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Fantasy Freecasters: Characters

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AtlannianSpy

Alarmed and Strangerous
Character Sheet Explanation
This is a quick run through of the skeleton for your character, letting you know what goes in each section. Further down you can find the exact code to get it how it should look


Personal Information

Name

(should be self Explanatory)

Species
You can refer to the lore thread for a full list of playable races)

Appearance
(A picture or detailed description is fine, if using a picture be sure to detail any changes you would like to make

Age
(characters should be at least late teens)

Personality
(What kind of person is your character? What do they value? What do they dislike? What kind of approaches do they tend to take. Should be at least a paragraph)

Biography
(How did your character come to be where and who they are? What was their childhood like, what kind of relationships have they formed? Also, why are they planning to join a newly formed Freecaster guild? Two to three paragraphs would be nice.)

Combat Information

Affinities

(These numbers govern your affinity for the different Grand Schools of magic. You can read more about them in the lore section but the short version is as follows. You get 20 points to allocate as you see fit by using the table below, the higher your score is, the more quickly and efficiently you can cast the related spells.

Red Magic Blue Magic Green Magic White Magic Black Magic Total
0-20 0-20 0-20 0-20 0-20 20

Attributes
Attributes are the basic building blocks of a character in Free Casters. These five statistics describe a characters raw capabilities which then feed into various actions or techniques, mainly in terms of combat although they have more creative applications as well. You can check out the mechanics thread for more information on what each attribute is for.

Strength AgilityPerception Stamina Concentration Total
0-20 0-20 0-20 0-20 0-20 20

Philosophy of Magic

What's your character's overall approach to magic? Are they a specialist with a particular interest in a certain type or style of magic? not all mages have a strong theme to their magic, they simply choose to learn whatever spells seem the most useful or interesting to them and that's a valid philosophy too. (sentence or two will suffice here)

Combat Style

(What is your character's approach to combat? Are they aggressive or patient? Honourable or underhanded, what kind of tactics do they favor. At least one paragraph.)

Equipment

(List any equipment your character usually carries, especially weapons but anything else important or useful. Remember you are primarily a mage so you don't necessarily need a lot of equipment, nor will it always provide a tangible benefit, this is more of a style factor than anything else.)

Spells

Spells are where most of your power is. A spell is a very specific ability, think a special move rather than a super power. Spells are measured in tomes, more tomes means longer incantations and higher mana costs but more power while fewer tomes means faster, cheaper but weaker spells. The mana cost and incantation time are further modified by your affinity for the relevant grand school so keep that in mind while picking spells.

To begin with you have 20 spell points to allocate on spells. Remember that higher level spells are more expensive and restricted by your affinity levels. Refer to the mechanics thread for more details.



Miscellaneous

Quirks
(Fun details or oddities about your character OPTIONAL

Extra
(Any extra information you'd like to include that doesn't fit anywhere else OPTIONAL)

Themesong
(A piece of music that fits your character or that they'd enjoy. OPTIONAL)

Code:
[h]Name[/h]

[CENTER][img](appearance pic here)[/img]

[B][U][SIZE=5]Personal Information[/SIZE][/U][/B]

[b]Species[/b]

[b]Age[/b]

[b]Personality[/b]

[b]Biography[/b]


[b][U][SIZE=5]Combat Information[/SIZE][/U][/b]

[b]Affinities[/B]
[table]
[tr]
   [th]Red Magic[/th]
   [th]Blue Magic[/th]
   [th]Green Magic[/th]
   [th]White Magic[/th]
   [th]Black Magic[/th]
   [th]Total[/th]
[/tr]
[tr]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]20[/td]
[/tr]
[/table]

[B]attributes[/B]
[table]
[tr]
   [th]Strength[/th]
   [th]Agility[/th]
   [th]Perception[/th]
   [th]Stamina[/th]
   [th]Concentration[/th]
   [th]Total[/th]
[/tr]
[tr]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]1-20[/td]
   [td]20[/td]
[/tr]
[/table]

[B]Philosophy of Magic[/b]

[b]Combat Style[/b]

[b]Equipment[/B]

[LIST]
[*][I]Name:[/I]
     [I]Description:[/I]
[*][I]Name:[/I]
     [I]Description:[/I]
[/LIST]

[B][U][SIZE=5]Spells[/SIZE][/U]


Single Tome Spells[/B]

[LIST]
[*][I]Name:[/I]
     [I]Branchl:[/I]
     [I]Description:[/I]


[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]


[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]
[/LIST]


[B]Two Tome Spells[/B]

[LIST]
[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]


[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]
[/LIST]


[B]Three Tome Spells[/B]

[LIST]
[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]


[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]
[/LIST]


[B]Four Tome Spells[/B]

[LIST]
[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]


[*][I]Name:[/I]
     [I]Branch:[/I]
     [I]Description:[/I]
[/LIST]


[B][U][SIZE=5]Miscellaneous[/SIZE][/U][/B]

[B]Quirks[/b]

[b]Extra[/b]

[b]Themesong[/B]

[/CENTER]
 
NameConvalla Liberi

Personal Information

Species

Human

Age
Appears to be in her late 20s/early 30s

Appearance
Valla currently looks to be about a slim, 5 foot 2 woman with tanned skin and blonde hair that's usually neatly braided. Her features are round and delicate, more "cute" than anything else, though she often looks messy as of late.

Personality
A free-spirited bohemian at heart, Convalla appreciates every opportunity she can find for ease and indulgence, if not neccesarily extravagance.

In her few decades of life, Convalla has proven herself an inveterate swindler who would not work honestly for even a day in her life.

Despite her low cunning and the use of her magical and mundane talents for immoral ends, she bears a certain pride in her artistry and her ability to be one step ahead of the law and her latest victims.

Biography
"Convalla Liberi" is simply the most recent alias of a fairly notorious mendicant and con-woman whose trail begins by the Sunrise Coast, despite her obviously human form.

Growing up impoverished with her main competitors being children much like her, "Valla" found herself dodging the spears of guards whenever she stole whatever she needed, wanted, or really saw.

While she had yet to attain the heights of eloquence or enchantment of the great elocutors and nobles of the shadow elves, her quick tongue spinning tales was able to save her from the dungeons on more than one occasion.

Eventually, her magical potential expressed itself, and she found new doors open to her. Travelling from town to town and crossing borders, she stayed in a new town (or forest) every night, winning room, board, and gold through marginally more honest means like busking or gambling some nights, or through picking pockets or bold cons on others.

Her most frequent guise is a nun from the Order of the Gentle Lily, a supposed monastic order that values modest living and the most simple of material indulgences. Of course, it has no attestation in any official records of the Sunrise Coast. Other times, she has been a refugee mother with a sickly child, a travelling physician with a miracle tonic, or a fortune teller with portents you simply must hear.

But what brings her under the roof of the Goldfire Company? Perhaps she knows her talents are valued well and can earn her ever finer food and dress, or perhaps she seeks to hide from debtors and the law...


Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
4 7 1 7 1 20

attributes
Strength Agility Perception Stamina Concentration Total
2 3 6 4 5 20

Philosophy of Magic
While rarely forceful in her approach, Valla tends to give suspicious or uncertain people a little nudge with her magic to make sure they swallow her ruses.

Her practice of magic is almost a toy or game to her, something she hones as a way to prove herself and show off when she wants to perform or otherwise get one over on her next mark.

Combat Style
No stranger to physical confrontation, when accosted Valla generally resorts to quick elemental displays to only the point needed to escape, and she also uses spirits as guardians...or at least diversions.

Equipment
Until her arrival in Merryvale, Valla carried her pack that generally carried her misappropriated nun's robes, her flute, and various fortune-telling and other implements like snake oil bottles and bandages.

Spells


Single Tome Spells


  • Name: Spark
    Branch: Red
    Description: A ray darting from Valla's fingers strikes an organic target. It emits no significant sound or light, but it sends them reeling for a moment as if they witnessed a lightning strike and thunderclap.


  • Name: Pixie Pose
    Branch: White
    Description: Valla compels a miniature spirit, no larger than a mouse, to create a small movement or illusion that persists no longer than ten seconds.


  • Name: Wasp's Sting
    Branch: Green/Red
    Description: Exhaling sharply, Valla expels a toxin that leaves those who inhale it numb and disoriented. The dosage she can produce at one time is roughly enough to affect one or two adult humans. The toxin can also be infused into a liquid form, being marginally more potent in this state to the point of making the victim drowsy.
  • Name: Fog
    Branch: Red
    Description: Valla generates a mist enough to fill a small room that greatly obscures vision, but it does not harm or impede movement in any way.


Two Tome Spells

  • Name: Hand of Holding
    Branch: Blue
    Description: Closing her hand for a moment, Valla can conceal objects no bigger than her hand by temporarily transmuting them into an energy form and transporting them somewhere else on her person.


