, long and forked. When she does though it allows her identify her surroundings fairly precisely, and detect magic to a limited extent. No specifics, just type and general location. The trickiest part is the snake aspects of her ears. She can feel vibrations in the air around her. This allows her to detect motion around her extremely accurately, even if it isn’t conventionally audible. It does however require friction or impacts of some kind. She also uses this to partially echolocate, and while it isn’t easy it can give her an impression of her surroundings accurate to about an inch.

Gear:
She has a single Maid’s uniform, but with the way her magic works she doesn’t really need more since she can repair and clean it herself without having to remove it for long if at all. It is a fairly expensive item, crafted for her by the artisans of her family. It has one rare enchantment on it, a simple pocket of holding that allows her to store a great many things within the pockets of her dress, roughly a crate-full. It is made of special grade material, and has a special grade durability enchantment on it, bringing it’s total value to around 52g. This was gifted to her when she left.

Relationships:
Vier Tollamber( AI10100 AI10100 ) is her boss, and also____

Other:
(Unlikely, but anything else I've failed to foresee goes here!)
 
Jyzha Delegarre
Image/Appearance:
9hl9sQ_-DM_nrpbBi6c2ICAM4FixV4AUaagRWMfyPCTWHrFz5JZKXbMVRd8wUMYA90-3VOcJSifLcwzq3ReK-Q4XR64wEQ7NMt-sl8nDDEW4JY3ckROQK8_66FwH-GaeTtlxeFNr



Name:
Jyzha Delegarre(She took that as her last name recently, solely for petty reasons)

Titles:
Daughter of the Dragon(non-literal), “That Fucking Blood-Soaked Lunatic”, The Problem Child, The Slaver Hunter

Age:
20

Race:
Human. Ish.

Sex:
Female

Personality:
She is not batshit insane. However, upon meeting her that is unlikely to be your first impression. She always moves with a certain feral grace, and tends to be hyper aware of her surroundings. She is permanently on edge, always ready for a fight, and always seeking out her next battle. Even at her rank she is spectacularly dangerous, and she has devoted almost all of her life to growing even stronger. She seems to have no human connections or humanity, but this isn’t quite true. She has her own sort of honor. She will not slaughter innocents or those who surrender honorably, and she will generally not kill unnecessarily. Furthermore, despite all her disregard and disrespect towards human connection, there is one goal she works towards besides power, and she pursues it just as doggedly.

Backstory:
To understand Jyzha’s history is to understand her bloodlines. Dual bloodlines, at odds in both honor and notoriety. She is one of the youngest descendants of Delegarre The Champion, a storied, honored bloodline. On the other side of her family is The Molten Dragon, a much more recent figure, and a figure more of fear and notoriety than honor. The Molten Dragon was no dragon, nor even descendant of dragons but she earned her name in blood and strength. She was one of the most powerful figures in centuries to never ascend to a position of royalty. She started out a bandit and then became a mercenary, carving her name in blood and death across countless battles. She became a part of the Assassin’s Guild for a time and was a monster among them in her own right. She lost interest in the Assassins when her own power began to far surpass her targets. She became an independent Power in her own right, but had no interest in the managerial role of ruling, and so avoided ever becoming royalty. She occupied a strange role politically, too powerful to go unvowed, but already too powerful to be forced to. She no doubt could have been overcome by Aces or some combination of royalty, but the effort was never worth the potential problems. She eventually fell out of major history to pursue training.

But where does Jyzha come in? Many years later, after the Molten Dragon had already grown ancient, she was born as her great grand-daughter. However the family she was born to were a branch of the descendants of Delegarre the Champion, and one obsessed with his legacy. They had an almost cult-like certainty that none were worthy to become Champions in their own right within their family, and that their only job was to maintain their bloodline until another cataclysm came and they bore a truly worthy heir. They lived in the wilds of Spades lands in almost monklike seclusion. Jyzha was always a restless rebellious child from the start, unhappy with the way her family chose to live as soon as she could understand it. They perhaps could have brought her into line, if her great grandmother had not taken an interest in the childs potential. She was truly the Molten Dragon’s heir, her same restless rage and hunger. She began to learn from her ancestor and grow closer to her. Her parent’s tolerated this for a time, but grew bitter and disapproving, believing that she was tarnishing her heritage. The breaking point was when her grand-mother gave her a set of mildly cursed armor.

So they betrayed the Molten Dragon, giving her as sacrifice to a demonic cult. Perhaps crueler, they took their daughter to watch as her great grandmother was sacrificed. This was one of their last mistakes. She was restrained at the time, and kept so until well after they returned home, but eventually she convinced them that she had been converted. She tricked them into releasing her, to “continue the bloodline” with a chosen candidate. She killed the candidate, stole his weapon, and slaughtered her parents, and any of their siblings that tried to get in her way. She then found her way back to the demonic cult, and using stealth, poison, and outright betrayal she cut them all down. Eventually she found her way to their altar and the Molten Dragon’s sword. She burned their altar and its pieces to ashes, leaving behind only ashes and the blade. In the releasing of that demonic energy she found a vision and a realization. Her grandmother had not died here, she had become something else, something demonic. Now she was stuck. The demonic cult she knew of was dead, but she needed to at least contact her. So she set out to find another cult, leaving the sword in it's place.

That was around a year ago. Since then she has made two more enemies, specifically the Assassin’s guild and the Merchant’s guild. She pissed off the Merchant’s guild a bit when she raided their caravan for supplies, but that wasn’t the real issue as she never really killed anyone in those raids, nor really robbed them blind. Around nine months ago she was in clubs and happened across a slaver caravan running under the Merchant guild flag. She slaughtered every one of them and freed the slaves. Since then she has done this quite a few more times. Only a few more were actually Merchant’s guild, but this has made her a significantly wanted woman. The Assassin’s guild wants her dead for what she used to do this. She was seen using Serpent’s Breath when she robbed the caravans, and likely used it when she wiped out the caravans, although the only witnesses to that are nowhere to be found. Recently she found whispers of another cult, and has set out to find them.

Rank:
6

Affiliations:
Born Spade, Presently unaffiliated

Abilities:
Storm Dancer; Just as her Great-grandmother was a Molten Dancer, Jyzha is a Storm Dancer. This is a unique school of elemental magic, developed by her grandmother and passed onto her and her different elemental affinity. It bears an incredibly powerful and remarkably deep connection to their element, but it also binds them to it, and it to them, and in that respect could also be called a curse. To use this school is to dance constantly on the precipice of your chosen elements consuming you. The degree of control and connection is nigh unmatchable, but there is a reason that most do not seek to cut so close. Jyzha is already irreversibly meshed, but she has a long way to go to achieve true mastery. Related note while the ceiling of this school is extremely high and extremely versatile, it doesn’t play well with other types of magic, and makes it difficult to impossible to learn other types.

Storm Hearted, Passive; The storm is with her always now. Passively she tends to bring unruly weather with her wherever she goes, and she seems to be haunted by breezes. Furthermore the wind tends to carry scents and sounds to her, and away from her opponents. Generally she is extremely difficult to track or detect via nonvisual means. Furthermore the way she is blended into the wind makes her difficult to trace magically or scry, although not impossible if you know how. Lastly she always heals pretty fast, and heals sizably faster in a storm, and hugely faster meditating surrounded by storm energy.

Wind Dance, Active, Defensive/Utility; With this she fades briefly into the wind, becoming temporarily intangible. She can use this to dash short distances and avoid attacks. She can also dive into strong winds to go longer distances. However this is also the most personally dangerous ability she has. If she isn’t careful it can consume her. Additionally overuse makes it more and more magically costly to pull herself away from the wind. Furthermore while she can’t be directly harmed in this mode, she cannot fully control it either and so forcing the wind shes a part of to move can be a very effective way of corralling her.

Storm Strikes, Active, Offensive; She can use this to create concentrated strikes of air, ranging from bullet sized to cannonball sized. They don’t travel nearly that fast, but they do have a decent impact. This ability is under developed thus far.

Serpent’s Breath; One of the things her grandmother passed down to her, her grasp of this martial art is decent but fairly entry level. She has mastered the breathing step and learned blink step, but her teacher was lost before she got much farther.

Physical & Mental Resilience; This isn't a magical ability at all, but going through her grandmothers idea of training left her with a remarkable amount of physical and mental resilience.

Gear:
Cursed Armor; The last gift from her grandmother is a set of armor that Jyzha knows almost nothing about. All she knows is that her Grandmother paid an unfathomable amount of money from her time as an assassin, warlord and bandit to have it made. Jyzha took it out of the box it was gifted to her in and it immediately bonded to her. As far as she knows she cannot take it off, and it’s territorial. It seems to be growing with time and covering more of her body as well. When she received it it was bracelets, shoulderpads and boots, along with a purple cloth item. All are a piece of the same whole. The purple adapts to her wishes to an extent, although she usually keeps it fairly minimal for mobility and taunting purposes. The actual armor pieces are almost more weapon than armor in shape, although they are incredibly durable. They are however very good for deflecting strikes as well, having very low friction. The gauntlets in particular can also shift somewhat, forming more effective claws. The only other fun thing currently known is that the set likes to eat armor and cloth left around it for too long, and absolutely can weaken and eventually eat into weaker weapons on impact or deflection. If she can get a solid grip on it she can chew through better metals pretty quickly, although it’s slower and less effective the higher the quality. It also has a strong general defensive buff, physical, magical and mental. It isn’t as strong as a more focused one, but it remains potent. These are doubtless incredibly valuable, but Jyzha knows too little about them for them to be priced.

Relationships:
Spades Royalty; She is of interest to them for her descendance from Delegarre.
Clubs Royalty/Nobility; Has been causing issues for the slave trade for a year and making problems.
Merchant’s Guild; Wants the problem that she is solved.
Assassin’s Guild; Wants her dead for knowing Serpent’s Breath.

Other:
 
Last edited:
Elizabeth Mallard
Image/Appearance:
ZJVILCttYffVlVNdeCOxceR4u3n4OVYOab3FC1hLLIBi03Q1c5nsgY3_5R3Av1yfxfJgACqFzI1F-SlyAXEy_e0wWO0op6w9vbdzqyvK7Rksu7QnWeaiSOEGBZHz2dNoTUN5VP3z


Name:
Elizabeth Mallard

Titles:
The Masked King, The Mad Fox. Never the Fox King, out of disrespect for the dead. Liz to friends.

Age:
Unknown

Race:
Unknown

Sex:
Ambiguous, nonhuman, referred to as a woman.

Personality:
The Masked King is entirely a mystery. Truly knowing her is difficult as she doesn’t quite know herself. She is defined by brutally efficient ruthless fighting. She is exceptionally fast and exceptionally dangerous. Very few who have seen her fight have a particular desire to go against her again. As a person she is generally object oriented, ruthless and distant. There are exceptions to this and she is utterly loyal to those she cares about, but she isn’t exactly a people person. Generally speaking if you like being alive and intact, don’t cross her or move against people she cares about or has a responsibility for.

Backstory:
Few know her history, but even knowing it doesn’t really help. She woke up around four years ago near The Mallard Farm in Spade territory. She remembered how to fight, but she didn’t even know her own name. She was found by farmers, and to an extent taught by them. Over the next year or so she learned how to function again and learned about the Kingdom she was within. She was also given her name there. Eventually she had recovered enough to move on. She knew the current King was largely regarded as a place-filler after the recent war, and she had by then realized she had been instructed on Kinghood before, during the time she could not remember.

