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Fantasy Guardians of Tyr | Characters

Trompe lOeil

let's go
Basic Character Template:
Feel free to add more categories!
Also, if you dislike using character sheets, let me know! We can probably work something out.

Picture: (pre/ and /post ritual if you like)

Name:

Age:

Build:

Appearance:

Scars/Ticks/Noticeable Traits:

Personality:

Likes/Dislikes:

Weapon(s): (pre-ritual)

Magic: (post-ritual) General abilities, scope of control, and any difficulties or drawbacks.

Signature abilities: 2 or 3 elemental powers specific to your character.

Bio:

Extras: Quotes, details, or info that doesn’t fit in the other boxes.
 
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Janissa Almira



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~ Basics ~

Name
Queen Janissa Almira

Age
21

Build
Tall and slender

Appearance
Janissa looks like both of her parents, with her father's stern mouth and her mother's almond eyes. She has very long, dark hair which she usually pulls back, either half up or braided down her back. She's taller than most women, which contributes to her regal bearing.

While Torrien fashion trends more toward constrictive dresses for women, Janissa often chooses to dress in the style of her mother's homeland, Khuria. She favors loose, flowing pants and tighter, high-cut tops. Her favorite colors to wear are dark blue, purple, and dark red. She owns light armor (pictured above) but rarely wears it.

Scars/Ticks/Noticeable Traits
Janissa has excellent posture. She rarely relaxes, only doing so when she’s completely alone.


~ Personality ~

Personality
Janissa is deliberate, gracious, and earnest in public, and exhausted, anxious, and irritable in private. On paper she’s got all the makings of a great queen: intelligent, with an excellent education, poised, a good listener. Unfortunately, this doesn’t exactly translate. She has a major case of impostor syndrome, firmly believing that she has no right to the throne and that the people around her are just humouring her. As such, she often takes casual comments as major slights, assuming the worst of the people around her. Growing up in the court has made her paranoid, which serves her well in office but makes her deeply untrusting. Her quickness to assert herself and her obsession with proving herself have created a large rift between her and the people around her. She has very few friends.

Likes
Good tea, birds, horses, history books, chess, hot baths

Dislikes
Sycophants, liars, slow walkers, being told what to do, bugs

~ Weapons & Abilities ~

Weapon(s)
Longbow - Janissa is very talented with a bow. While her brothers began sword lessons at age 11, Janissa was taught the bow instead, the logic being that “princesses shouldn’t ever be in close combat.” She has a range of types of arrows at her disposal for dealing with various monsters - silver, poison-tipped, fire, etc.

Kard - Just in case she does see combat, Janissa carries a kard dagger with her, a long, thin dagger with a single edge and a sharp point. It’s easy to conceal, and Janissa is never without it. She usually wears it decoratively at her belt, as the ornate handle is only partially covered by the sheath.

Magic
None

Signature abilities
None
~ Character Bio ~

Bio
Janissa is the daughter of King Thormond and his third wife, Amina. Amina was a noblewoman from one of Torrien’s neighboring countries, Khuria. She died when Janissa was 13, killed by a gnoll on the way to visit her family in Khuria. Janissa doesn’t have any full siblings, but she does have four half-siblings, children of Thormond’s previous two wives. They are all older than her.

As the youngest - and arguably the sharpest - Janissa was always her father’s favorite. Thormond was a great man, but not a good king. Studious, wise, and distant, Thormond spent most of his reign retreating into the pages of history books. He hated confrontation, and avoided conflict with his Council unless he had no other choice. Over the years, he slowly allowed them to seize control of the city.

During this time, Janissa grew up in the capitol. She had inherited her father’s love of history, and spent much of her childhood learning from the mistake of past rulers. She was a gregarious child, and mature for her age. Growing up royalty made for a lonely childhood, however. While the court seemed to like her and her tutors adored her, she had few friends her age. She was also quite sheltered. The most that a young princess would officially see of the city was from a carriage during parades. She snuck out when she could, especially as a teenager, and she uncovered many of Tyr’s secrets through old blueprints and stories of the city. Yet many of Tyr’s dark secrets are only rumors that Janissa has not seen firsthand.

Hating drama as he did, Thormond waited until the last possible moment to announce his heir. On his deathbed, he quietly told Janissa, now 21, that she would inherit the throne.

Needless to say, Janissa was unprepared for this. Thormond, in his roundabout way, had given her advice on how to lead, but she’d always assumed that it was for the worst case scenario. That she was last in line for the throne. It was generally agreed - in hushed whispers, of course - that Janissa was best suited to rule. She showed a poise, and a knack for diplomacy, that her older siblings simply did not have. But no-one expected Thormond to actually make such a contentious decision. However, the King’s decision was final, and Janissa was crowned shortly after Thormond’s death.

In the four months since Janissa’s ascension to the throne, many things have changed. Janissa had heard rumors, but she didn’t know just how weak the crown had become. Her eldest brother, Jasper, staged a failed coup and was exiled. Her other siblings have been dealt with in various ways, married off or sent on remote “diplomatic missions.” Yet Thormond had allowed things in the city to become unbelievably bad, and Janissa has a hell of a reform to plan. Hopefully these four Guardians that she’s summoned will help her along the way.

Extras
Janissa has a falcon named Fawkes. Fawkes is trained in combat, although Janissa mostly just hangs out with him. As one of the few creatures Janissa is willing to confide in, Fawkes probably knows the most royal secrets in the city, second only to Janissa. Luckily he can’t talk.


"I don't have any wise quotes to tell you. Oh well. There's wisdom in humility, I suppose."
 