  • Name: Duplication
    Branch: Blue
    Description: Valla can create illusory duplicates of objects transmuted by her Hand of Holding. They are brittle, and dissolve naturally after a few minutes.
  • Name: Cower
    Branch: Blue
    Description: With a seemingly quick, timid verbal denial, Valla can seem unassuming and not at blame for whatever she is suspected of by a careless observer.


  • Name: Remold
    Branch: Blue
    Description: Working with her hands like with paint, Valla can add color and texture onto the surfaces of objects and people, changing their surface appearance. This change can persist for around an hour without her attention, but as it is an entirely mental effect, can be seen through by magic users who think to counter it and can be dispelled by the appropriate energies.


  • Name: Heart's Desire
    Branch: White/Blue
    Description: Valla conjures a spirit that can only be perceived by a single person in the vicinity. It takes a form that would invoke an emotional response in the viewer which Valla specifies, like fear, love, or hate. It does not supernaturally compel a specific action from the observer, merely being tailored to an expected emotion.


  • Name: Call to the Night
    Branch: White
    Description: Valla can call upon spirits that obey her mental command, and materialize within arm's reach, taking the form of natural (non-magical) creatures and being no larger than a typical dog. They have no special abilities beyond that of their natural form, but their ability to materialize at any time is part of the convenience. They can remain for no longer than half a day.


  • Name: Clear Sight
    Branch: Blue/White
    Description: By sensing motion and auras, Valla can perceive objects and lifeforms within ten meters of her, regardless of obstruction. However, solid objects take some concentration to penetrate, and she cannot bypass any sort of magical illusion or obscurement.
 
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Kandor Don Genée Terraccois

Personal Information

Species

Naridian Human, Half Shadow Elf

Age
21

Personality:
Kandor is a man driven by ambition, a goal hammered into him by his father during his younger years so as to uphold the honour and legacy of House Terraccois. Although he is no longer associated with the house, he still maintains the teachings of his elders and keeps up with his studies with zeal to become a better man. A noble is said to adhere to honour, but Kandor has since cast aside that ideal in favour of a slightly more ruthless approach. He is no longer above underhanded methods to achieve what he wants, though he has not completely adjusted to this yet. His mistakes weigh heavily on his mind and being ruthless brings him no joy, simply numb acceptance. As a result, he often drifts toward stoicism when a difficult job needs to be done or aloofness when his mind wanders elsewhere.

Kandor's personal ideal is the power that comes through information and knowledge, which he has funneled into the focus of his current ambitions. He is always cautious to stay informed when entering high stakes situations and experiences acute anxiety when uninformed or unaware. He hates surprises to the point where even good ones make him uncomfortable, calling to the lack of control he previously had under his father's tutelage.

Not everything is work and seriousness for Kandor however, as he rather enjoys drinking with friends and practicing his hobbies with others. Although he tries to be charming at times, his competitive streak can often rub others the wrong way when it shows. At the end of the day, Kandor has true loyalty for those he calls friends and for all his ambition would not be able to bring himself to betray them. But cross him, and unending vengeful fury will follow all traitors until the end.

As with most sons of powerful men, Kandor's head was filled with destiny and succession from a young age. While he no longer wishes to be his family's head, partly in lieu of his own shortcomings, he still clings to the idea that he needs to protect and lead those around him to victory - something he beats himself up about often. To that end, the young Naridian works tirelessly to ensure he does all he can for the sake of everyone's wellbeing. Especially if his efforts were not enough the previous time.

Biography
Firstborn to the great Dane Lon Farius Terraccois, Kandor had always lived with the idea that one day he would lead the main family, it's people and perhaps even the Narid Peninsula to greatness. Dane had grand plans for his son and, as a powerful hypermasculine icon of stoicism, educated and trained him from as soon as he could talk. Kandor had never questioned his destiny, never sought alternative routes and never doubted his father. In his eyes, the meaning of life was to realise the dreams he'd since realised he'd had. His mother, Bayleen Ivshal Delieu - a once highly respected ambassador of The Sunrise Coast, had never approved of the dream his father had now made his and this was often the cause of bitter arguments between them. Of course, as Bayleen had been offered as a gift for the future diplomacy between the Sunrise Coast and House Terraccois, her influence on the house itself was lacking. Kandor's studies therefore continued.

Over the years as Kandor approached adolescence, he began to experience a decline in his ability. The Terraccois family had been famous in the last six centuries for turning out some of the most accomplished Bluecasters in Narid, his father would say on many occasions how he expected Kandor to have mastered several 5th Tome spells by now. And yet he had not even reached 3rd Tome. The frustration of his own shortcomings were unbearable for the boy who had never once believed himself to be stoppable. Indeed, his magic had even been his saving grace in lieu of his particularly unimpressive physical ability. He was light-footed, but often failed to overpower his foes with strength. Faced with the realisation that either the goal was impossible for him or that he had not worked hard enough, Kandor despaired as the possibility that son from one of the branch families would inherit the role of leading the house loomed.

It was around this time that his mother, Bayleen, decided to set in motion a plan. After years of putting up with Dane's overbearing antics, she chose to offer Kandor an alternative for winning the upcoming tournament to decide who would inherit the House of Terraccois. An alternative to simple brawn and endurance. Bayleen was the daughter of a prominent shadow elf that used to participate in The Sunrise Coast's Shadow Council and knew many passed on secrets and strategies for gaining the upperhand in a more cunning, shadow elfish manner. She taught Kandor in the nights and kept it a secret from Dane. By the time the day for the tournament came, he was ready.

Most of the fights were simple enough. Kandor was still a fairly accomplished Bluecaster in his own right, although not all were without a few close moments. The final match was upon them at high noon when the sun was at it's peak. His opponent was possibly the favourite to win in the other branch families, mostly for political intrigue but also in respect to his ability. The fight commenced and Kandor struggled to evade long enough for his magic to take hold. Sustaining injury after injury, he was eventually left with no other choice. The arena rested on dirt at their feet and, after having been thrown to the floor, Kandor picked up some and shoved it into his rival's eyes. Gaining the upperhand, he continued to use other methods such as tripping, misleading illusions and dodging into blindspots to avoid the blows that came at him. For a while it worked, but he quickly began to see that it would not be enough. As a last resort, he switched from his duelling sword to the ceremonial silver dagger given to him at the start of the tournament. Supposedly the winner would keep theirs, but right before the tournament his mother had given him a small vial containing poison hailing from the jungles of The Sunrise Coast. A poison to paralyse a large beast with just a drop. The time was now.


Kandor pulled the blade from its ornate sheath, keeping it low and unassuming. A suspicious liquid dripped from the tip, but any in the audience were too far from the action to notice. His opponent lasted too late as Kandor dashed forward and barely managed to nick the boy's arm. Seeing his rival losing strength in his legs, Kandor finished it with a punch to make it appear as though he had simply knocked him out. The plan worked out and Kandor was declared the winner. Later, after the celebrations, Kandor overheard a conversation between his mother and father. Bayleen was bragging to a shadow elf housemaid about how it was her teachings that had allowed her son to win. It transpired that his mother had intended to insert herself as the cornerstone to Kandor's development towards the leader of the Terraccois House, inevitably affording her more than enough influence to start calling the shots with him as proxy. Betrayed and crestfallen, Kandor had no other choice but to come clean to his father about the deceptions during the tournament. It wasn't that his mother had been wrong with her ideaology of what achieving victory looked like, but that she had been using it on Kandor for her own gain. His father was predictably furious, banishing Kandor without a publicly given reason. But Kandor knew the reason.

Faced with having his life's goal slip from his grasp when it had been so close, the no-longer-heir decided to wander for a while. In his travels, he continued to train in the respects his father and mother had taught him. He did not believe himself naive enough to reject their knowledge out of wrath for their actions, but rather he would learn from them so that he need not go through anything like that again. Their mistakes would not be his and he would show them that he could become better than they were. Better than he was now.

Several years later, Kandor joined the Freecaster Guild and worked as a Bluecasting specialist for various questgivers. The money was decent and it presented him with an opportunity to hone his craft, as was the incentive for many in the guild. He generally stuck to himself, not yet ready to jump back into the wide world again until he was ready. In recent times, his confidence had returned and he felt somewhat normal again. Taking this as a sign, perhaps even from the spirits as his more recent studies suggested, Kandor prepared himself for the world once again.

And this time, it was his ambitions that his plans would be achieving.



Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
0 16 0 4 0 20

attributes
Strength Agility Perception Stamina Concentration Total
2 4 5 2 7 20

Philosophy of Magic
The collection, dissemination, deception and influential application of information. Kandor follows the creed of knowledge equating to power and has based the majority of his strategies around it, including his approach to magic. To that end, magic is simply a god-given ability that functions through the mental visualisation of an intended effect - and being able to interrupt that process gives a considerable edge against one's foes.