So she went, and she challenged the current King of Spades around three years ago. The fight was a token battle, the king at the time only having taken on the role to fill the gap after the war. So she became the Masked King. She has been an intensely private figure, largely ignoring the matters of court and nobles. She has done her work without fail, but few really know much about her besides her mask and her strength.


Rank:
King of Spades, Rank Ambiguous IC, OOC, 950/850

Affiliations:
Spades

Abilities:
Passive, Endless Hunger; She constantly draws mana in from her surroundings. Not enough to truly harm someone with real power, but enough to be noticeably annoying. It can be dangerous to people with very, very low mana, and it tends to weaken enchantments around her. She can toggle this on and off. However she cannot naturally regenerate mana.

Active, Endless Hunger; With this she can target specific magics to drain them. It works on proximity, and is stronger and more effective if she can directly bite it. Additionally while she cannot draw from people at any kind of range, if she can bite someone she can directly drain them. She can also consume blood this way and others, which heals her physical body.

Passive, Many-Eyed Fox; She sees much deeper into the world around her than most. This is partly tied into her normal vision, and even when looking normally through her eyes she sees magic and it’s nature in the things around her. However even if her eyes were destroyed she could see magic. Relatedly while its tricky to do she can look separately from her eyes, although she cannot see the physical world via this.

Active/Passive, Fox Nature; She has fox ears and a fox tail in all forms. She can also shapeshift in a few different ways, primarily into other fox forms, and also changing her body. Furthermore she can use this to heal by essentially shapeshifting away missing parts and replacing them with shadow.

Active, Shadowed Arsenal; She can manifest weapons and structures of shadows. This is incredibly versatile, and this shows in the way she fights. She tends to move from weapon to weapon as she fights, adjusting her fighting style as she goes. What makes this singularly dangerous is that once fully made they exist as physical items until broken or moved out of her range, and do not require a channel. Furthermore they consume like she does, eating the blood they draw, and healing her in turn. Another way she likes to use this ability is as destructive blasts, and she has developed a set array of shadows she can create which empowers those blasts further.



Passive/Active, Born From Shadow; She was born from shadow, and shadow follows with her. Even in the brightest room she is in shadow, and spaces she occupies tend to have unusual and unusually deep shadows. This ability is a toggle, but can also be drawn out in a more violent form by extreme emotion. Furthermore she can move in and through shadows, moving into one she touches and emerging from any she can see. She uses this to devastating effect in battle when combined with her already remarkable agility.

Born From Shadow, Insane Hunger; This is a subspell now, but it is not fully controlled, and it did not start as one. This was the first thing she developed as she found herself, and it was because she was forced to control it. When she came back she had an ever growing hunger. At first it was just the hunger for mana that she came to expect, exacerbated by her inability to regenerate mana naturally. Then she began to feel a ravenous hunger she couldn’t sate that quickly grew maddening in the extreme. Long story short since then she has been forced to hunt, although its a rare creature with enough power to satiate her outside of fights with humans. This is exacerbated by damage to her and ability overuse. In practical terms this does have some positive effects though, allowing her to temporarily steal a part of the strength of her target.

Shadowed Arsenal, Shadow's Edge; The user summons a large powerful blade of shadows possessing enhanced durability and sharpness. The blade is capable of phasing through physical defences upon activation by the user for a second at a time.

Shadowed Arsenal, Black Fire; Learning with her armies she has developed a technique referred to as Black fire. It can be used in two primary ways, firstly to simply ignite a fire at some range. Secondly it can be used to apply to her weapons, and striking with those weapons will spread it. It is vicious and fast-burning, and cannot be doused by water.

Shadow-Blooded, Gemstone Flesh; The user channels all of their mana into the artefact inside them, empowering its mystical abilities. Their form morphs into a 13ft giant with greatly enhanced physical ability. The user gains a 50ft radius aura drain spell effect that saps mana from their surroundings at a rate of half their magic limit. Crystalline spikes from the artefact pierce the user's flesh and cover their skin, providing durable armour. For as long as a spike is piercing an animate target, the user drains their blood and mana at double the base rate. The user is rendered non-functionally weak for an extended period after the use of this spell.

Shadow-Blooded, Beasts of Shadow (Darkness?); The user summons shadow golems of low permanence/strength. The user can sense through these golems and use them as teleportation anchors, replacing them with the user on use.




Gear:
White Fox Mask; This is an enchanted mask she wears almost always, and through which she emotes. It’s primary enchantment is simply to allow her to adjust the painted expressions upon it. Generally she wears a certain insouciant smirk. Without it her face is without ability to emote. Average Item of average quality, costing 2 silver.

King’s Clothing; Generally speaking she wears a tight black supportive cloth construct over her breasts and loose black pants. Both are custom made and enchanted. They are very durable, as well as being self repairing and cleaning. The more interesting enchantment is a fun little thing that translates overflow energy from impact into energy she can use, giving her strength the more you hit her. Both Items have three enchantments and are of special quality, totalling out to 5g

Absorption Belt, Red; This is a tricky item, designed to absorb the kinetic energy of physical blows she receives. However it is still only a rare item and is designed to not overreach itself. Instead it only absorbs what it actually can, which leads to only distinctly weak attacks being fully absorbed. For the most part impacts are just weakened and their energy absorbed. Rare Item, costing 50g for the enchantment, and 1g for the special quality.

Power Belt, Purple; This belt is essentially just a networked collection of small mana gems. It allows her to store mana she drains from other things, and take it from it in turns. In simple terms it essentially gives her a massive backup store of raw mana. It is also connected to the other two belts and maintains their enchantments, especially to keep her passive drain from affecting them. Rare Item, costing 50g for the enchantment, and 1g for the special quality.

Supplementary Power Belt, Black; This belt was commissioned after she developed her Gemstone Flesh technique, designed to expand her temporary peak power. It is essentially the exact same item as the other Power Belt Rare Item, costing 50g for the enchantment, and 1g for the special quality.

Warhorn of the Masked King; This is an item that was commissioned on the military's dime, although with good reason and fairly low cost. It is designed to allow her to command her forces at range, and is capable of projecting a large variety of tones at extremely high ranges. Her army was trained to respond to this, and the specificity of tone the enchantment allows for allows for an unusual amount of finesse. This is a one gold item of special rarity.

Arm-wraps; As mundane looking as these are they are, they are enchanted in their own right. They protect her arms in a couple ways besides the obvious. Besides the obvious their main quality is protecting her body from the backlash of dealing or blocking bows, softening the blow. Uncommon enchantment, with special quality, totalling out to 1.5g

Relationships:
Mallard Farm and it’s Inhabitants are quietly regarded as family.


Other:

 
Last edited:
Typhus Vont
NOT UPDATED YET

Appearance:
1594949066231.png
Name: Typhus Vont
Age: 22
Gender: Male
Rank: 10
Affiliation ( Suit, Jokers, Argossian): Diamond (Himself)

Personality (optional {how is this optional}) : Typhus is a man obsessed with obtaining the most powerful artifacts and creatures. He cares not for who it is that stands against him, if someone attempts to stop him in his pursuit of power he will attempt to cut them down regardless of who they are. Now he isn't mad in his pursuit of power, he doesn't chase it blindly. He is very aware that there are individuals with the power to stop him if they feel reason to interfere in his affairs. So he attempts to keep a low profile, but when his goal comes into view he tends to take rash and dangerous risks to obtain his goal. Because only through power will people want him again. Only through absolute power will nobody betray him again.

Biography: Typhus was born with the ability to see the magical essence of magical beings and items, allowing him to follow these trails to the source. After he told his parents of his ability they quickly put it to use, having him tell which magical items were fraudulent when heading to the marketplace. For his parents were traders, and while it might sound like they had used him to keep merchants honest it was quiet the opposite. They used him to stage cons and sell fake merchandise at exorbitant prices while pocketing the genuine items for pennies. But a child, he watched his parents use him for little more than their con, and continued to watch as they gained status and wealth. Because of the way his parents treated him, he began to associate worth with power. His parents only played with him because he was powerful enough to make them money. So he honed his power to the extreme, devoting all his free time to it. The con could not last though, and finally the authorities came knocking. His parents were taken away and he was deposited in an orphanage. His parents had been taken away because he wasn't powerful enough. This is what he believed. His inherent magic power was made public by the orphanage, but the story of his upbringing and what had happened with his parents along with his temperament kept any interested in adopting him away.

All but one.

The man he would only know as Master, after hearing about his power, came from across the country to adopt him. The man was not looking to become a parent, but was instead a very powerful summoner who specialized in magical beasts. And again Typhus was taken in by someone who only wished to use him for his power. When they arrived at the Master's dwellings he made Typhus a deal. In exchange for his services in tracking magical beasts and artifacts, the Master would house, feed, and teach him the ways of the summoner. Typhus accepted. He had worth again, someone recognized his power and wanted him, and they were willing to make him stronger. So the pair would go on outing across the land, taking to treacherous jungles and cavernous ruins in search of summons and magic items to enhance the strength of the Master. For the Master had one goal, and it was to become a royal. While out on these excursions, Typhus would study and practice the lessons the Master had taught him without rest in an attempt to become more useful to the Master.

At the age of sixteen Typhus had grown his magics far surpass what the Master had expected, having surpassed the Master but the year prior. That and their were now three apprentices. Lucas and Remi were the other two. Of similar age to Typhus but nowhere near as skilled, he had trouble connecting with them. Typhus just couldn't understand why the Master kept them around when he had Typhus. Together they his equal, and since he had recently surpassed the Master, the Master need only rely on him. Typhus would give the Master the royal position he wanted. He would get it because he was powerful, and because he was powerful the Master would pay him attention and care for him.

But it wasn't meant to be. Having just returned from a solo excursion to obtain the Spear of Siphoning to further boost his power, he stumbled upon a secret meeting between the Master and the other apprentices. The Master was speaking horrible lies about him, how he was planning to steal the Master's plan of becoming a royal. How Typhus had used the Master solely for his own ambitions and would surely kill the Master to ensure he would have no trouble when fighting for a Royal position. And because of how Typhus had been with the other apprentices, they believed the Master. The three made a plan, as it was the only one that stood to survive a battle between the four was the Master or Typhus. So they would head off to do extensive training without Typhus, and devise a trap to catch and kill him, similarly to the way they caught magical beasts.

Typhus was destroyed, after everything he had done to show the Master his worth, he was being cast aside. Even worse, the Master wanted to kill him. So all he could do was kill him first. Summoning the Deathclaw Scorpion he had caught in secret for the Master, he gave it a target and let it go to work. That night the Master was stung, but only the Master. He had caught the scorpion to ensure the Master's ascension to Royal, it was supposed to be a surprise. What a surprise the apprentices would find when the venom reached its climax. But that was many months away, and the Master was a powerful mage. So while the venom slowly took hold, the apprentices trained while Typhus returned to the ruin he had obtained the Spear of Siphoning. For within its ruins there was a dark knowledge that had been hidden from the world. Upon first finding it he had ignored it because the Master had spoke about how 'dysidia' magics were dark and shouldn't be played with. But the Master had betrayed him and the walls told of a powerful magic that could infect and weaken, spreading between individuals and killing indiscriminately. A plague to be unleashed. So while he waited for the Master to pass, he studied and trained this new magic within the confines of the ruins.

Finally the day came, they had all returned to the Masters dwelling the week before and they had prepared the morning meal like they had done a hundred times. But this time would be different, for the Master had not woken. Then Remi came running back into the kitchen in tears, mentioning how the Master seemed to have passed in his sleep. It was Lucas who seemed to realize what had happened first. But it was already too late, the floor was swirling with a noxious fog filled with a plague far deadlier than any magic either of the two young mages had at their disposal. With a laugh the room filled and Typhus watched as the two young apprentices were brought to their knees in a fit of coughing, their skin breaking out in pustules and their vomit flaked with blood as their bodies were riddled with disease. Through the fog Typhus searched the house for anything of value before walking out the front door.

Afterwards Typhus continued to pursue power above all else. He would continue to grow his magic's until he reached a place where nobody was his equal, and everyone wanted him. Everyone would have need for his strength then. Nobody would want to cast him aside or throw him away.

Abilities: Magical Beast Capture/Summoning: Typhus can capture the magical creatures in magical soul stones that he keeps on his person. Depending on the strength of the beast, he will have to weaken or trap it physically before casting the Capture spell. Once captured he can summon the beasts to fight with him in battle. Currently limited to summons up to his rank, with the rank of the beast correlating to the amount of summons he can field at one time.

3 Headed Pit Viper x2
1594949036248.png
A favorite of Typhus's many pets, he prizes the rare magical viper for its paralyzing venom that it inflicts with its three heads. It lengths only five feet, being similar in size and behavior to normal snakes of it's size. It's strikes are lightning quick, and Typhus enjoys fighting with it coiled around the length of his spear, so as to inflict paralyzing venom and mana draining wounds with deadly efficiency. Having obtained one from his masters collection of beasts after his master passed, he quickly became fascinated with its powerful venom. Upon stumbling upon its magical essence while exploring a lost ruin, he had to track it down and add another to his collection.

3 Clawed Raven
1594949004550.png
A valuable summon of Typhus's although it carries no combat potential. A know-er of all languages, the 3 Clawed Raven is instead used to confer messages and translate lost languages Typhus comes across in ruins. Thought to have been his first summon, he obtained it from his master as gift upon completing his training. While he thought little of the man who trained him in the ways of beast summoning, he cherishes the Raven for its many practical applications.

Deathclaw Scorpion
1594949085684.png
Arguable the least used summon in his arsenal, the Deathclaw Scorpion is used for assassination purposes only. Able to accurately track its target across a bustling city, it can operate independently from Typhus after receiving its target. It's venom is slower than would be expected from a tool used to assassinate powerful figures, taking months to kill its target. But it kills silently, slowly spreading throughout the inflicted's body without any outward signs that anything was amiss. Finally after the venom has worked its way into every part of the victims body, it kills them. Silently and painlessly, as if they went in there sleep. The first summon he every obtained, he obtained it in secret and only ever used it once to silently remove his master to help solidify himself as one of the most powerful summoners in the land.

Dromaeolupus x4
1594949124367.png
Of middling strength, Typhus prizes the Dromaeolupus for pack mentality and high intellect. Always summoned in at least a pair, they use their intellect to herd prey into a killbox to be easily disposed of with minimal risk to themselves. Though typically only used to restrict his opponents movements, Typhus has found out very personally that the Dromaeolupus can use its back Sickle claws to deadly effect, having been caught off guard and wounded while tracking them when he originally captured them. Luckily he had prepared his gravity formation beforehand and with the scent of blood to draw them in, lured them into the formation for an easy capture.

Leogriff
1594949148311.png
The King of his collection, the almighty Leogriff excels in its size, speed, and power. Large enough to seat two riders comfortable, and able to destroy a building with a swipe of its massive clawed paw, it is currently his most powerful and destructive summon. But with its strength comes a drain to his mana that Typhus rarely likes to experience, putting him in a weakened state where summoning anything else could push him beyond his current limits and damage himself. Capturing the Leogriff was no easy task, and admittedly a cruel and underhanded tactic, Typhus resorted to infecting the beast with a multitude of potent diseases after paralyzing it with his 3 Headed Viper. After inflicting both of these effects in tandem, Typhus tracked the beast from a safe distance and waited for it to weaken from its ailments enough to be captured.

Magical Tracking: Bits and pieces of magical essence leave a trail that Typhus can follow. It appears to him as a floating trail of magical essence that he can see and interact with. Having honed this ability to track magical beasts and items through treacherous terrain and ruins, Typhus can track specific peoples magical signatures through crowded cities. Though he finds this use of his magic as a waste as most people don't interest him enough to warrant tracking them. Being his first magic, he has honed it over his entire life. Able to track long dead trails many would have given up on. He has developed it to this extent for the sheer purpose of hunting down those magical beasts that have secluded themselves from the world over the years and are not laying any fresh trails to follow.

Plague-bearer: Typhus can cast a smog of dysidia magic that infects those that inhale it with a multitude of debilitating illnesses, these illnesses are fast acting and are meant to quickly weaken the target until death. He can also with a touch infuse dysidia magic into the body to cause a more direct and individual disease attack that is more potent and debilitating. In both cases, the diseases spread throughout the body rapidly, infecting every part in a short period of time. Typhus can also choose as to what type of illnesses are present in his magic when cast, though he typically throws them all at his opponent, finding little reason to be so picky with how he kills his targets.

Gear: Spear of Syphoning - A mana siphoning spear that sucks the mana from those cut by it. The mana is then transferred to the wielder, replenishing there mana reserves and restoring their strength. Was found in a deep ruin underground, the same ruin he learned his dysidia magic from.

A bag of dice - A bag of seemingly normal dice, but when laid out in a formation create a surprisingly strong gravity field used to trap beings in place. Used against many stronger beasts that were too much for him to handle, Typhus has never used it on a person for he has never seen the need to trap people. The formation requires prep beforehand to setup and cannot be used in the middle of combat.

A bag of soul stones - A bag of empty soul stones of varying purity, used in the capture and summoning of magical beasts.
 
Last edited:
Typhus Vont
1595362031367.png
Name: Garrett Vallerian (Garriyt Vallyrhyan)
Age: 27
Gender: Male
Rank: 4
Current Affiliation: Diamonds
Former Affiliation: Argossian Empire, Mage Hunter Corps Leader

Personality: Before the war he was a proud and headstrong man ready to fight and die for his country, but after the outcome of the Battle of Valencia, he came to the realization that the only person he could truly fight for was himself. During the next 5 years he roamed around the Diamond Countryside, seething with anger and hatred for the people that killed those precious to him. And outwardly he appears to be always in a foul mood, until he met Athania. His general attitude has since lightened up, allowing him to be more carefree at times.

Biography: Born into one of the Great Argossian Mage Hunter Families, Garriyt Vallyryhan, was trained from a young age to achieve greatness and bring honor and respect to his family name. He grew up in the Southern Headlands of the Argossian Empire where he spent his days learning his doing many things, fishing, climbing, riding horses, and more importantly learning the family trade, hunting mages. As early as the age of 14, the men in his family began taking him on clandestine missions into the Four Suits where they would complete covert operations in taking out powerful individuals within the Kingdom for the Empire. There he proved himself to be a strong individual combatant, a cunning warrior with a deadly eye for marksmanship.

Years later he enlisted into the Imperial Army and found himself being picked up by the Imperial Rangers where he excelled in his training, but also came into his own as a natural leader. During one particularly difficult training exercise, he lead his squad to victory and set a training course record that still stands to this day. Eventually people found out about his heritage and like the days of old, those in his squad referred to him as "Master" as squires of old would have referred to a noble Imperial Knight. He garnered their respect and Garrett entrusted his life to them, calling them his comrades and brothers, treating them as such as well.

When war broke out between Argossia and the Four Suits, Garrett and his men lead the charge in taking advanced positions in cities and became a force to be reckoned with for their tactical flexibility and stubbornness. A position taken by them for many of the mage corps was as good as gone as they Garrett and his men were among the best soldiers in the Argossian Military. He taught his brothers the ways of his ancestors and they learned and built off each other racking up considerable kill counts as Mage Hunters, even going as far as each man becoming well practiced in the art of Yl Fenca Di Argossia, a sign of dedication to their leader and to the way of Mage Hunting. The Empire recognized their feats as Garrett's men were capable of taking cities on their own without need for extra support thanks to their skill and sent them in as the advanced team to breach the walls of Valencia, in their most important operation yet.

The Siege of Valencia was a long and arduous affair that took months of planning to prepare for. When the time came, Garrett and his men scaled the walls while the mages were busy dealing with the other covert operations teams of other Mage Hunters, Ylsa Byllarmynt, his cousin and childhood friend, being one of them. The shields came down. Garret and his men secured the wall, and just as they began to run their way through the city, burning it to the ground from the inside out as requested, his men ran into a peculiar mage who managed to give them problems. Wielding not just one but two artifacts, this mage proved to be too much to handle without back up so Garrett and his men retreated to avoid any more casualties than necessary and wait for help to arrive.

The help arrived not in the form of Imperial support but from the Suits turning against one another like they did in Parma. One of their high ranking mages went insane and bombarded the city for them, doing a lot of the work Garret and his men were assigned to do. The chaotic battle ensued as more powers decided that this was their time to strike, so Garrett and his squad laid low in order to avoid being killed in the crossfire. When it was all said and done, most of them managed to survive. That was until the Homunculus, Marillys Argossia, emerged from the ruins and showed his true colors.

Marillys had turned, his time spent AWOL in the Four Suits changed him, and he now fought for them. The Imperial Superweapon turned his blade on Garrett and his men who were among the remaining Argossian survivors in the city. After a heated duel between the two, Garrett was defeated by Marillys, and the men that had trusted him with their lives had perished beneath the Homunculus's blade. Marillys spared his life only out of respect for his family of whom he was the sole heir, his father and uncle having passed away from an incurable terminal illness a couple years prior.

His pride broken along with his arms and hands, Garret lay there in misery, wishing his life was taken along with the rest of his men. But this depression was shortly transformed into rage and uncontrollable hate, as he found Ylsa dead as well. Garrett swore that he would find the mage that ended Ylsa's life as well Marillys and exact his revenge. He wanted them to suffer as he did in that moment where everything he cared about was taken from him. Nothing else mattered to him.

However two years of searching later, he turned up with nothing. He had taken upon the alibi of a displaced Diamond refugee and settled down in the countryside of the Kingdom of Diamonds. He was sure he would find those he was searching for as long as he stayed in the Four Suits as the culprits had to be some high ranking mage and Marillys, who he knew of course was now completely aligned with the Jokers. He lived life as a farm hand being a magic-less Argossian, he soon found out that life was hard for people like him, and that the system worked against those without magic. He was down on his luck and spent his nights drinking away his earnings until he met in that quaint countryside pub the woman of his dreams, Athania Fell Kaloronos.

The two had a rocky start, as she had her own suspicions about him, as sometimes his stories did not line up, but it wasn't something that concerned her as he at least seemed like a good guy, at the very least attractive. Over time she recognized the best qualities in him, the man that was there before the war. The man who cheered with his brothers in arms and celebrated every victory even the small ones. The headstrong, confident and compassionate man who would do anything for his comrades, and likewise Garrett loved those same qualities he saw in Athania. She was dedicated in her pursuit of rebuilding the Kingdom of Diamonds after the war and wanted to restore honor to her family name which had been tarnished by traitors during the war. Passionate in everything she did, it was obvious to him why she ascended to the rank of Queen so quickly, and he loved every bit of it.