Combat Style
This ranges from a variety of detection-type magicks, illusions, arcane communications and mental-attack spells. Kandor also dabbles in white-aligned spells, mixing in physical summons from the Spirit World with his illusions.
In combat, his goal is often to avoid harm through the use of illusory effects and his agility for as long as it takes to overwhelm the minds of his opponents with magic. It is hard to cast spells when one's mind is being attacked, so Kandor specialises in combating other mages and freecasters. It is usually when his opponents are high-speed/close-combat types that Kandor struggles.


Equipment
  • Name: Silver Dagger of House Terraccois
    Description: An ornamental dagger signifying someone belonging to the noble House of Terraccois. Kandor neglected to return his during his banishment.

  • Name: Light Gambeson
    Description: A coat of padding worn under a cloak to protect the wearer from mild blows. Enough to deflect a glancing shot without limiting mobility.

  • Name: Traveller's Pack
    Description: A canvas bag containing supplies for travelling, such as food/water, camping gear, fishing implements, rope, maps and other miscellaneous items required for adventure.

  • Name: Noble Crest
    Description: An engraved ring holding Kandor's personal crest, used for signing important documents in wax.

  • Name: Vials of Sweetthirst
    Description: An amber liquid that induces fast-acting paralysis and eventually death. It is made from the Sweetthirst flowers from the Sunrise Coast jungles and is sweet in taste and aroama.

  • Name: Pouch of Sand
    Description: A small bag filled with sand. You never know, right?


    Spells


      • Name: Instant Message
        Branch: Blue
        Description: A spell that requires the user to concentrate. For as long as they do, they are able to hold a mental dialogue with a target within 150m and share visions of the users' current view.
      • Name: Summon Minor Terrorgeists
        Branch: Blue/White
        Description: Five 1ft tall terrorgeists are summoned, semi-permeable gremlin-like spirits that may be commanded by the user. The terrorgeists cannot be damaged physically, but are susceptible to magic attacks.






Miscellaneous



Quirks


Kandor likes to pass a coin through his fingers in a practiced fashion when he is deep in thought.

Kandor tries to maintain an air of stoicism, but may sometimes embarass himself with his competitiveness.

Kandor dislikes surprises of all kind.

Mentioning his family is still a sore subject for him.

He loves reading because it calms him.

Despite not being from Chesga, Kandor is an avid fan of Chesgan spices and often trades to keep some on him for future meals.



Extra

The bag of sand was the first lesson Kandor learned about doing what it takes to win.



Themesong





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Ramona Frederic
ezgif-4-fba32b991f37.png

Personal Information

Species:
Heartlander Human

Age: 19

Personality: Calm, analytical, and always eager to learn new things, Ramona has the true heart of a researcher despite her background as a noble. She takes great pride in her passions, and has little patience for those that obstruct her efforts to learn more about the mysterious and yet-undocumented beings known as spirits. Due to her less-than-warm upbringing, she can be rather haughty and abrasive, and having been exposed to war, conflict, and the selfishness of the Morvanis nobility all her life, she has learned to keep a near-constant guard up and possesses a rather grim worldview.

As an academic (and more importantly a sheltered rich girl with little in the way of normal social contact) she's likely to be somewhat insensitive towards most people, make careless comments without thinking, or ask unintentionally rude questions simply to sate her own curiosity. Having never had anyone she could call a friend her entire life, her only close relationship has been with her mother, and as such she struggles with the idea of letting her guard down around even those she knows well.

Biography
Remilia Frederica Armona Silvanis was born to her parents Vernon and Ashe in the militaristic nation of Morvanis. As one of the wealthiest families in the nation, Remilia's father has made some of the greatest monetary contributions to the advancement of the nation's industrialization, agricultural development, and, most importantly, the strengthening of its military. He is also a cutthroat businessman with a keen eye for politics and a firm belief in the idea that wealth is the most powerful magic there is.

As the only daughter, Remilia was raised not under her mother's care, but under her father's tutelage as the heiress to her family's fortune. Even as a young child he did not spare her from the grim realities of war and conflict, and instead instructed her on how to protect herself, how to navigate conversations to always create the most favorable outcome, and how to discern the true intentions of others while keeping her own hidden. Only occasionally could she find the time to spend with her mother, during which she provided the love that Remilia had been largely starved of, and the two became quite close.

Despite being forced to study various complicated fields from the moment she could read and write, Remilia never resented her father, and instead took pride in her family name and the power it held towards not only her own nation, but its neighbors as well. That is, until a group of Freecasters successfully infiltrated her family's manor and abducted the 13-year-old in the dead of night. Having been hired by one of her father's enemies, the mages took her to a hideout in Valora and waited for the anonymous ransom message they left in her place to reach her father's eyes.

The young Remilia was terrified of her captors, who threatened to repeatedly torture her using healing magic were she to attempt to escape on her own, and instead waited patiently for the situation to be resolved. However, even as weeks passed there was no response from her father; no payment, no rescue, nothing. After two months, the word finally came; her father had no intention of being bullied into submission by a group of lower-born mage scum, and absolutely refused to pay any sort of ransom. The realization that her father had placed his pride over the life of his daughter had sent Remilia into the pits of despair.

Betrayal, abandonment, terror, all of these things wracked her body as her role as a bargaining chip had suddenly become null and void, and as such she was no longer of any use to her kidnappers. As the group made plans to send him her body parts piece by piece until he relented, Remilia shed fierce, panicked tears, struggled helplessly in her restraints, and begged for someone, anyone to save her.

Then suddenly, a great light shone from above. As everyone turned their gaze upon it, it swiftly enveloped the room, blinding both Remilia and her captors. In that moment however, the girl found her bonds coming undone seemingly on their own. Then, as if guiding her, an unseen force took hold on her hand and gently pulled her along until she managed to stumble out of the room. With the mages hot on her tail, Remilia ran as fast as her legs could carry her until she lost them in the forest surrounding their hideout. All on her lonesome, she walked until she reached the nearest city, Merryvale, and was quickly taken into the custody of the Freecasters Guild upon noticing her disheveled state.

It wasn't long until her identity was discovered, and arrangements were made to have her escorted back to her family. However, even after the perilous incident had ended in her miraculous escape and safe return, a scar had been permanently formed on Remilia's heart, as she had now been shown proof that her father did not see her as anything more than another piece in his larger political game board. And as a final cruel twist of fate, she learned upon her return that her mother had contracted a terminal illness while she was gone, and with the stress of Remilia's kidnapping wearing her down, eventually succumbed to it and passed away. Her father had not spared even a single coin towards the study and treatment of her illness, and instead relied on in-house doctors to the very end.

A funeral was held among their family's acquaintances, but her father was too busy to attend and left Remilia to speak on his behalf. As she gazed upon the withered, soulless face of the only person who'd ever loved her, Remilia could feel that a part of her had died as well, and quietly broke down in tears.

In the years that followed, Remilia had to endure even more training from her father, who acted as if the incident hadn't even happened in the first place and simply took on a new wife, birthing her a little brother not long after. But where she had at first taken pride in her last name and her role as heiress, she now held nothing but contempt and hatred for it, and for the man who cruelly sacrificed his family for it. And more than that, she had gained a new interest entirely.

Who, or what, was it that had helped her escape that time? Remilia poured over every text she could get her hands on to answer this question, until she came to the discovery of spirits and White Magic. Her interest thoroughly piqued, she spent the next six years studying all she could about these mysterious entities and the world in which they inhabited. She practiced White Magic incessantly in her free time, often staying up late at night or even forgoing sleep entirely. Eventually her studies led her to the realization that spirits were perhaps the key to bringing the world forward another evolutionary stage. Knowledge, power, wealth, technology, all of it could be brought to new, unprecedented levels if only they could understand how to better coexist with these mysterious spirits.

From that very moment, her simple hobby of interest had transformed into something more, and it had now become her wish to research these spirits in earnest in order to advance towards a world where debilitating diseases like the one that claimed her mother's life could be properly understood and cured in time, no one had to suffer from shortages in food, water, or medicine, new lands could be discovered, created, and cultivated to help stave off future population issues, and the constant power struggles that had caused her father to become such an abhorrent man could finally be put to an end.

With the path she wanted to take in clear view, Remilia would go on to make several requests to her father to be allowed to leave home and travel on her own to become a researcher of spirits. Every single time she was refused, until one day she decided to take matters into her own hands and speak the only language he understood. At nineteen years old, she approached him with not a plea, but an offer: She would leave home with the promise of returning to take over the family once she became a famous researcher, sharing her future wealth with him in his retirement and attributing the success to the Silvanis name. Until that day though, she would operate under an alias and join a Freecaster Guild for protection, and for as long as she does not return, he should consider her dead and raise her younger brother, now five, to be the heir in her place.

Of course, most of these stipulations were pure lies. She had no intention of letting him take the credit for her achievements, nor did she ever want to return to being the heiress. Once her research bore fruit, she'd use her newfound wealth to take her stepmother and stepbrother and finally break off from the Silvanis family entirely to start a new life with them. She was simply telling him what he wanted to hear, using the skills he'd taught her to protect herself from his scrutiny, navigate the conversation to create the most favorable outcome, and keep her true intentions hidden.