Nowadays, with Athania being the breadwinner of the two, Garrett has since accepted his role as the caretaker of both households as they move between her villa in the capital and his house in the countryside every now and then. He enjoys the work though as its a whole lot easier than waking up before dawn breaks to head out to the farm and work past dusk everyday. But deep down he still feels the burning desire and hatred, haunting him everyday as the ghosts of his past beg him to bring their souls peace and avenge them.

~~~~~~~~

Garrett stared at the wall, hanging upon it was his old life. The one before the war. The one he was proud of. The one that was taken from him all in one sweeping moment. He stood up from his chair, his shaking right hand reaching out and grabbing one of the pistols. He tried raising it but its weight was too much to bear. He felt a sudden sting from come from his wrist, an old would, and let his hand drop down to his side, gun still held in place with a loose finger on the trigger. Beneath him he saw the ghosts of his dead comrades reach out from the underworld, their decaying and distorted bodies extending to support him and help him with this heavy burden. The soul of his long lost childhood friend, Ylsa, whispered into his ear, "please, Garriyt, for us." Garrett desperately tried raising the gun up but came to his senses, tossing the revolver aside with a loud clatter upon the marble floor of the Kaloronos estate.

There were no ghosts, demons, or any lost souls looking for vengeance. He broke down and groveled upon the floor alone in the place of his enemy, knowing he had not the courage to do his comrades justice. Torn between the memories of his previous life and the hopes of the next.


Abilities:
Official: 75 Magic / 400 Physical

Garrett while claiming to be a displaced Diamond villager is of course formerly an Argossian Mage Hunter. He purposely hid his strength during the tests in order to draw off any suspicion that he could be an Argossian solder. Because of this he bears the standard 400 physical strength of the Argossian Foot Soldier and boasts the training and combat skills of a master Mage Hunter.

Skills:

Master Marksmanship - Among the Mage Hunter Clans there was no one more skilled with firearms than pre-hand injury Vallyryhan. It was said he was deadly dual wielding his revolvers up to an impressive distance of 50 meters, and with the assault rifle he has shown to have this same accuracy and precision up to 200 meters. In Ranger School he was given the name Deadeye Garriytt for his unbelievable trick shooting. The injuries he received from Marillys during the Battle of Valencia have since impaired his ability only allowing him to wield one handgun at a time.

Expert Swordsmanship (Yl Fenca - Kite Form) - Like all Mage Hunters, Garrett was trained in the armed martial art of Yl Fenca Di Argossia. He chose to master the Kite Form of Yl Fenca which complimented his marksmanship allowing him to back off between attacks and weave in shots with his revolvers. He is shown to be at least on par with Twig in this form able to compete against Marillys's Unbreakable Will Form.

Weak Mana Tracing - It is apparent that Garret is rather exceptional as a soldier and as someone fighting against mages, but it may also be because he's a mage himself. He states that he can sometimes faintly see a weird energy flowing around him which allows him to predict when mages use their magic. This has lead Athania to believe that he might be at least sensitive to mana but can't manipulate it yet.

Gear:
1595925767084.png
2x GR-1 .357 Custom - A twin set of revolvers he received as a gift from his father that were handcrafted by the finest gunsmiths in Argossia that still accompany him to this day.
1595925718669.png
Argossian Steel Rapier - Unlike most practitioners of Yl Fenca di Argossia, Garrett prefers to use a rapier which enables a wider variety of attacks at increased range with thrusting and cuts both being viable options at the cost of reduced cleaving power compared to the standard Argossian Long Sword.
 
Last edited:
Image/Appearance:
1piq3cM1QeywxN8j-QC2qxT38nPejnUqfk87Oqfm6l5_RlrLT7yTArWX6Uh8NnwImnQ8gan7Pp5-D1s2i2iHjAZRyLmEo8Q7Fxs22eaaz9-AQaCPkfnu9ByAXQvsPHStMzdNUNRG


Name:
Tanya Kirthaun

Titles:
Kitty, Kitten, SnipCat, Tan Tan

Age:
8

Race:
Cat-girl, specifics ambiguous due to her family being dead.

Sex:
Female

Personality:
Tanya is an energetic, happy go lucky girl. She is kind and sweet, and likes meeting new people. She can also reliably hit a human head sized target at 100 meters. She spends a lot of time taking naps, and likes to cuddle up to the people she considers family. She loves soft and comfy things, and sleeping in sunbeams. Her favorite toy is a stuffed animal, and her favorite thing is a knife given to her by her Uncle Cass. She also has a genuine passionate devotion to training. Since she could walk and had recovered from being inducted into the Kirthaun magic she has trained. She wants to get strong enough that nobody can ever hurt people she cares about more than she wants anything, and she can be a scary child if the people she considers family seem hurt, emotionally or physically. She is mute, although recently she found a way around it. Above all else she loves the family that she has chosen.


Backstory:
She was born in Diamond lands to a young family. She doesn’t know a whole lot about their roots, but they lived in the wilds, and were some manner of catfolk. They were outsiders, and when most people were evacuated, they were not. They hid for a time, but eventually got caught by an Argossian patrol. Her first memory is being a toddler and watching her parents be murdered in front of her by Argossians soldiers. Her father got shot in the head by a sniper, but her mother died slower. She would have died too, but they argued over what to do with the child and she stole a grenade off of one of their belts. She had seen them use it on her mother just before, and returned the favor, pulling the pin and shoving it down the pants of one of the men before falling away. She managed to survive just barely due to her relatively small frame protecting her from the worst of the shrapnel along with her position flat to the ground. However she was still dying, but that was when Aranya found her. Aranya just barely managed to save her life, pulling that injury from the child and onto herself. Once they had both recovered Aranya took her along.

The next year or two she mostly hung around her new momma and hung back when she had to do things, left with caretakers. She was inducted into the Knight’s Vow, and quickly grew into being a small child. As soon as she could walk properly she was training. She embraced the way the Vow empowered her body, and grew fast. When her mother arrived at the Heart’s she had fully healed and begun to train, but she could not speak. She hung around in the background or nearby while her momma met with the Queen of Hearts, but was left somewhat to her own devices when they eventually Vowed. She ran away into the palace then and Declan was sent to find her. Shortly after meeting him she had decided he would be her first Uncle, and shortly after that he gave her one of her most prized possessions, a stuffed bear.

Since then she joined her momma in calling the Hearts her home, and found family in it’s people. Shortly after Aranya vowed to Guineverre she decided with the wisdom of a four year-old that if the Queen was her momma’s liege, then she was Grandma Guin. She has adopted quite a few other people as her aunts and uncles who she met through Grandma Guin or Momma Aranya. She has wound up firmly embedded amongst the Hearts Royalty, and the Jokers as well.

Rank:
6

Affiliations:
Hearts, Jokers.

Abilities:
Knight’s Vow; This is the essential core of her magic, an older magic used almost exclusively by the Kirthaun Family. It is essentially a magic of binding, evolution and adaptation. It’s branches, whichever the Knight in question may choose, are usable without the binding. It is a magic that children of the family are bound to when they turn three, and it shapes their magic and their physical potential.Tanya Inherited the Kirthaun family magic. She is too young to truly Vow, but has already begun to develop the associated magic. Relatedly it has also begun to develop her, strengthening her body beyond where it would normally be. She already heals quite quickly, which has helped her train faster. However she also managed to train and develop a slightly unusual part of it, specifically the psychic link. Most Knights only develop this part once Vowed, and only with their liege. She managed to unlock it enough to allow for empathic and psychic links with targets to make up for being mute.

Knight's Vow, Knight’s Weapon; This is a rare branch of the Kirthaun Family magic. Where Knight’s Blade is a generalist’s tool, allowing flexibility and weapon swapping, Knight’s Weapon is a specialists tool. It allows the user to choose a specific weapon and bind it to them. This isn’t irreversible, but losing a weapon so bound is a significant loss. They can be unbound as well. While this doesn’t allow for a lot of versatility in weapon choices, especially for Tanya who has currently only managed to bind one weapon, it allows for more versatility in functions within certain weapons. The base function of this is to allow weapons to be stored as tattoos on the body of the user. Development from there depends on the particular weapon and can vary wildly. Oftentimes this is used by archers, as it allows them to keep their bow always on hand, and can be used to generate magical ammunition. Tanya has been practicing using this with guns loaned to her by her uncle Declan, but she can’t develop it much without having one of her own. She is already capable of creating limited quantities of basic magical ammo. She has bound a knife of her own though, and has already developed a certain amount of technique. She was taught to fight with it by a few people including her uncle Helmur. In terms of magical techniques, she can reliably store and summon it in an instant. She can also call it back to her hand through the air. She has begun to learn how to imbue it with various effects, but has not progressed far.

Natural abilities; She has exceedingly good senses, especially sound and scent. She also has exceptional balance. She also has almost complete recall, starting at what she calls The Boom, though whether this is inherited or simple natural luck is unknown.

Gear:
Tanya’s Knife; A good quality knife, enchanted for durability and sharpness. It was gifted to her by her Uncle Cass. It is worth around 52s, being of uncommon make with two average enchantments.

Declan Junior; A large warhorse gifted to her by Grandma Guin, she has a remarkable bond with it. She communicates with it mentally, and while it isn’t two-way, she is already a capable rider, limited only by her size. The horse is a magnificent animal, a creature of rare power. Her Grandma Guin bought it for her, and it wasn’t the cheapest thing in the world. It was bought at around 1g.

Mr. Fluffy; A high quality but well loved stuffed bear gifted to her by her Uncle Delcan.

Potentially more to be determined as I work out the rest of her relationships.

Relationships:
Momma Aranya; Her adopted mother and also the woman who has largely raised her, she gifted her the start of her family and a powerful inheritance. She has also been her primary physical trainer.

Uncle Declan; One of her favorite people, Declan has had his own hand in raising her, mostly indirectly. He has also been her primary trainer in using guns.

Grandma Guin; Another one of her favorite people, Guin was initially someone she didn’t take to, simply because she was unsure and anxious about being in a new place and her momma being busy in meetings with the Queen. After things settled down a little she wound up spending more time around her and quickly took to her, deciding that the fact that she was her momma’s liege meant that she was Grandma Guin. Whenever Guin isn’t away on business and Tanya can find her she likes to nap in her lap. Guin usually allows this, although she sometimes scolds her when Tanya tracks her down in meetings she shouldn’t be interrupting. Tanya is generally very convincingly contrite about this. Though it isn’t openly admitted, Guin also spoils her. Tanya has a number of toys, and a horse of her very own after she begged her for it. They went to a horse ranch intending to get her a small pony, but she instead wound up going home with a huge warhorse that Tanya instantly bonded with.

Uncle Cass; Her favorite King of Hearts, she doesn’t spend as much time around him, but he is still a part of her family. It’s just that she doesn’t generally train with him, and prefers to nap on Guin.

Uncle Helmur; One of the odder family connections she has, she bonded with Helmur after seeing his scars. They bonded over their shared scars and he became her Uncle Helmur. He is the one she works with the most on knife skills.

More to be worked out after posting, mostly among the Hearts Royalty, and the Jokers.

Other:
(Unlikely, but anything else I've failed to foresee goes here!)
 
E
  • 04fd2c3b4a2ee674b289ee5e0c277a76.jpg


    Name: E

    Title: IOU a title

    Age: 25

    Gender: Male

    Race: Human

    Affiliation: Mercenary Guild and, loosely, Diamond Kingdom

    Rank: 6

    Substats: 100/500

 
Elijah Addison Saar

» BASIC INFORMATION;

Name: Elijah Addison Saar

Age: 26

Race: Human

Gender: Female

Nicknames: Eli, Addie

Rank: 6

Affiliation: Club Kingdom

Height: 5'8"

Eye Color: Red

Hair Color: White

» APPEARANCE;
Suu_Tam_Anh___Full_My_Gallery_-_11_Girl_toc_trang_vang_nau.jpeg


» PERSONALITY;

Elijah was formerly a more reserved and passive character, and while she shares the same sentiments as her other family members, she isn’t the same person she used to be as a child. Being separated from her sister has led her to adopt the personality of her twin who was adventurous, curious, and opinionated. She wears her heart on her sleeves and can be a bit of a stubborn mule at times but she isn’t one to rush recklessly into danger. Sandra taught her better than to be a foolish human. She knows what she can and can’t do and makes sure that she is well rewarded for her efforts, she doesn’t like it when she doesn’t get what she deserves.

While Elijah may have had a good life, she’s still saddened by the fact that she can’t find her family. The mere mention of them is enough to get her into a miserable mood and if you ever say that Sandra doesn’t really care about her then you’ve succeeded in giving her a foul mood. She’ll respond violently to you until you apologize. She isn’t shy on how she feels towards others, except maybe to her adoptive mother.

» BIOGRAPHY;

Elijah was born to a family of five. A mother and four other siblings. She was the third born, the younger twin. Her father visited often, wanting for his children to learn blood magic but she didn’t. She learned how to bend water to her will from her mother, a spell that the older woman learned to add flair to her performance.

When her father died, financial support stopped circulating in their household, it was what kept them from starving. Their mother’s income wasn’t enough to sustain them, especially with how sickly Regina can get. Their main source of money was gone, they struggled especially with how many the kids were but they were happy. That is until Frey was taken, and their family fell apart.

She was taken in by a woman from Clubs after saving her from a nasty buyer. She asked to come back home, she was given the chance but none of her family were there. She felt defeated and came back to Sandra Saar’s arms who adopted her into the Saar family, a well-known noble family. Sandra had no husband or children, a well-renowned captain of the Club's many navies. The Saar family are known for their business in the fishing industry and for their family members in being part of the Club Kingdom’s navy for generations.

Taking in Elijah and treating the young child as her own. Among her siblings, Elijah was the only one that lived a good life, although of course, she doesn’t know. She got fed with good and nutritious food, educated well, even given Economic Royal Education, but that didn’t stop her from missing her family. With the loss of her twin, Elijah adapted a part of Regina’s personality, the twin that longed for something exciting, adventure. A vast difference between Elijah’s caring and reserved personality.

Ever since she was adopted, Elijah had taken an interest in her adoptive mother’s work. She would often ask about ships, how do they work, how to sail, how can she join Sandra to the sea. After much begging, her adoptive mother sighed in defeat and thought Elijah everything that she knew about ships, boats, and the sea. She even taught her adoptive daughter Transformation magic, which resulted in the young one playing around in the water all day whenever she could.

Elijah grew up to be a skilled individual when it comes to seafaring. She adapted all of Sandra’s skills, and while she’s more than happy to follow her adoptive mother’s legacy, be part of the navy, the older woman won’t allow it. Well, it turned out well since Elijah wants to venture Ornare as her sister wanted. In the end, Sandra is too old for the Sea, with the money that she had earned from working for the navy, the old woman decided to settle down with working solely on the Saar Fishery, Elijah helping out whenever she can as she will inherit the business in the unfortunate case of Sandra passing away.

Not too long ago, a visitor came around the Saar Manor. He was old and had a scar by his eye. Gregory Unsworth, he introduced himself and asked for Sandra’s presence. Elijah overheard the two talk. They wanted the older woman’s help in the Navy, but she refused. “I’m done with venturing the sea, Unsworth.” The old woman said.

Seeing this as an opportunity, Elijah offered her own services in secrecy. She was just as capable as Sandra on a boat, minus the vast experience of being a Lieutenant and commanding people but she was sure enough that she’ll be useful by the sea. He accepted her offer, telling her that she will be receiving details soon.


» SKILLS & ABILITIES;

Magic/Phys - Average
350/250 - 600

Skill:
  • Seamanship - Knowledge and skill pertaining to the operation, navigation, management, safety, and maintenance of a ship. This was taught to her by Sandra Saar, like most of her skills. She gained an interest in ships and she wanted to learn, something she pestered her adoptive mother about.
  • Sailing - Another skill taught by Sandra, Elijah wanted to learn how to man different ships, to use sails to propel a craft on the surface of the water.
  • Combat - Elijah was taught how to wield and use a sword and a spear by Sandra, it was important to know how to protect oneself. Elijah is a good fighter, above average and by no means an expert yet.
  • Swimming - Elijah is an excellent swimmer. A skill honed from the various days under the sea, or any body of water good enough for swimming.
  • Fishing - She enjoys fishing a lot. It’s calming, a way to pass time and enjoyable.
  • Navigating - Elijah studied the various ways of navigating; marine navigation and land navigation. You can never get lost with Elijah, especially when she's naturally good with directions.
  • Singing - Fantastic singer. She has a voice that seems like she's singing you a lullaby. She used to sing for her younger brothers with her twin sister, Regina.

Abilities:
  • Shapeshifting/Transformation Magic - the ability to change their appearance, potentially completely changing the way they look either permanently or temporarily: Gillman Shapeshifting, when underwater, the user can willingly develop traits of a Gillman, sprouting gills to sustain extended living underwater, webbed fingers and toes, and razor fins across their forearm and spines sharp enough to slice through steel. These characteristics can be carried onto land for roughly one hour, or immediately dispersed the moment they step onto land.
  • Hydromancy - The ability to wield power related to the oceans, allowing magical control over and/or aspects similar to it. Aquatic Life Manipulation - Elijah can control marine life, from creatures that dwell in shallow water, to the ones who dwell in the abyss. She is able to understand them, empathize with them, perceive through their eyes, bond with them, and tame them; Waterbending - Elijah can manipulate water, bend it. She can use it as a means of medium-ranged combat like a whip and regenerate through the use of water.


» GEAR;

  • Saar - A straight double-edged Spatha passed down from the Saar family line from generation upon generation. It doesn’t have a fancy appearance apart from the guard that has a design of the sea. It’s enchanted to be more durable and sharper.
  • Buckler Shield - A small shield made from hardwood with metal rims gripped in the fist with a central handle behind the boss.
  • Bolas - A tool used for hunting. It is used to catch the target by throwing the bolas that would wrap around their feet and trip them.
  • Trident - Not the best to use as a weapon but can be, it’s mostly there for fishing.
  • Fishing rod - To get some fish, of course. She’s very skilled with it, she can fish out other things too, like someone’s hat.
  • Compass - You cannot be an adventurer without your trusty compass. The compass is enchanted to come back to her possession when stolen, lost, or misplaced.
  • Arshtat - She has her own personal ship, for her sea adventures, named after her mother. A gift from Sandra.
  • Sebastian - Her pet crab. A red Jamaican crab that she has had since two years ago and can communicate with him.


» RELATIONSHIPS;

Adelleid Frey Falenas - Her brother, it’s been more than a decade since he last saw him. Frey, when they were little, always took care of them and is very protective. She misses him a lot.

Lindsey Elliot Falenas - Youngest brother, she adores him a lot as a child but she never got to spent much time with him since she was taken away.


» EXTRA;

(economy stuff here)
 
Last edited:
Zander Gauss
  • 1595550866598.png
    Name: Zander Gauss

    Nickname/Title: The Careless Saber

    Age: 20 years old

    Gender: Male

    Race: Human

    Suit: Diamonds

    Affiliation: Jokers

    Rank: 8

    Stats: 600/200

 
Last edited:
Mortemiah

51bde86de198c9be8d599f059c101d0d.png

General Information
Name

Mortemiah (no surname)

Nickname(s)
Emia

Age
583 years old

Gender
Female

Sexuality
Pansexual

Species
Elf

Title
Lady Pallas, Bringer of Justice, Hidden Killer

Rank
Queen of Spades

Appearance Description
Hair Style

Normally let down; long and straight.

Hair Colour
Platinum Blonde

Eye Colour
Pale Silver

Skin Colour
Creamy Pale

Height
5 feet 9 inches; 175 centimeters

Weight
139 pounds; 63 kilograms

Tattoos/Scars
Emia has only one tattoo on her body: a beautifully intricate spade on her upper back, which covers the many scars that litter the area. She got the tattoo to swear her devotion to the Spades, and it is as beautiful and elegant as she hopes to be, with her scars hidden beneath. The scars that cover almost her entire body (none on her face, neck, or feet) consist of burns, bullet wounds, blade wounds, etc., plenty of which she cannot recall their origins.

Outfit
When it comes to combat, Emia combines armor with furs and leather, making her outfit as easy to move in as possible, while still having the proper protection needed. Her armor is a combination of silver armor and black cloth, leather, and furs, once again keeping most of her skin concealed from view. She wears silver decorations in her hair and on her head, a fur cloak to keep her warm, and a belt for her weapons and many other sheaths are hidden all over her person to conceal more weapons.

For her royal duties or conferences, the Queen of Spades wears an elegant black gown with a spade cutout in the back, the fabrics of the dress cascading down to the ground with feathers, scales, or a combination of the two woven into the materials. She wears the headdress in the character photograph to conceal her ears and protect them from loud noises and extreme temperatures, and the rest of her outfit conceals her skin appropriately. She wears a red cloak to cover her back from view, and the dress itself has long sleeves that she wears gloves with to cover her hands.

When she is trying to be inconspicuous and stay under the radar, Emia dons "commoner clothes" consisting of a breathable, long, cotton dress that goes down to her feet and has long sleeves, with a corset over it, gloves on her hands, and a cloak to conceal any other revealing portions of her outfit. However, since her face is rather easy to recognize, as well as her beauty, the outfit doesn't do her much good in regard to hiding in plain sight.

Other
N/A

Personal Details
Personality

Cold, calculating, and showing no mercy is the facade that is shown to everyone on a regular basis. Emia keeps herself hidden away for a multitude of reasons, making her appear apathetic, distant, and somewhat sociopathic to those she first encounters. Those who have been around her longer would notice snippets of emotion here and there, but very little. Only people who grow close to her witness more than a microexpression of anger or sadness. She does not allow emotions to influence her duties as a Queen, maintaining a just and honorable position when doing her job. She highly respects those above her sheerly for their aptitudes and responsible natures, rather than whether or not she likes the person. She treats all royalty with the same respect she desires and remains as professional as she can be in every situation.

Likes
Moonlight
Balance
Rain
Elegance
Calm Behavior

Dislikes
Rowdiness
Vulgarity
Unnecessary Violence
Too Much Emotion
Loud Sounds

Goal(s)
The betterment of the Spade Kingdom.

Fear(s)
Death, needles.

Backstory
Mortemiah spent the majority of her life fighting. Fighting to stay alive as a child, when her parents abandoned her in a hamlet of a town and went their separate ways. Clinging to life, as her orphan status caused her to grow up with no food, water, or shelter, making her steal to survive just as anyone else would, which of course led to multiple arrests. Teaching her the hard way that nothing in existence is fair, after being attacked and beaten within an inch of her life by other thieves and hooligans, only regaining consciousness after days of torture and pain for their sadistic pleasures. Teaching her that no one can be there to help you if you have nothing to offer, reminding her that the world is a horrible place for those of low status...

All of her past experiences made her open her eyes to the world around her and witness the ugliness that was ever-present, the things that she wished to change. It was during the Argossian Crusades that she endured that history, fighting to help the other Suits push back the enemy's advances and divide their numbers when she finally became strong enough to join the fight. It was a war unlike any other, with weapons that were new to the Four Suits, causing wounds of all kinds and bringing back horrible memories when mentioned in the present. She traveled up the ranks of numbers for the Spades before and during the war, becoming stronger and more capable of providing the kind of changes she wished to see, especially after the damage done by the Argossians.