Perhaps his old age had dulled his perceptiveness, as with only a short while to mull over her offer he accepted with little issue. They shook on it, and a written contract was made to cement their agreement. She would be sure to burn it later.

But for now, she was free. With a hefty sum to cover her journey to Valora and other necessities, the journey of Remilia Frederica Armona Silvanis - now Ramona Frederic - had begun.


Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
0 0 0 20 0 20

Attributes
Strength Agility Perception Stamina Concentration Total
1 1 1 5 12 20

Philosophy of Magic
Ramona does not know much about magic, but she has studied White Magic extensively and concluded that spirits are sentient, intelligent beings that possess their own will and are, in many ways, vastly superior to the inhabitants of her world. As such, she never makes demands of them and instead treats them with respect and kindness, humbly asking for assistance whenever she calls upon them. Similarly, she believes that all magic should be treated with respect, as looking down on things that are beyond our full understanding is nothing more than the arrogance of mortal beings, and it often leads to tragedy.

Combat Style
Ramona's skillset is not one that seeks to defeat opponents, but instead protect, revitalize, and strengthen herself and/or other people until an opportunity to escape can be created. Still, she is not completely helpless offensively, and has a few tricks up her sleeve that can catch unawares opponents off-guard.

Equipment
  • Name: Researcher's Coat
    Description: A long, white overcoat that Ramona typically wears as part of her standard attire whenever she goes out. She only buttons it in colder weather, preferring to leave it open otherwise.
  • Name: Ramona's Bow
    Description: A wooden bow that has been slightly modified for Ramona with composite materials, providing the greatest power and draw speed while keeping its weight relatively low, allowing Ramona to carry it even for long periods without tiring. She doesn't have special arrows of any kind, and instead relies on purchasing more at whatever local shops are available when she needs more.
  • Name: Research Journal
    Description: It's as thick as a novel, but in actuality it's the research journal of a man that attempted to study spirits in the past. Ramona has already read it numerous times, but she still refers to it whenever she needs to refresh her memory. She also keeps her own, separate journal to be made into a continuation of this one.

Spells

Single Tome Spells


  • Name: Guiding Light
    Branch: White
    Description: A simple spell for navigation. The user calls upon a spirit that then takes the form of a path of light leading to their destination. Only works if the destination is within walking distance of the user.


  • Name: Healing Glow
    Branch: White
    Description: The user channels the healing magic of a spirit to emit a small light from their palm that can be passed over wounds to speed up the natural healing process and heal minor wounds. If a wound is too large or severe to be healed, the light will immediately dim and have no effect.

Two Tome Spells

  • Name: Bright Blind
    Branch: White
    Description: The spell that saved her life. By calling upon the aid of a spirit, the user creates a small sphere of light that can be moved for as long as concentration is maintained and the user is able to physically see the sphere. Light is emitted from this sphere, making it easy to draw the attention of anyone who catches a glimpse of it. At any time, the user can cause the sphere to detonate, immediately blinding and disorienting anyone looking in its direction. No sound is emitted and the effect wears off quickly, but it can be used to create crucial openings or distractions.
  • Name: Glyph: Spirit Step
    Branch: White
    Description: The user calls upon a spirit that generates a glyph beneath the user's feet that acts as a platform, allowing them to stand on any surface or even in mid-air. The platform can be used as a foothold to reach higher areas, a way to grant the user an extra mid-air jump, or simply as an elevated surface to stand on in order to stay out of harm's way.

Three Tome Spells

  • Name: White Shot Arrow
    Branch: White
    Description: With the aid of a spirit, the user draws an arrow along their bowstring, charging its arrowhead with white magic in the process. The longer the arrow is held, the more of the user's mana is used to enhance its speed, travel distance, and piercing power. This spell requires the use of a real arrow or similar-enough object, and cannot be used to conjure arrows on its own.
  • Name: Spirit Barrier
    Branch: White
    Description: The user summons a spirit that generates a transparent domed barrier around them, shielding the user and anything near enough to fit inside from attack spells of an equal or lower tome.

Four Tome Spells

  • Name: Mana Springs
    Branch: White
    Description: The user summons multiple spirits that absorb a portion of the user's mana. A fraction of that mana is kept, but the rest is then distributed to any target(s) the user wishes, refilling their mana pools should they run low. The user is able to decide how much mana goes to each target, or if it should all be distributed evenly.


  • Name: Life Springs
    Branch: White
    Description: The user summons multiple spirits that absorb a portion of the user's mana. A fraction of that mana is kept, but the rest is then converted into healing magic and distributed to themselves and/or any target(s) the user wishes, healing their wounds.


Miscellaneous

Quirks

Ramona tends to cross her arms a lot; particularly when she's feeling agitated or defensive, or simply as an idle gesture. Also, she's likely to touch her thumb to her lips when thinking carefully about or analyzing something, and bite her thumbnail when stressed or thinking under pressure.

Extra
-Despite the confidence with which she typically carries herself, Ramona is extremely lonely deep down due to having lost the only person in her life that ever cared about her. With that in mind, though she's likely to be greatly annoyed by and cold toward most people, she secretly enjoys their company and the chance to make actual friends - particularly of those around her own age.

But her attitude is likely to hamper her attempts to convey this, leading to her starkly denying any such claims and putting on airs. And no, this isn't just a really convoluted way of saying she's a tsundere, b-baka.

-As a part of her father's training, Ramona was made to practice the art of combat, mainly that of swordplay and archery. Due to her somewhat frail constitution though, she found much more proficiency in the latter, and eventually found herself becoming quite skilled with the bow. As part of her strict daily routine, she will always try to find time to practice her archery skills unless she has other business to attend to.

Theme song
 
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Shuuri Arslan
Honeyberry.full.3488850.jpg

Personal Information

Species

Brigundish Beastkin
Age
17
Personality
A feisty person who seems to be too eager to face challenges and proves herself. She won't hesitate to risk her life as her tribe believes that dying in battle is something honorable. When she feels safe and relaxed, her more playful and curious side would emerge, usually in the form of pranks and snide remarks. Despite all her problems regarding her position in her tribe, she's very proud of them and will not take insult about them well.

Biography
The Arslan clan. A fearsome beastkin tribe in Bitter Rock Sea with masterful expertise at using zweihander. Averagely 7 feet tall with their males posing intimidating mane and booming roar that make them easily distinguishable.

Those kind of images would be far away from most people's impressions of Shuuri, even though she's the daughter of the current leader. With much smaller body that doesn't even reach 5 feet, the girl had been constantly trying to keep herself up with the other members of the tribe. For each step her friends take, she takes two. This also translates well to her fighting style as she can't pick up the tribe's zweihander, she end up using two daggers as her weapon. Still, even with all the efforts she couldn't stop rumours from going around, that she's the bastard kid of the leader with someone else, or that she's not even related at all with the tribe and was abandoned on the street by her original parents.

At one point during an argument, one of her older sibling snapped and accidentally said something that implied she's indeed not from the tribe. It left her speechless, she could take it if it came from someone else's mouth, but this was her own brother. Consumed by anger and sadness, Shuuri packed her belonging and departed to wherever the next ship carries her. She intends to get an achievement so great that no one would be able to deny her in the tribe.

Combat Information

Affinities

Red Blu Grn Wht Blc Total
13 0 6 1 0 20

attributes
Str Agi Per Stm Con Total
2 7 4 3 4 20

Philosophy of Magic
Shuuri has the same view on magic as other members of Arslan clan. Magic is the movement of one's body, the breathe going in and out, the blood flowing through the vessels. Magic is life, life is magic. This leads her to treats magic as not much different than martial arts.

Combat Style
Shuuri fighting capability lies in her nimble close quarter combat with her two daggers, allowing her to delivers numerous blows at short amount of time while acrobating around the enemy.

Equipment

  • Name: Throwing knifes
    Description: Regular disposable small knifes with sharp points
  • Name: twin daggers
    Description: two identical daggers made specifically for Shuuri
  • Name: leather cloak
    Description: brown leather cloak. Provides a bit of protection and keep her warm

Spells

(Point: 20. Used: 18)
Single Tome Spells

  • Name: Numbing spit
    Branch: red
    Description: Spit charged saliva that will briefly shock the target


  • Name: Light Snack
    Branch: white
    Description: conjure a floating sphere made of light. It is a treat for most spirits and can attracts them


  • Name: ignite
    Branch: red
    Description: conjure a small fire at the fingertip. Useful to start a campfire.