Soon Emia became known as the Hidden Killer, her attacks recognized by her foes shortly before their deaths and her apparel recognized since she does not show any part of her body aside from her eyes and fingertips in order to cover her fresh scars and wounds. She became a hired assassin that would only kill wrongdoers, gaining coin and popularity through her jobs (although there are only a few people know much about since she's meant to be silent and hidden as an assassin). Eventually, as a 10 of Spades, she challenged one of the previous Queens of Spades, successfully overcoming her and gaining the new title. Emia served as Queen of the Spades for a couple of decades before a letter from her home town arrived one day and made her pause in her queenly duties - it was from a little girl named Rebia who admired Emia and was talking about how everything was going wrong similarly to how Emia's childhood turned out. Choosing to go and help rebuild the town both literally and figuratively, Emia resigned her role to a woman named Lyvia, who would be the Queen for the next several years. After Emia finished with her home town, she returned to Baefel and took up a student to tutor solely because she saw herself in him, in regard to his behavior, aspirations, etc. This student, who famously became the Ace of Spades, was tutored by Emia for a total of ten years, up until she convinced him to become the Ace of Spades. Two years after his success, Queen Lyvia resigned out of embarrassment and shame, giving Emia the role once more.

Emia is unsure as to how many years she has been Queen total, but over the course of her time as royalty, she has made a big deal to be fair and just to all within the kingdom keeping her emotions hidden behind a strong fortress so that her mentality did not affect her role. She has been fought many times by those attempting to be Queen but has never successfully been usurped. Until she is, she will continue to help protect the Spades country and ensure their safety from the Argossians.

Affiliations
Spades; Hearts; Diamonds

Relationships
Arimand, King of Diamonds
Lovers <3

Elizabeth Mallard, King of Spades
TBD

Guineverre Victoria y Blanca, Queen of Hearts
TBD

Skills/Abilities
Powers

Corrosion - anything touched by the bare hands of Emia (which is under her control) will instantly begin to disintegrate or corrode, depending on the material she comes in contact with. For example, when she touches someone, the corrosion behaves similarly to flesh-eating diseases, but at a much faster rate and with plenty of visible necrosis. The spreading of corrosion can only be stopped if the affected areas are removed from the whole (aka remove the arm if the hand is corroding).

Enhanced Decomposition - when she encounters the dead body of an animal or enemy, Emia has the ability to touch their corpse and absorb the remaining flesh in the form of Mana or Dysidia (depending on when/how they died), speeding up the decomposition process of the cadavers so that only skeletons remain. She may do this to replenish her own energy or remove any evidence of identity from corpses so that the enemy cannot retrieve information from an ally's dead body. It cannot be used on living beings.

Marionette - Emia manifests strings in the air that can control unanimated corpses to do her bidding, giving them enhanced strength and defense with her charms, or she can use them to manipulate those with no motor control (anyone that's unconscious/asleep/etc.). Her puppets have no enhanced intelligence, since they are merely used as puppets, but they provide a good distraction for Emia and can also defend her if necessary. While she can manage their strings mentally, a break in her concentration will end the ability.

Skills
Dancing
Communication
Assassination

Strengths
Agility/Speed
High Intelligence
Heightened Senses (Hearing/Smell)

Weaknesses
Loud Sounds/Strong Smells (they cause headaches that can become too distracting)
Raynaud's Disease/Phenomenon
Little Empathy

Gear
Armor/Outfit
Two Main Daggers
Ten Throwing Knives
Three Small, Hidden Daggers (1 hidden in her hair, 2 in her boots)
Elegant Longbow w/ Quiver (x25 arrows)

Miscellaneous
Theme

"Mirror Haus" by Lindsey Stirling
2a1f79a8e9dbf6131f8827a4556d7c1f.png


 
Arabella Vanstauf


aaa27a80be2d499a0d6315fb7012376e.png

General Information
Name

Arabella Vanstauf

Nickname(s)
Ara, Bella, Ella, Red

Age
25 years old

Gender
Female

Sexuality
Pansexual

Species
Shapeshifter

Title
The Scarlet Healer, The Red Woman

Rank
9 of Hearts

Appearance Description
Hair Style

Normally worn down in waves/curls, occasionally tied back in a braid.

Hair Colour
Dark Maroon

Eye Colour
Light Blue

Skin Colour
Creamy Pale

Height
5 feet 3 inches (160 centimeters)

Weight
115 pounds (approx. 52 kilograms)

Scar(s)/Tattoo(s)
A pair of feathered wings are branded onto the back of her neck, and not by choice. The markings were put there to identify her family line to strangers. She also has light scarring along her back, thighs, and upper arms, most of them made by blades.

Outfit(s)
Normally dressed in a smooth, silky, white dress with a blue corset decorated with different patterns each day. During the winter she dons a fur coat, and the staff in the image also belongs to her, but with a red-orange hue in the center of its head rather than the pale, whitish-blue. When she travels, she dresses more comfortably in trousers and leather apparel, keeping her body protected with a light layer of armor while allowing her the mobility she needs, especially when she changes forms. Her outfits morph with her, however, when she uses her Living Ember ability, her clothing is burned up along with anything else on her person (unless they are fireproof). Another outfit she wears, normally during mage combat, contains the reds and golds of her flames in gold-trimmed robes.

Other
In her bird form, her tail feathers are tinted purple at the very tips, and she very much enjoys nestling in people's hair.

Personal Details
Personality

Picture the fun, outgoing, attitude-filled, mom friend, and you'll have Arabella. She doesn't let her history or anyone else's change who she is today, which is who she chooses to be. She is a healer, a fighter, and passionate as all hell. Willing to die for her friends and be reborn to kick some ass, Ara won't take no for an answer and will see through her projects or decisions to make sure they are accomplished properly. She isn't afraid to tell the Ace when he's fucked up or when the Queen needs to take a break from all of her studies. She's eager to be supportive of her kingdom in any way she can and isn't afraid to make new relationships along the way (though if you mess with her, the burns she'll deliver won't just be verbal).

Likes
Fire
Flying
Helping Others
Dancing
Playing Instruments

Dislikes
Control Freaks
Thunderstorms
Cold Rain
"Normalness"
Vegetables

Fear(s)
Death, thunder.

Goal(s)
To save more people than she's killed.

Biography
Much of her childhood is a blur. Ara can scarcely recall a handful of memories with her mother and father, a human pyromancer and a shapeshifting herbalist respectively, who were cast away from their home by people who were afraid of their potential. People who saw only destruction in the flame magic, opting for an easier explanation for the mishaps of her childhood rather than the more complex one at hand. There weren't many happy memories, but the ones she could remember were cemented in her mind as if she feared their fading away. She could remember her parents coaching her on how to utilize her magic and natural abilities, how to use the family sword, and how to keep her identity a secret. Sadly, it was not meant to last. At her mother's deathbed, Ara learned she was unique in the sense that she could combine the two types of magic, a talent that was more terrifying to the ordinary people she was surrounded by.

However, her newfound role was not private knowledge. While many were gifted with different types of magic, others didn't have any. Living in such a minuscule hamlet made it easier for those who hated magic to control what happened to the newly orphaned child. After her mother's death and her father's disappearance - which she suspected was caused by the same people who murdered her mother - Ara was found hiding from her pursuers, sobbing as she grieved over their recent deaths and her new life. Her captors branded a small pair of wings on the back of her neck to label her as the shapeshifting freak they thought she was. That way she would be identifiable under any circumstance where she might escape, which she did (although bright amber hair and gold eyes are hard to miss). Sadly, it was not without a cost.

After she was branded and identifiable by anyone in the neighboring towns, the powers and abilities of herself and a couple of other children who were attuned magically were sought by people filled with greed and a lust for power. They would do anything to get their hands on the magic that sourced the children's abilities, including torture, experimentation, and eventually murder. After losing her parents, she thought all was lost in her world and that she would feel nothing ever again. However, during their imprisonment, she and her fellow prisoners bonded and supported one another through the torture and the pain. When they started coming back without children they had taken, a wave of rage took over Ara's conscience, overwhelming every molecule in her body as she screamed in anger and agony, her body practically ripping apart as she unleashed the full might of her mother's fire magic, which is not much compared to present day. However, it was enough then, when she was about 12 or 13, to make the captors tremble in fear and flee for their lives. One moment, she was a fiery bundle of hot fury about to take out her wrath on the people of her village, and the next thing she could recall was waking up about a mile away in a small forest, large billows of smoke and darkness emanating from a large heat source in the distance and an obsidian sword in her hand.

Without a glance back towards what remained of her "home," Arabella made her way toward whatever direction her feet would take her, heading as far south as she could before passing out from exhaustion in what she would later recognize to be Woodheart Village. It was there she continued her growth from adolescence to adulthood, her starting belongings simply the sword and the rags on her back. Eventually, she learned how to better control her magic, how to heal rather than hurt - though she was still capable of the latter - and how to find her rank in society, eventually making a name for herself as the Red Woman or the Scarlet Healer. Ara was intent on making up for her past, determined to never blackout from such rage again. After all, not everyone in that hamlet deserved to die... Regardless, there was no changing the past, and she was determined to shape her future into something better. Despite her rough background, she made it her goal to be the warm healer people needed her to be but still wasn't afraid to give them the no-nonsense sass they needed when someone was doing something stupid or reckless.

Eventually, her skills were recognized by the Royals (with all that infighting, they needed someone to repair their asses over and over, so...yeah). She began working alongside the Ace, King, Queen, and Jack, befriending some and crushing on others. Nonetheless, this adventure is one she won't back down from and will certainly be interesting over the years.

Affiliations
The Hearts Kingdom; TBD

Relationships
Leolin, Ace of Hearts
WIP

Cheshire, King of Hearts
Ara and Shira started out rocky, to say the least, but has ultimately resulted in Ara befriending Cheshire. She often helps Cheshire through recovery after difficult battles as a healer and otherwise hangs out with her for fun, especially when lounging around the palace, oftentimes taking up an animal form to goof off or laze about. They don't show the more personal level of their friendship and often banter playfully, but Ara will be there to support Shira both physically and emotionally whether or not she accepts it.

Guineverre Victoria y Blanca, Queen of Hearts
WIP

Zephyr Terwilliger, Jack of Hearts
WIP

Helmur, 9 of Hearts
Arabella has always cared for the people she's gotten to know, and that includes Helmur. Over the course of her three years in the palace, she has befriended the otherwise incredibly gruff male, showing him that there's more to life than just wrath and war (affection is a thing). She worries about his mental stability, but keeps her worry under wraps and mostly spends her time lounging around him in the most adorable animal form possible to annoy him reputation-wise and cheer him up when he's down.

Skills/Abilities
Powers

Race Abilities
Polymorphism (any form) - Ara can change into the shape of a living creature she has encountered, able to mimic their sounds and behaviors as if she had been one all her life. She can hold smaller forms for as long as she wants, essentially, whereas larger forms (i.e. a tiger) take up much more energy and tend to exhaust her rather quickly (can only be done for a couple of hours at most). Her favorite form is that of a yellow barbet, a small-medium sized bird with a yellow chest, black wings with white spots, and a red-colored head with more spotted coloring.