Two Tome Spells

  • Name: Contact Blast
    Branch: red
    Description: create a small explosion of pure energy at melee range that can be used to push things or self away
  • Name: Prey mark
    Branch: green
    Description: Mark a target with direct contact. Up to one hour, the user can clearly feel the presence of said target over long distance. The duration of this spell can be prolonged by consuming body parts of the target (blood, flesh, hair, etc)
  • Name: jolt
    Branch: red/green
    Description: provides a brief but significant movement boost to a particular part of the body. Allowing sudden change of direction and quicker feint. Repeatedly using this spell on the same body part would strain said part however.​


Three Tome Spells

  • Name: shocking steel
    Branch: red
    Description: imbues weapons with lightning energy, enabling her attacks to also delivers stunning arc of lightning. The lightning might strikes nearby enemies


  • Name: Roaring thunder
    Branch: red
    Description: Shoot destructive lightning from the mouth in a cone-shaped area in front of her
  • Name: Dancing arc
    Branch: red
    Description: let out an electric current that will bounce between nearby metallic materials. Stunning people who got caught between the route.


Four Tome Spells

  • Name:
    Branch:
    Description:


  • Name:
    Branch:
    Description:


Miscellaneous

Quirks

Shuuri never introduced herself with her surname.
Likes to eat all kind of fish, especially leviathan
Has four ears
Likes to sleep in tight spaces

Extra

Themesong


 
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Pi Hyo-ri
a9a041d0e22c52031ef381f522fd4004.jpg


Personal Information

Species

Ryuuko Beastkin
Age
20
Appearance
Stands 5'11" with a lax posture and heavy step. A defined physique is usually concealed by black gloves and leggings beneath caster's robes. Not depicted is a bushy, black rooted and orange furred tail tailored to be free behind her, as well as the twin pricks of black fox ears peaking her head. Her face is no mystery. Common amber eyes, dark hair, and sharp features found amongst the Ryuuko clansmen. A grin rests easy on her.
Personality
Free to the winds as petals in flight. About as subtle as stone crashing into a puddle. Pi is a an eager fox let loose from the chains of her dynastic birthright. It is only just recently that the path crossed could be so flippantly chosen and lead to yet more unseen oddities! The behavior rewards itself near immediately, and immediacy is key to those who live in the present as Pi does. This at times reckless curiosity for the world is not academic. It is of a simple sort, and pure as the preserving of honor in martial contest her clan's traditions have upheld for generations.
Biography
Being the youngest of nine in the Dragon Empire was... okay, actually. One would expect a harsh life of backstabbery and fierce economic/political competition, but it helps to be of an established clan sitting atop all that mess. Clan Pi isn't the most high caste among the Ryuuko, but being Ryuuko was a yawning abyss between being a shadow elf much, much of the time. Mostly for all the land and taxes owned. Those usually help. The region clan Pi lorded over paid for a life of dutiful training for Hyo-ri. First as a lady rife with missteps, many failed tutors, and frustrations for all. Then at the assertations of her mother, a caster, her childish ways far from refined before moving on to the wonders of magic. Her sisters stopped at Green and Blue cantrips of pedigree and ritual, both of which Hyo-ri lacked the tact and grace. Most definitely the patience. No, Hyo-ri continued further beyond anyone's wishes into somehow creating a haphazard wind-sail she rode across the province during a strong gale. Which lent toward the warrior schools of Black and Red. Some progress was better than no progress seen for so long across her childhood, and there was a relenting from her father to be allowed to dawn armor and be taught as much control as possible before it was too late.

The lessons of tea-rituals, poetry, and tedious daegeum recital were tolerated in exchange for fitness training, endurance tests, and familiarization with various weaponry used since the taking of the Shadow Empire. Magic theory, history, application and craft were beat into her. None of it really sank in as much as applying it herself, in her own manner and means. This usually came in the form of whatever stunt she could come up with that day. By her courting years the entire locale knew the flying fox who kite-sailed the skies routinely on the windiest of days. This taste of freedom casting gave her was what had her grasp some amount of the discipline and pride to be Ryuuko at the tail end of her training.

Still, there were still no clans meeting she'd ever been fully awake or attentive to. No calligraphy tutorship not straying into sketching of birds and clouds at the edges of her parchment. So what a great relief it was that on her 18th spring, the tradition of the Seeking was upheld even for her. Hyo-ri was deemed worthy of upholding the standards of the clan on her journey to other lands as both educational, and spiritual ending with the pilgrimage to the homeland archipelago. At its end, she should return a mind and soul full with wisdom to aid the Empire. There would be no retainers. No aid. It took every ounce of patience for the youth not to burst with joy at the sound of "no aid", and she still shook anyway to the surprise of no one present of the ceremony.

A year passed like it were day. By all manner of travel, Pi ventured into all sorts of trouble. Beasts she'd never seen, peoples she knew only cursory stereotypes for, cultures ever enticing pulled her along the Sunrise Coast, across (and well lost) into the Great Greens, and the Golden Islands for a stint leading to a great misunderstanding with law enforcement, before coming to linger in the Heartlands. It proved to be far easier to let the culture come to her in this well mixed melting pot, than go seeking the culture. With it all came a bounty of magical insights. Stalled out on her journey and disownment looming over her, she sees it fit to prolong her voyage even further by way of the Goldfire Company. Mostly, because she can't think of anything more enthralling that day, that hour even. A close second was her purse growing light over these two years and change, the lack of taxes palpable so far away from home. Those usually help.

Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
11 0 1 0 8 20

attributes
Strength Agility Perception Stamina Concentration Total
9 3 1 5 2 20

Philosophy of Magic
The teachings are that Magic is a weapon to be honed. A martial art to be mastered for the open battlefields and or artful contest. Pi is not so sure. There's more she can't quite describe when aloft in its embrace.
Combat Style
Beat anything that needs to be with a stick. The biggest stick one can muster. Make the stick bigger, if one must. There might be a another way about matters, like asking politely or owing a vowed favor to be respected at a later date. But usually the stick works. If not that, then something can be made on the fly.
Equipment

  • Name: Kanabō
    Description: A studded iron warclub. Hefty, wielded with two hands. An orange-furred white-tipped tassel is looped the handle's end.
  • Name: Bag O' Sparklies
    Description: A personal collection of various shiny stones, pebbles, shard slivers and gems found across her journeys and forged friendships.
  • Name: Gold-leaf Bracers
    Description: The steel concealed is heavy, but thorough training has Pi wielding them with ease.
  • Name: Ryuuko Caster Robes
    Description: Light robes tied taut about the waist. Complete with white mask and warding fur of the warrior's mother Ryuuko.

Spells


Single Tome Spells


  • Name: Dispense Filth
    Branch: Green/Black
    Description: Caster shakes off all dirt, grime, and dust collected on their clothes, fur, and skin. A fashionable tool for all ladies' kits. This works with liquids like blood, tactile poisons and oils as well.


  • Name: Updraft
    Branch: Red/Black
    Description: Caster winks up a cursory skyward wind anywhere in a few pace's reach. The air is made dense enough to deflect projectiles or cause mischief in equal measure. Can be cast upon surprise by the mental panicked commands "Ah!" or "Wa-oh-shi-!".


  • Name: Enlarge
    Branch: Green/Black
    Description: Caster smacks a chosen implement upon a solid surface to invigorate the mana throughout in a crude casting. The target enlarges by half its size for a time.

  • Name: Invigorate
    Branch: Green
    Description: Caster gives a hearty slap to the target. They regain some breathe, stamina replenishing.


Two Tome Spells

  • Name: Rip the Air
    Branch: Red
    Description: Caster swings an implement to decide the direction where a wide arced force scythes through the air. The knockback is staggering.


  • Name: Lesser Black-Steel Coat
    Branch: Black
    Description: A Pi clan signature. Caster whips a target limb where skin and fur will be coated in a black metallic coat. This increases durability and weight. Fire retardant. Flecks off with damage or within the minute.



  • Name: Quake
    Branch: Red
    Description: Caster whacks the ground with a mighty blow, transferring aggressive mana in a concentrated radius. Taking a step within the stunning quake is difficult to not immediately trip, the unprepared easily knocked on their arse.


Three Tome Spells

  • Name: Stormring
    Branch: Red
    Description: Caster throws their mana to the sky to bend its path. A five story twister descends in a wicked circle around the caster and the target up to a certain diameter limit. The windspeeds violently toss away all that try to puncture it, and suck up the loose and lightweight. Disperses after ten minutes, or the Caster is incapacitated.


  • Name: Zealous Sail
    Branch: Red
    Description: Caster focuses mana above to form an ephemeral sail with tethers that wrap where targeted within a few paces. This sail immediately propels of its own mana-burn in a wild fashion. Riding takes skill and quite a bit of muscle to stay on course. Top speeds become unwieldy very quickly, and altitude is limited.


  • Name:
    Branch:
    Description:


Four Tome Spells

  • Name:
    Branch:
    Description:


  • Name:
    Branch:
    Description:


Miscellaneous

Quirks

Distracted easily.
Too curious, at times.
Loathes dogs.
Extra
Has one pair of ears.
Themesong
 
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Juhani Kur-Gruhak


Personal Information

Species
Shalladar Orc

Age 19

Personality

Juhani is a restless soul, a wanderer in body and mind who is always seeking new horizons, new connections and new experiences. Juhani is very open minded, seeing some kind of beauty or value in almost everyone and everything she encounters, but she tends not to form very deep bonds with places or people, she is a dabbler and novice in hundreds of skills and disciplines but will probably never master anything in her entire life and no one thing or person will ever succeed in fully capturing her attention and affection.

Despite her flightiness, or possibly because of it Juhani shows little compunction in helping the oppressed or imprisoned, even at great risk or trouble to herself. Meddling in other people's affairs is often as amusing to Juhani as following her own whims and sometimes moreso. Why this is Juhani herself would struggle to tell you herself as she is not overly inclined to introspection. Perhaps people are simply more amusing to her when they are happy and free to follow their own dreams. Perhaps Juhani simply found her own suffering so intolerable she still feels a need to strike back at it wherever she finds.
Biography

Juhani was born to a pair of travelling, orcish merchants who were based originally in Chesga, her early childhood was a string of long, caravan journeys to and from important trade centres all over the Heartlands and the Sunset Coast. Juhani loved travelling like this, she loved meeting new people and seeing new sites and trying new food but her parents eventually began to dream of a more settled lifestyle. One or two nasty run ins with bandits finally convinced Juhani's father it was time to put down roots and the canny merchant invested his savings in a storefront in the Morvanisian capital of Strommheil, where he expected demand for his goods to be the highest. For a time the business was successful, Juhani's parents were hardworking and experienced and were able to turn a tidy profit most weeks, but not everyone welcomed them to their new home. A small faction of already established business owners didn't like the idea of non humans in their capital, especially ones who were too successful. When Juhani's father applied for a loan to expand his store these bitter business rivals struck.

Suddenly the stored was being robbed or vandalized every other week, guardsmen were bribed not to investigate these matters and previously reliable suppliers suddenly refused to deliver, or handed over shoddy goods or half filled orders. Juhani's father fought back by hiring Freecasters from a local guild to investigate and guard his storefront. The freecasters were able turn things around for a time and even taught Juhani some basic magic, but this only aggravated the conspirators, who hired less reputable Freecasters to launch an all out assault on the store. The building was set on fire and a desperate battle between the two groups of Freecasters erupted. During the chaos and destruction Juhani and her parents were trapped by falling debris, but they managed to push Juhani out a window into the hands of one of the Freecasters before they were taken by the flames.

Juhani stayed with the Freecasters for sometime, recovering, learning magic and grieving. Eventually though Juhani became restless, the open road seemed to call to her and she decided to remember her parents by reliving their carefree days of travel and adventure from her youth. From that point Juhani became a nomad, alone this time, bouncing from town to town and plying her magic in exchange for modest wages or sometimes just a hot meal and a place to sleep. Eventually Juhani's aimless travels took her to Merryvale aroudn the same time a new freecaster guild happened to be recruiting members....


Combat Information

Affinities
Red Magic Blue Magic Green Magic White Magic Black Magic Total
4 4 4 4 4 20

attributes
Strength Agility Perception Stamina Concentration Total
4 4 4 4 4 20

Philosophy of Magic

Magic is fun! For a lover of novelty magic is the perfect discipline, an unending font of surprises and new experiences, every new corner of magic that is revealed to Juhani immediately captures her attention, but just as quickly she stumbles upon an even newer area of study and moves on. As a result Juhani is jack of all trades and certainly a master of none, with a wide pool of basic spells that makes her versatile but not very powerful.

Combat Style
Random Bullshit go! Not naturally inclined towards fighting, when forced to defend herself or other Juhani uses her wide repertoire of spells to keep her opponents confused and off balance. Few of Juhani's spells do direct damage so she often has to improvise and devise combos on the fly to be truly effective or rely on the support of more direct allies.


Equipment[/B]

  • Name: staff
    Description: A sturdy, well made staff of hard wood. Most often used as a walking aid but it seves admirably as a blunt weapon as well.

  • Name: chesgan curry powder
    Description: A small, silk, pullstring bag filled with a potent mix of powdered spices. Primarily used to add flavor to the otherwise plain fare available while traveling, Chesgan curry powder can also serve as a makeshift weapon: by scattering the powder in an opponent's face you can temporarily blind them with the burning powder.

  • Name: Travel pack
    Description: A simple pack containing the basics needed for travel: A sleeping bag; a cooking pan; a coil of rope; a survival knife and a canteen

Spells


Single Tome Spells


  • Name: Zap
    Branch: Red
    Description: The user generates a small amount of electricity in their hand, discharging it by tough to cause a painful, jolting touch but no serious damage.

  • Name: Snap
    Branch: Red
    Description: The user snaps their fingers, producing a loud snapping noise. The sound is loud enough to be painful if performed right next to someone's ear but is otherwise little more than a distraction

  • Name: Flash
    Branch: Red
    Description: The user releases a flash of bright light from their hand, in low light conditions or when used at very close range it can be temporarily blinding.

  • Name: Yoink
    Branch: red
    Description: the user generates kinetic energy to pull a small object to their hand from a distance, the range is limited to 25 metres and while the object moves fairly quickly it can be intercepted and held onto by a quick witted enemy.

  • Name: Owl sight
    Branch: Blue
    Description: The user enhances their eyes ability to absorb light, making their sight better in low light conditions like night or a cave, at the cost of increasing their sensitivity to sudden, bright lights.

  • Name: Knock
    Branch: Blue
    Description: The user creates an illusory knocking sound that originates from a point some distance from the caster that they designate, often used as a distraction by someone trying to pass by a guard.

  • Name: Lookyloo
    Branch: Blue
    Description: The user places their hand on a surface, leaving behind a glowing, blue handprint. For the next hour, the caster may place a hand over one eye to see through the handprint they left behind as if looking through a peephole. After one hour the spell dissipates.

  • Name: Mirage
    Branch: Blue
    Description: The user creates a two dimensional illusion, covering a maximum of two metres by two metres. The illusion can show anything the caster can imagine, but it becomes drastically less convincing if viewed closeup, or from the wrong angle. The reverse side appears as a flat, grey cloud or mist, though the user can see through it. The illusion can last up to five minutes, but can only play a looping twenty seconds of movement.

  • Name: Nourish
    Branch: Green
    Description: The user feeds mana into a single plant, accelerating its growth. The larger and longer lived the plant the less it will be effected by the spell, with the best results showing in small shrubs or bushes.

  • Name: Chomp
    Branch: Green
    Description: The user hardens and sharpens their teeth, allowing them to function as an effective and surprising weapon, though not more so than an ordinary sword or dagger.

  • Name: Yeetle
    Branch: Green
    Description: The user creates a simple living a creature, a fist sized beetle. The beetle instinctively curls up into a ball that can be thrown at enemies. After being thrown the beetle unfurls itself and attempts to cling to the opponent it was aimed at, biting their flesh with sharp, painful pincers.

  • Name: Flex
    Branch: Green
    Description: The user energizes the muscles in a single limb or body part, providing a modest increase in strength for one action.

  • Name: Summon Impling
    Branch: White
    Description: The user summons a minor sprit known as an impling, squat little demon the size of a guinea pig or so. The impling is bound to follow the casters instructions for an hour and is smart enough to speak and interact with intelligent beings or carry out multi step plans. The impling is only as strong and mobile as its small form would suggest however and is a coward, it wont sacrifice itself to complete its instructions though it will take risks.

  • Name: Spiritgift
    Branch: White
    Description: A spell that functions as a ritualized method to offer a spirit a portion of the casters mana as a gift. The main purpose of this spell is to show respect to a spirit and get off on the right foot with them, it is by no means a charming magical effect, merely a courtesy that may grease the wheels of diplomacy somewhat.

  • Name: Summon lesser slime
    Branch: White
    Description: The user summons a magical slime, an alchemical creature that resembles a head sized ball of elastic goo. Slimes are extremely bouncy and can reform if splattered or cut. By compressing itself the slime can launch itself aggressively at people to body slam them, dealing extremely modest blunt damage. Slimes are also sticky and can exert some level of grip through compression so they can hold things in place fairly effectively, though not enough to restrain someone.

  • Name: Sprite-B-Gone
    Branch: White
    Description: The user charges up mana in the palm of their hand, allowing them to overwhelm and banish very minor spirits, of the sort that might be summoned by a one tome spell and no greater, with a mere touch.

  • Name: Smokescreen
    Branch: Black
    Description: The user issues a jet of thick, black smoke from their hand, quickly forming a sizable smokescreen which can obfuscate the area around the caster. THe smoke has no particularly harmful or magical properties.

  • Name: Harden
    Branch: Black
    Description: This spell can be temporarily used to make an object modestly heavier and more durable for about a minute.