Telepathy - In any animal form, Arabella can communicate with others mentally. However, this does not mean she can listen to others' thoughts or invade any other mental barriers. This is for communication only.

Pyromancy
Sacred Flame (human form only) - Using the restorative warmth of her sacred flames, Ara can heal almost any wound with enough time. As she places her hands above the wound or area in need of repairs, soothing golden flames spread from her hands over the flesh of the wounded as if tasting who they are helping before they are absorbed into the flesh, healing the wounds both inside and out. During this process, her flames are analyzing the anatomy of the being she helps, that way she knows if the person in need has two hearts or is a shapeshifter in need of special care due to species.

Red Wisps (any form) - If Ara does not have someone to perform Sacred Flame on, she can instead concentrate her healing flame into small orbs (approx. 6 inches/15.25 cm in diameter) that she can either direct towards people at a distance of up to 30 feet/9 meters or place on the ground to affect allies within a 10-foot/0.3-meter radius, though the degree at which they heal will be smaller than if she was healing directly. If thrown, the orbs feel like water balloons upon impact, the warm flames washing over allies and restoring some of their Mana as well as healing minor cuts and wounds.

Living Ember (any form) - (Human) This ability is difficult for Ara to control. As of right now, she relies on her emotions to trigger her transformation (generally passion in the form of loyalty or rage). When that happens, her skin begins to crack on the outside, lines of fire glowing through the crevices in her skin until her human flesh is no more, her body consumed by her flames until she appears to be a slender being of fire (think Sol, if you play Smite). She can hurl balls of fire at her enemies and will burn any who come near and are deemed a threat. This ability does use up plenty of her energy and can only be held for certain periods of time (depending on her strength or how well she can control the form). (Other) Rather than simply taking on the shape of the creature she chooses, Ara can engulf her animal form in flames, channeling her mother's pyromancy through her shapeshifting ability. She burns all that she chooses as long as she is in contact with it for the duration of this ability, the core of her body turning white as she emanates more and more heat. This ability often has to be ceased abruptly with a bucket of water but can simmer down into her natural state if she is calmed down properly.

Skills
Dancing
Negotiations
Tending Wounds

Strengths
Dexterity/Agility
Strong Endurance
Quick-witted

Weaknesses
Lacking in Strength
Overemotional (so much sass)
Selfless (to a fault)

Gear
Outfit/Armor
Naurcuil - The staff that is shown in the picture with her regular robes and healer's garments. Items that are named tend to have some magic imbued in them, this one is attuned with her abilities and magnifies them slightly so they are stronger with the staff.
Lúgheled - An obsidian shortsword passed through her family for many generations.

Other
N/A

Miscellaneous
Theme

"The Phoenix" by Lindsey Stirling





 
Myles Rein
Myles Rein.png
"Baby make up your mind; follow your dreams until the night is over!"
  • 1595630571400.png Name: Myles Rein

    Nickname: Pyschidelica (Joker Persona), Myles Ryin (Argossian name)

    Age: 21

    Gender: Male

    Race: Argossian

    Affliation: Joker

    Substats: 6 (175/450)

 
Last edited:
Hyacinth Zulrich
27effc5c133a83d06bfda36025450df8.jpg

""Enchantments? Weaponry? Armor? Just ask and I'll provide! Come and browse my shop!""
Hyacinth Zulrich

Basic

Name:
Hyacinth Selzrim Zulrich

Titles:

Age:

Biologically: 64
Appearance: 23

Race:
Half-elf | Half-human

Sex:
Male

Rank:
6 [400 | 300]

Affiliations:
Merchant's Guild | Zulrich Family | Clubs
Physiological/Psychological

Personality:
Hyacinth, true to his trade, has a silver tongue. He's friendly and seems to only have someone's best interests in mind, twisting the conversation to a point where both him and the other party benefits. Always seemingly energetic and happy, Hyacinth rarely lets his mood drop and gives his all whenever he's on business - which is practically always. He always jumps at the opportunity to sell his wares but he knows enough self-control to prevent himself from coming off too strong and scaring away potential customers. He's charming in his own right, unerring friendliness being his main selling point aside from his quality items.

He carries himself with confidence and grace, befitting someone of his stature in life. Though, he fidgets a lot. He just can't seem to sit still for any elongated amount of time. He sees every situation to be an opportunity for something - whether it be for his own growth or for the growth of his pockets. Even if his passion seems to be in the art of the trade, Hyacinth is even more passionate about the creation of the items he sells. Most of the items he sells are personally made by him, and he can assure its quality as long as you can assure a payment. He also accepts requests for items to be made - as per what is usual for a craftsman and an enchanter.
Backstory

Backstory:
The Zulrich family is a long line of merchants with them even stating that they can trace back their ancestors past the creation of the Merchant's Guild. They've accumulated money by maneuvering around trading until they could place themselves in a stable income - dealing with both nobility and those who are less fortunate. They make sure to be dynamic in all of their deals. Most of the time, they make sure that their deals are fair and that no one will go after them for “tricking them”. They’re known for even lowering their prices for certain people depending on circumstances and even offering people discounts if they choose to sponsor the family by wearing items emblazoned with their emblem.

They were one of the first merchants to join the merchant’s guild after its establishment. The Zulrich family only widened their influence from there. WIth the guild allowing them to travel freely in between kingdoms despite the animosity between them. Each member of the family had their own niche - some were enchanters, others craftsmen, some artisans and some delving into more sinister practices like information trading and slavery practice though those were rare due to the Zulrich’s typically being peddlers and thus, do not wish to travel with captured people. At any given point of time, one can expect that there is one Zulrich in every trading practice.

The accumulated wealth had only proven to boost the quality of their items even further.

Hyacinth’s father had been one of the most successful merchants the Zulrich family had ever made. Using his expertise in the art of trading, he had managed to acquire a wide range of items that he then trades off for a large amount of money. He’s sold unique items under the Zulrich name since he was a beginner. As he grew older and knew that being a peddler would start to be more dangerous, he settled into the City of Durnham - a city built and managed by the Zulrich family and he took over the mantle of the city. Durnham was strategically placed at the border of Noah’s Ark to act as the main trading city of those in the marsh and out of it. It became a rest area for those who want to brave the marsh, but the Zulrich merchants know how to maneuver their way within the marsh.

There are a group of people that were trained to become guides through the marsh for those who wish to avail their services. The city maintains a good relationship with all three cities within the marsh as well as the scattered villages within. The city doesn’t care about race, but it does care mostly about money or skill, as per usual. If you have the money to avail services inside the city, then you’re allowed inside. If you don’t have money, then you have to offer some sort of physical or magical service to avail the services or even buy items inside.

Hyacinth’s mother had come from Odin and engaged in trade with Dunmar. She had returned a couple of times before his father had noticed her. After courting her for a few years, she had finally accepted a four leaf clover and they got married. They settled in Dunmar and have been happily together ever since. They soon had Hyacinth and his father taught the art of the trade to him before sending him out to continue the family tradition.

While he was in search for his niche, Hyacinth had decided to shadow an enchanter before. His master had taught him the art with patience - having been searching for someone to pass down his craft to. His master carefully explained to him that, inherently, enchanting is all about one’s skill and knowledge. He may not have been a particularly powerful mage, but he certainly had the capabilities of an enchanter. He stayed with his master for over thirteen years until his master died a tragic death during their travels.

For a couple of years, Hyacinth was selling his services as an enchanter alongside his regular set of items. However, one client of his had taken him to his craftsman so that they could make a weapon together. He was an aged dwarf who had begun traveling due to circumstances back in Lindheimr. After the sword was finished, Hyacinth and a mage took to working on the enchantment. The client was content with the quality of both the weapon and the enchantment. Hyacinth was fascinated with the dwarf’s ability and asked if they could make a partnership.

It wasn’t long before Hyacinth asked the dwarf if he could learn the art of smithing. The dwarf was apprehensive at first but gave in when money was presented. Hyacinth spent a couple of more years with the dwarf as he was taught the basics and he was soon able to recreate the techniques the dwarf had been using to make his weapons and armors. He had to admit that splitting with the dwarf was difficult, but a peddler must return to the streets eventually. And so, ever since then, Hyacinth has become known for his personally made items. Of course, if there is something beyond his scope, he makes sure he can refer them to other people.
Combat

Abilities:

Chess Magic - The magic itself surrounds the intricacies of the pieces of a chess board. The user deems themselves as the King of the board and they are free to choose which pieces will be given to their allies - if they give anything at all. The size of the "board" spans for as far as the user wants it, but will have the added difficulty for a Pawn to Promote. The end of the board is always behind the enemies and the start of the board is where the user is.

[Pawn] - The most abundant and common piece. The Pawn piece gives a buff of +50 on both physical and magical stat. The pawns start off as the weakest pieces on the board.

Promotion - The special ability of a Pawn is the ability to promote themselves into another piece once they reach the end of the board. This gives them the additional buff of another piece on top of their Pawn buff with no repercussion on the user.

[Rook] - The rook piece is given a +100 physical buff on their durability and strength. The rooks are meant to break through enemy lines to open them up for vulnerabilities.

[Knight] - The knight piece is given a +100 physical buff on their speed and strength. The knights are meant to throw off a formation using their speed to their advantage.

[Bishop] - The bishop piece is given a +100 magic buff. The bishops are meant to show off their destructive capabilities from a distance.

[Queen] - The queen piece is the strongest of them all. It gives a +150 buff to both magical and physical stats. The queen is the ace of the game.

[King] - The king piece is useless in every regard where the only goal is to survive. However, the king piece gets a +25 boost to either physical or magical stat per enemy defeated by the pieces.

The Board - The user is able to summon a translucent board which shows the battlefield and the location of each of the pieces.

Enchanting - The user is able to transfer mana into a mana stone - essentially storing a spell into it and it can then be used by anyone who owns the mana stone. It is a fairly simple and straightforward kind of magic, but it is intricate enough that not everyone knows how to do it. Hyacinth has been honing his skill with enchantments since he was first starting out and he’s only looking out to improve even more.

Skills:
Craftsmanship/Smithing - Hyacinth had learned from various smiths around Ornare about the craft - honing his own skills with their teachings. He learned from a dwarf when he was younger and he was taught about his techniques.

Sewing - He's learned how to sew his clothing after multiple mishaps that required him to buy new ones. Hyacinth is quite fond of it and has made it a hobby. He is able to make intricate designs and even practically sew magic into it with his enchanting.

Bartering - Born and trained with a silver tongue, he always seeks a fair trade between him and the second party. If he can get a little extra on the side, then all the better.

Perfect Memory - Born with the natural ability to remember things - even the most insignificant things from his childhood - this has aided him in memorizing techniques and faces. He doesn’t forget a client - even if they had made an insignificant purchase. It also allows him to disregard having to log anything down.

Polymath - Hyacinth is fond of observing various people in their crafts. He has a wide variety of knowledge on various crafts, and while he cannot practice them as a professional, he has rudimentary knowledge of them.