  • Name: Slick
    Branch: Black
    Description: The user creates a pool of black, oily liquid that is extremely slippery. The liquid produced is not flammable or otherwise dangerous in any way, though it does taste bad.

  • Name: Griptape
    Branch: Black
    Description: THe user secretes a gel like substance on the palm of their hands that can be made sticky or non stick as the user wishes, making this spell useful for holding onto things or climbing

Two Tome Spells

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Miscellaneous

Quirks

Like many Chesgans, Juhani has a deep and abiding love for extremely spicy food, adding curry powder to all kinds of dishes that don't really need it. She has a habit of absentmindedly "sharing" her powder with people eating alongside her so mind your food around her.

Despite not really caring all that much for money, Juhani is an inveterate haggler and can't help trying to barter down the price of anything she buys.

Extra
Juhani files down her enlarged, orcish lower canines to make them more manageable, a practice that is common among orcs who dwell among other races in the Heartlands but sometimes frowned upon in the traditional Orcish homelands.

Themesong



 
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Ezra Lunaris
626708FE-D964-48EA-86D2-CBB938F1A5CF.png
ATTACH]


Personal Information

Species

Human
Age
19
Personality
At first glance he seems to be a calm and collected person, but it is just a cover to hide his more snarky and sarcastic side of his. He usually likes to taunt people but nothing too harmful. He is a caring person to those that are close but if you just met him he’ll come off as an asshole. The reason why he does this is because he thinks that the old mage is the only one who understands him. He is naturally curious about the world around him and will instantly be fascinated by new things. If you form a strong bond with him he’ll start to open up and show his soft side.
Biography
Ezra was an orphan until he was taken in by an old mage simply named Lunaris. The old mage was kind, feeding him, giving him a room, and clothes. As Ezra grew up, the old mage decided to teach him about magic. As years go by, Ezra became more and more efficient with magic. The old mage being somewhat impressed by his growth. Then one day, the old mage is stricken with an unknown illness. Ezra tried and tried to heal him with all the healing spells he knew, but to no avail. The old mage’s condition was getting worse. Ezra decided ventured off to find a way to heal his mentor from this unknown illness.

He has never been outside his home in Heartland, so this was a new experience for him. During his travels he wrote in a journal about his observations of the surrounding landscape, fascinated by by its beauty. He gathered different healing herbs and studied more healing techniques to make a potion that would cure the old mage of his illness. Unfortunately when he came back home, the old mage was already dead. Ezra fell to his knees. He was on the verge of tears until he noticed a box under the bed where the old mage was laying. Ezra pulls the box from under the bed, there was a note on it. The note said “Dear Ezra, my time on this earth is nearing its end. But within that limited time I have made a gift for you. I hope you appreciate it as I leave this plane of existence. With this gift, I’ll always be with you. Happy birthday Ezra. Sincerely, Lunaris” Ezra wiped the tears from face and opened the box. Inside the box was a cloak (see faceclaim). Ever since that day, he never part ways with the cloak. Eventually Ezra adopted the old mage’s name in his honor. Ezra decided to become a freecaster so he can be like his mentor

Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
6 4 6 2 2 20

attributes
Strength Agility Perception Stamina Concentration Total
4 5 4 3 4 20

Philosophy of Magic
Magic is like a sword and a shield. It can be use to attack or defend. Too much of one or the other will cause imbalance
Combat Style
Ezra is mostly a long range fighter, using long range spells to try and widen the gap between his opponents. If they get too close he’ll hunker down and use more defensive spells
Equipment

  • Name: Journal
    Description:
    Just a journal he writes in. Nothing too special. What he writes in it is a secret
  • Name: Satchel
    Description:
    A satchel that carries his journal and other stuff that he might find.
[*]Name: Telescope
Description:Just a telescope to see stuff
Spells


Single Tome Spells


  • Name: Magic Disks
    Branch:
    Red
    Description:
    Circular magic circles that are used as projectiles. The element of these circles can switch between two elements (Fire, Lighting)

  • Name: Stalagmites
    Branch: Black
    Description:
    Ezra manipulates the ground to make a trail of stalagmites

  • Name: Mystic powder
    Branch: Blue
    Description:
    Ezra blows magic dust in his opponent eyes, making them hallucinate by either blinding them or twisting their vision


Two Tome Spells

  • Name: Prayer
    Branch: Green
    Description:
    Ezra utilizes nature around him to moderately heal someone

  • Name: Lightning Bullets
    Branch: Red
    Description:
    Ezra shoots lightning bullets from the palm of his hand that can home in on enemies


Three Tome Spells

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Four Tome Spells

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Miscellaneous

Quirks

He writes down anything new he comes across in his Journal. He HATES when his cloak gets dirty
Extra

Themesong


 
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Jade Evergarden
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Personal Information

Species

Human

Age
19

Personality
Jade is a very headstrong and passionate woman. She views it as part of her responsibility to ensure the well being of others. She has a deep love of life often manifested in her excessive green thumb finding beauty in nature and the world. She tends to always be thinking of new ways she can harness plant life or come up with ways of treating others not only for the good it could do but for a sense of fulfillment in creating something new. She is very willing to socialize not holding back in speaking to someone if she has it set in her mind she should do so. She is quite confident in herself not one to dissuade compliments on her beauty, though she isn't so absorbed in herself to snap back if someone were to call her ugly though expect a pout and a remark back about being rude.

Jade is very ambitious, seeking to make a name for herself in being a talented mage treating others through much of her own means. She can be rather self-righteous at times, in cases being a bit unfair to others in how she might berate them for something that might not of been their fault. Her obsession with her plants can go a bit out of control at times, leading to experimentation that can have... detrimental effects on others as it sometimes escapes from the greenhouse. She can be incredibly stubborn to a fault, not knowing when to back down. She is known to hold grudges against people to the point of having long gotten past an issue simply holding out of her own stubbornness from talking or making up to the person unless she gets nudged to do so. She will often shirk off many of her own small mistakes on something else.

In cases where she fails to help someone, she often feels a great sense of guilt. She will often sulk away into nature or should she have one her own greenhouse to try and contemplate to herself while taking care of her plants. Due to her dark past she feels in part the fact she was spared such a cruel fate unlike many others that she owes her own life dedicated to the pursuit of saving the lives, something ultimately her experiments at least to some degree are fueled in aiding in such a cause. While she is one to often think things through, she can be provoked to act much more brashly often by those threatening to cause harm to others or through a situation she views she is capable of helping with even if she might be told to otherwise back down from.

Biography
Jade was born the child in a somewhat unusual family. Her father was Adam Evergarden a mage who had elected to use his talents in order to sell various magical items. He often traveled around in order to sell many of his unique wares often going out for a week at a time to attempt to both peddle his wares as well as coming back with new items or ideas of things to sell in his shop. Her mother was Eve Petaller a herbalist growing and maintaining various plants. While her mother grew many plants for the sake of consumption, she also dabbled in the business of growing many various plants for medical purposes used to treat various ailments.

Her father viewed her as so beautiful trying to woo her right there on the spot. He failed horribly and promised he would one day draw her attention. As he went away on his trips to both sell and come back with new wares he would also bring back some unique item he thought might draw her mother's attention. It had always failed each time with her mother turning the cold shoulder despite finding some amusement in it. One day he returned from the trip empty handed leaving the gift accidentally back at the other town. Not wanting to come there empty handed he had plucked some rather beautiful flowers from a nearby field and gave it to her. She yelled at him for being so careless ripping the flowers out... though it still was a gesture she found endearing. It was nearly four years later and many dates that the two ended up getting married and having Jade.

During her early childhood Jade has fond memories of wandering in one of her mother's greenhouse seeing the various types of plants and flowers blossoming. She always felt as if she had entered some strange alien world every time she entered it taking a great deal of joy going in. She can recall a few times she was scolded for being careless in there by her mother that caused her to quickly learn to be careful as to not hurt the plants. Her father, on the other hand, seemed to always get yelled at and chased out of the garden every time he attempted to bring in some new crazy contraption he found on his trip to help her mother with her gardening. Even at a early age Jade had found a fascination with nature due to her mother spending time studying up on the various plants and learning about it with her mother more then willing to teach her little by little.

At the age of nine Jade had gone with her parents on a trip traveling through Sunrise Coast. It wasn't uncommon for her family to go out together on a trip together at least once a year in order for her father to do his business while giving her mother a chance to visit new places to see the various plant life and attempt to bring back any interesting specimens she might be able to find. The trip itself wasn't anywhere near dangerous traveling through what was considered a generally safe area Unfortunately for them that wasn't the case. They were attacked and all taken by a strange group of mostly Dark Elves. It was at the hideout that she last saw her parents never to see them again not knowing of their fate as she was taken to be kept with many other young children the group had.

What ensued was what Jade would consider a 'living hell'. She could still recall the screams of pain both distant as well as from the other children. Each day it seemed more and more of the kids would vanish with a few new ones unfortunate enough to join them coming in. The few that came back after being away seemed... different... many not acting the same or being in pain. One day Jade herself became one of those kids being taken in and experimented on only barely remembering it herself the memory to horrible to recall. She could only remember returning to the cell trembling and aching from the horrible experiment they did on her... and she was one of the few lucky ones. It was at that point even as a young child she had pretty much given up not even being able to cry anymore just wishing she would just vanish like the others being one of the very few left. That was when rescue finally came.

A group of Free casters infiltrated the place as a full fledged battle ensued. Eventually Jade and the four other children with her were found and taken out by a kind mage who had come to protect them and help take them out as some of the fighting continued. At the end of the day the guildhad managed to beat the captors ending their operation with many fleeing away in the process with others captured. What had been a dark looming through of an oncoming doom was finally put to rest. Unfortunately as the remaining captives were freed her parents were nowhere to be seen. Whether they still lived or had perished... it was a question Jade would never learn of only able to assume the worst.

Jade and the other children were taken back to civilization where they attempted to find any family or relatives which might be able to take the children in. While three of the children were able to find family, two including Jade were left without any known family to return to. Rather then leave the two at the orphanage, one of the free casters Daniel Gaetz elected to take the two in. Both Jade and the other child named Luke lived under the older man's care. Being part of a free caster group that saved them, the two would often spend time around the people who had saved them being taught various things or being left in the care of some of their fellow members when Daniel went out on a job.

At the age of twelve Jade was already learning a lot beyond what a child of her age would normally cover. She had a great deal of ambition wanting to become a renown Mage able to help those in need and to do it in her own way. She had taken a great deal of inspiration from her mother taking the knowledge of plants she had and expanding on it learning how to use magic revolving around it to only further accelerate her work. It was only a year later what had been an abandoned shed had been turned into a thriving greenhouse... one that did a rather poor job of containing all the plant life she attempted to cultivate inside it. She began to apply her knowledge of plants with that of medicine coming up with at that time more basic though relatively effective ways of using her plants in order to help heal others.

As the years passed Jade had only managed to much further progress her studies becoming much more adapt at her special style of healing magic. Much of her tragic childhood was long suppressed as she had shown herself to be very confident once more in herself developing a small bit of an ego about herself. The free casters she had lived with while still around had diminished in size over the years. With many now older and seeking to retire from the more dangerous life, it wasn't quite the promising place she had once saw to do good for the world and gain any form of renown.

Set out alone in the world at the age of eighteen, Jade began first by attempting to make a name and money (mostly money), treating those in need. It provided her the basic needs to survive though it wasn't nearly enough to live in luxury. Having a greenhouse of her own and the like was much more expensive for some freelance healer to get anywhere near enough to prosper on. It was pretty clear early on trying to be a solo mercenary wouldn't be enough, She sought to find an up and coming guild, one that she could help build up and as such entangle her own name within it.

Combat Information

Affinities

Red Magic Blue Magic Green Magic White Magic Black Magic Total
0 0 20 0 0 20

attributes
Strength Agility Perception Stamina Concentration Total
1 1 2 2 14 20

Philosophy of Magic
Jade has a strong connection with nature holding a deep seeded connection to Green Magic viewing it ultimately as the best form of magic to funnel her efforts into and providing the most capabilities for being able to treat the injured and respect the world around her. In particular plants tend to serve as her main vassal to project her green magic on preferring to create her own brand of magic through it.

Combat Style
Being fixated on treating the injured, Jade's combat style focuses primarily on being defensive, protecting herself and those around her from being harmed. She will develop a defensive position for herself and using her plant magic only further push to create a strong and stronger advantage while aiming to create more advantages of which she might be able to use to exploit her opponent in order to try and take them out before more harm can be caused.

Equipment

Name: Seed Satchel
A satchel designed specifically for the sake of storing seeds. Inside stores a large assortment of seeds beyond what the pouch might appear it could hold. The pouch itself was custom made specifically for Jade not only to look fashionable, but also to better fit her own style of organization. She has it organized in a way to help her mostly effortlessly pick out most seeds she might need on demand. Someone else using the satchel will likely find her method of organizing a bit more 'confusing' figuring out which seed is which due to her unique labeling system.


Spells
Single Tome

Name: Completed Cycle
Branch: Green
Description: Jade uses her magic to fast forward the life cycle of a plant, causing it to push ahead to the point of being able to create seeds of which she extracts and collects to hold in her pouch for later. The plant's cycle can be pushed from there to it's end, causing the magic infused plant to wither and turn into dirt.

Name: Nourish
Branch: Green
Description: The user feeds mana into a single plant, accelerating its growth. The larger and longer lived the plant the less it will be effected by the spell, with the best results showing in small shrubs or bushes.

Name: Magic Soil
Branch: Green
Description: The caster uses their mana in order to create 'ground' through the use of magic at a location, enhancing the soil in order for a plant to be able to grow or in cases of a location unable to suit plantlife at all allowing to to grow on top of the group. Plants within the magic soil itself only are able to sustain themselves as long as the magic is in place. In the case of areas in which the spell helps fertilize the seed, the plant is capable of remaining there to grow though lacking the proper nutrition can cause the plant to eventually whither and die.

Name: Aloes Sigillum
Branch: Green
Description: A green substance created from a type of plant infused with magic. Upon application to a wound the aloe is able to help numb the pain and seal a light wound allowing the body a chance to heal. It is able to be given to others as a treatment rather then needing the caster to directly handle it after creation and can last roughly a day before expiring. Once applied the aloe eventually hardens remaining somewhat sticky though it can be washed away with some soap and water.
Two Tome

Name: Vita Signum
Branch: Green
Description: A small blue flower that can be attached to a target and grows using a very faint trace amount of the attached target's Mana in order to sustain it. So long as the plant is alive and sustained by the Mana, the caster is able to know they are alright as well as the general direction of which the target and a vague understanding of distance. Should the target run out of Mana completely, or fall unconscious the flower will wither and die. After a day, the flower itself will naturally die off.

Name: Somnoletus Pollinis
Branch: Green
Description: The user creates a giant plant pod that points in a general direction before opening up releasing a stream of spores visible in the air. Those caught within the spore cloud are inflicted, becoming drowsy and sluggish. Those particularly exhausted or weak can be subjected to fall asleep from the spores. The effects of the spore can vary in length depending on the exposure. Those who fall asleep from the spores can typically be roused with enough jostling or shaking though will remain sluggish or drowsy for some time after.
Three Tome

Name: Depello Fel
Branch: Green
Description: The user creates a parasitic flower that attaches to the body primarily targetting the area in which a poison or toxin is first placed in. The plant grows onto the body creating a bulb like flower that as it draws in the poison grows in size targetting specifically the toxin attempting to draw it out. Upon completetion the flower blooms taking on the color related to the type of toxin before eventually falling off the person leaving minimal wounds behind.

While the plant is able to absorb various poisons or toxins, there is a limit to what it might be able to treat. Early application of the spell is better before the effects of the ailment has spread to far through the individual's body. Treating someone of which the toxins has spread through the body for too long while can aid in the condition, is less likely to be fully effective and take a greater amount of time to help treat. Particularly potent toxins or magic infused effects can beyond the plants ability to heal altogether.
Four Tome

Name: Anguis Vinea
Branch: Green
Description: Jade creates thick vines that sprout out from a single point able to bend and twist around and grow almost snake like in their ability to change direction or move. The vines themselves are able to grow out and able to seep into the ground to create more points of which more vines are able to snake their way out like heads on a hydra. The vines themselves are quick growing and stury allowing them to be used to grapple foes or to simple lash or strike at them. They can be used as well defensively creating thick walls of vines inhibiting the movement of an enemy or to intercept their attacks. The vines themselves are specially grown by Jade, being quite resistant to things such as intense heat or other normally detrimental effects to plants.

Name: Percuro Musci
Branch: Green
Description: A specially grown moss developed by Jade. The moss itself is able to bind to wounds, creating a moss growth over it acting to seal the wound. The spores within cause a reaction in the body accelerating the healing of the body causing the wound to heal up at a greatly accelerated rate using both the caster's Mana as well as possibly a small portion of the target's Mana to to repair the damage. Upon being fully healed the moss itself will fall off from the wound with no sign of scarring.



Miscellaneous

Quirks

Jade prefers to spend much of her time outdoors or around her plants if she is capable of doing so when she needs time to unwind or just think.

She has a habit of mumbling to herself when she thinks she is alone.


Extra
jade tends to also carry various manuals about various plant and wildlife of the various locations she might travel to. She also has a small medical journal of which she uses as a reference to various maladies that might be encountered to best treat it. Likewise she carries various standard first aid treatment such as wraps and bandages and basic medical supplies as a backup source should her plant based remedies be insufficient or should she lack the mana to properly utilize her magic for it.

Themesong

(TBD)​
 
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