Fencing - He is knowledgeable in the art of fluid movement and quick strikes. While he isn’t fond of fighting, there was no harm in learning how to fight when bandits were commonplace against peddlers such as himself.

Appraisals - He is well studied in the quality of items and he knows what the quality of an item is based on sight and feeling alone.

Gear:
Bag of Holding (2x) - He carries around two bags of holding - one is his backpack that he constantly has on his person and another one tied around his belt. They contain multiple items that he sells - ranging from simple jewelry to enchanted weaponry.

Sword-cane - The cane itself acts as a sheath to the sword that hides underneath. With the sheath, it is enchanted with barrier magic that activates at the tip of the cane, essentially acting as a shield. The rapier inside is made of high-quality material and is sharpened constantly. He maintains it himself. [750/750]

Hat of Light - Likely one of the few things he once created as a joke but found rather useful is his enchanted hat. While it may look perfectly normal, the hat can make a bright flash of light from its opening - bright enough that it can temporarily blind someone with it. He uses this hat for emergency escapes or sometimes for lighting the way as well. He can toggle how bright it can be.

Armor - Underneath his clothing are enchanted pieces of armor to protect him from attacks. [500/500]

Carriage - A simple horse-drawn carriage which he uses for travel. He can open it up to a store and most of what is stored inside are common items that aren’t too expensive. It’s a wooden cart with a bit of reinforcement magic. It has a magical alarm on it where it will make a small band vibrate when there is an unauthorized entrance into the carriage. The band is always being worn by Hyacinth.

Midnight - A black horse that he’s watched over ever since it was a foal. It’s the fifth generation child of the horse that he once owned.
Others

Relationships:

Other:

The Zulrich family owns multiple lands over the four kingdoms and shares their wealth with each other. However, Hyacinth's direct family owns a city in Clubs.
 
Last edited:
Image/Appearance:

U9G78Jw6_wYXsZAspTTD4tYbWSFzd-PWq_GwP4jIDx1HcMttUVW3SiitPaehwWsMbajkx2LScN47XIcydKP8KIUb0lvDO_nR-2ogbfzbV5PzQfVgiam-WOuj-wsd-kFT6ywxliNq


Name:
Lysthynthia Varatrulle Cierkrekan

Titles:
Lysyth, (The Velvet Hilted Dagger)

Age:
33

Race:
Tiger-Eyed

Sex:
Female

Personality:
Lysyth is charming and easy-going almost to a fault. Her consistently calm, smooth charm tends to either grate or appeal with little in-between, often decided based on whether you find her attractive. She is however noticeably aloof if you do spend your time around her. She isn’t rude about it but she is rarely personal or genuine, and usually approaches a situation either seeking to establish a new connection or seeking a specific goal. She is often kinder carelessly than she is deliberately. Surprised or given a situation with few stakes her instinct tends to lean towards kindness. Put up to it and she tends to maintain a cheerful friendly aloofness.

Backstory:
Lysyth wasn’t born a slave, but her family died in a unknown accident early on in her life and she was put up for sale. She was bought by an old competitor of her family, another space mage, who worked to complete her training so as to use her to create more pieces to sell. He was an old man, beginning to grow tired of the demands of his work. At some point their relationship changed, gradually becoming more filial. When the old man died of old age she was freed by his will, and given certain gifts. Free at age twenty, she disappeared for the next thirteen or so years to travel and find traces of her previous family. Recently she decided to settle down at the Clubs Court, selling her wares.

Now here’s the tricky part. Most of that last part is a lie, but very, very few people know it, and it would be extremely difficult to determine this through investigation. Even if you went to where she came from there would be a perfectly legal will on record and a perfectly normal body in a grave. You would even find an old woman willing to expound on their familial relationship. She came from a family of space mages, and was purchased by a competitor who instructed her further, and that is all the truth present in her usual tale. Her old owner had her family killed for competing with him and had her enslaved because she was the only member who was young enough she couldn’t fight. He instructed and taught her solely for the purpose of making her do as much of his work as possible, and they shared a mutual hatred for the entire time. When she was twenty he was killed, with his will being falsified. She went with the one who had killed him to learn the art of the Hidden Blade, and trained for thirteen years. Along the way she was also taught in Law and Finance, educated to the requisite level for a Queen or a Jack, to suit the purposes of their organization. They acted as traveling merchants while doing so. This provided her a cover while she was training which she would use afterwards, and at the same time others solidified her backstory. Once both were done she was sent to the Clubs Court as a spy, intended to seek out information, and if need be find opportunities for assassinations of key targets.




Rank:
6

Affiliations:
Clubs, (Extremely Secretly Chain-Breakers)

Abilities:
Space-weaver, Core Magic; This was the magic she was raised into and taught as a bound slave. The first 25 years of her life were dedicated to simply achieving mastery of it’s full function without room to truly grow her power. This has resulted in putting her in a slightly odd position, giving her a great deal of skillful mastery over the enchantments necessary to distort space, but little of the power necessary to actually finalize this. What she generally did was create the magical framework for a bigger-inside space enchantment, that somebody with the requisite power level then actually brings into existence. In terms of what this actually allows her to personally do, the first is simply creation of rather small pocket spaces, as suited to her actual magical strength. What makes this rather more useful however is the other thing this allows her to do. She can distort her own personal position in space, or in simple terms, teleport. Firstly she can bruteforce teleport herself with no preparation or anchor, but doing so is extremely dangerous and will knock her out. She can teleport out of spaces she is magically locked into, but she can not teleport in through magical containment or to places she has not personally been. What makes this more useful is her ability to create anchors built for different purposes. Depending on the quality and time spent creating these they can be a great deal less tiring for her to teleport to.

Space-weaver, Connected Items, Active; Taught to her by her old “master”, this was a special spell of his. It creates a spacial link between two items, causing actions taken on one to be mirrored on the other. The simplest version of this makes it so that if one item breaks, so does the other. More complex versions can be executed to allow more complex actions to be mirrored across the connection. She also learned a way link one of a person’s sense to an item, via another worn item.

The Hidden Blade, True Ability Heart; A technique as secretive as the woman who uses it, very very few people other than the one who taught her has ever survived seeing her use this. This technique turns common-place items into deadly weapons, without truly altering their base nature. A quil strikes as if a thrown dart, a twig as if a razor, a stick as if a sword or a branch as if a hammer. This technique is defined by the lethality of it’s strikes. While it is certainly possible for a user to maintain the weapon, it is considered a failure. The technique is designed to find an impossible tool at the precise perfect opening to find a lethal strike. Furthermore it leaves no marks upon it’s tools under normal circumstances and thus creates a mystery surrounding the weapon used. The last key point of this technique is rooted in how it strikes. By it’s nature it can strike as if magical or physical, allowing a certain flexibility. However while its actual impact is variable, the quality of the weapon is entirely based on her magic.

The Hidden Blade, Ghost Strikes, Active; This is an additive technique to her hidden weapons. As long as her target isn’t wearing airtight armor it allows her to strike past defences using the air on the other side. This is an assassin’s magic, and viciously effective. Unless what she is seeking to bypass has remarkably in depth magical protection or is airtight, she can ignore almost any external defenses. There is a technique that goes a step further, but it is extremely difficult, requires absurdly precise timing along with luck, and is almost impossible to practice. If one strikes exactly as a target inhales, and the strike is already moving as the air enters the lungs, and completes before the air is absorbed, a user of this technique can directly strike their opponents organs from within. A perfect form of this strike could impact from the side and theoretically pierce through both lungs and the heart, but to find the angle on top of everything else brings the perfect form of this strike to the level of almost a myth among its users.

The Hidden Blades, Killing Strikes, Active; This ability is deceptively dangerous. Another added effect to her weapons, it simply changes the nature of her strikes. They poison the flesh behind them, albeit not quite so literally. Instead they almost guarantee infection, and massively inhibit healing. A shallow but long slash from this would result in almost inevitable death or limb loss without healing or cleansing magic, if the full effect of this magic went through. If given time to establish itself it creates an even more dangerous effect. Should the infection promoted by this be allowed to develop, it will begin to give off dysidia as necrosis sets in, initiating both dysidia poisoning and causing problems with healing mana.



Gear:
5x Teleport Anchor-points; She keeps a few in specific places, but she also keeps several on her in one of her rings. Each could likely be considered a Uncommon enchantment, and so could be considered worth 2.5 silver, but because she made them herself and only she can use them they have no real external value.

Lys’s Lucky Rock; A single small, smooth stone, this is a masterpiece of her craft. She can teleport to it and switch places with it with relatively low cost. She can also return it to her hand. It is intimately connected to her and her magic, and so worthless to others, but has a remarkably complex enchantment placed upon it.

Listener’s Earring; This is an earring she wears in her left ear. When activated it allows her to hear through a small innocuous stone, although she can and has enchanted other items to bear a similar effect temporarily or permanently.

3x Rings of Holding; Each of these is her own creation entirely and thus their containment is only around 300 magic, but they remain useful. She can call things to her hands from them, and return things to them via holding them in her hands. They each contain around a small box’s worth of items. These actually have their own value and would likely each be considered special enchantments and so worth around 3 gold for all three. One of them solely contains her last item.

False Blade; This a secret weapon designed to work with her secret technique by her teacher. A dull wooden blade, seemingly a useless practice blade, it is anything but. It is a Blessed item with blessed enchantments, worth around 3 Palladium, although it was made for her by her master directly and thereby unpriced. Firstly it has a very high physical power. However it is also enchanted to work exceptionally well with her magic, resulting in more or less adding her magic stat to it’s physical stat for the resulting attacks impact. It’s last enchantment is an odd, extremely rare one. It is designed to allow her to imbue her Hidden Blade techniques with cleansing magic, striking things like poisons, curses, hex’s and more. In particular this also allows her to strike at buffs, but crucially when this magic is engaged her Hidden Blade technique cannot do damage, although the item behind it still can. This is the only item stored in one of her rings.


Relationships:
(Predetermined with NPCs or in collaboration with a player, or to be roleplayed in the IC.)

Other:
 
Last edited:
  • 2801b28964499d714c82a9dd3c97f2f6.png
    Name: Helmur Bellarmont

    Nickname: SpadeBreaker. The Herald. Hel.

    Title: General of the Hearts Kingdom. Avatar of Darigaas(not public). The Stalwart.

    Age: 31

    Gender: Male

    Race: Human

    Affliation: Hearts

    Rank: 10+

    Substats: 600/800

 
Nikko Elrin

  • D_g1NbmU8AADo24_waifu2x_art_noise2_tta_1.pngName: Nikko Elrin

    Title(s): Nikko the Zealous One (self-title) | The Zealous One (by the cult leader) | Cultist (higher-ups and cult leader)

    Age: 31

    Gender: Male

    Race: Elf

    Rank: 6

    Stats: 400/200

    Affiliation: Spade | Right-Hand to the Leader of Zealots
 
Last edited:
Quillon Downs
The Puppetmaster


  • - Titles: Former Ace of Spades, The Puppetmaster
    - Age: 43
    - Gender: Male

    + Appearance:
    - Race: Human
    - Height: 6ft 1in (185cm)
    - Weight: 176lbs (80kg)
    - Hair: Steel Grey
    - Eyes: Amber

    + Equipment: NA
    tJI5YDK.jpg

 
Last edited:

Users who are viewing this thread

Back
Top