Theme||Bipolar Nightmare


"I restore will to the repressed, I give voice to the silenced. I am the resistance."


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[Name]
Ure N "Nidhogg" Lilly

[Age]
22

[Build]
Skinny, petite and doesn't have much muscle to speak of.

[Appearance]
Dirty, unkempt, an utter mess but wears the look well. Her nails are broken, her skin is cut, her hair is oft frayed. The same can be said for her clothes. She wears a white shirt with an embroidered design in the center. The shirt is well taken care of and only shows stains towards the bottom of it. On top of the shirt, Ure has an orange overcoat. The overcoat is covered with patches, dirt and torn in a few places.

[Scars/Ticks/Noticeable Traits]
Her whole body, especially her arms, is littered with small scars. Her lips have splotches of torn skin caused by her habit of biting the skin off her lips.

[Personality]
"I'm just tired, tired of waiting for a miracle that isn't coming."

Ure is tired, jaded, and finished waiting. She is a girl who takes initiative, an opportunist who doesn't wait for the perfect moment to act, rather she creates the moment. Steadfast, unyielding, manic. Ure is a juggernaut, charging towards her goal, the unstoppable force that will see a goal through till the bitter end. This is her biggest strength and weakness. Ure doesn't know how to stop, she will destroy herself on the path to completing her goal. The ends justify the means and if she has to give up her own well being for the sake of her ideas then so be it.

One wouldn't get this impression at first glance. Her disposition betrays her true nature. Ure is taciturn, aloof and altogether reserved. She often keeps to herself and doesn't talk unless spoken to. She is by no means shy but just wants to save her breath. She holds her tongue not because she is afraid to speak, but rather because she finds it unnecessary at times. Though Ure can come across as cold and candid she is kind of nature. Though it doesn't always come across in words, her kindness always shines through in action.

[Weapon]
Throwing knives, custom made. The knives are shaped like a gutting knife, with a barb at the tip of the blade to ensure it stays within the victim even if they try removing it. The handle is disproportionately larger than the blade and is perfectly cylindrical in shape. The handle acts as a lighting pole, attracting Ure's indiscriminate lighting. Ure has 5 total.

[Magic]
"Truth be told, this power is actually pretty useless, but I make it work."

Ure possesses extremely adept and precise control over her ability. She is able to send out small shocks that can affect others on a neurological level. By sending slight shocks directly to the brain and other parts of the body she is able to exercise slight control over her target's movements. This control is not absolute, as the targets are still able to act against it. Controlling the movements of a target isn't the only control she has. She can also remove or heighten emotions and senses. The more willing the target the more potent Ure's abilities are.

Although she has excellent control over her abilities on a neurological scale the moment Ure turns up the voltage to lethal levels she loses all control. If she actually wishes to damage her opponent the best she can do is discharge indiscriminately. When backed against a wall such a skill isn't worthless, but Ure runs the chance of missing her target from her lack of control and also will harm herself in the process of discharging.

[Signature abilities]
Non Violent Transgression:
Ure sends out an electric pulse that essentially removes the will to fight. Anyone hit by the pulse becoming lethargic and numb. It is not a complete paralysis as those hit by it can still move, albeit not as well. Those who have felt the effects of this skill can build up a tolerance. The larger the pulse the less potent the effects.

Charge Bomb:
Upon touching an object Ure can imbue it with electricity. She can then activate a remote discharge, during which the object will discharge all the electricity indiscriminately. The more conductive the object the more electricity Ure can store in it, thus the stronger the discharge.

Indiscriminate Discharge:
To call it a special move is a bit flattering. As it stands, Indiscriminate Discharge is Ure's only means of a direct attack. With this, she is able to cast bolts of lighting from herself. The bolts will hit random areas as there is no way to aim them. They will be attracted to anything that would normally attract lighting, but even then the movement patterns of the bolts are far too sporadic to predict. Such an ability is not guaranteed to hit the enemy. The bolts are strong, but deal damage both to Ure and whoever may be unlucky enough to get hit.

[Bio]
"I know the hopes and dreams of everyone in the slums. All I want is to see those dreams come true."

A brothel, child born and raised. Ure was one of the many unfortunate to be born in the slums of Tyr. She was lucky though, not may brothel children lived long in the slums, Ure managed to live for quite some time. The fact she made it past five years was impressive in itself. As a child she was introverted, she learned how to keep to herself at a young age and as soon as she was old enough to become even slightly independent, she became just that.

She learned all the things one living in the slums ought to, how to survive in an urban jungle, day by day as things only got worse around her. The sights that she grew up with sickened her. It was unfair that the people around her, people with dreams and aspirations, were forced to live as if they were less than human. She heard the dreams of those around her, and the despair they felt upon knowing those dreams would never come true as those born into poverty are destined to stay impoverished. Over time her situation bred hate within Ure, a deep spite for the Monarch grew within. And within it festered.

And so the long game began. Ure began to steal from the upper districts, and while by no means was it easy she oft made out with a good enough bounty. She gave to the people, as much as she could anyway. But the amount that one person can change is small, her desire to fix the slums was more than she could handle alone. Realizing this, she one day gave up going into the upper districts. She still did what she could to help in the slums, but that mostly involved her repairing clothes.

As all seemed hopeless, as Ure began sinking into her own despair, she was approached by two boys. They were around her age and told her they wanted to follow her. They wanted to assist her in her desire. With hope renewed the three worked towards Ure's goal. As time went on more and more people approached Ure, requesting to aid her as well. Slowly they grew, and in time they were known in the slums as a kind of resistance. Ragnarok they were called. For a while things were fine, but a familiar realization slowly crept upon Ure once more. The realization that her desire was too large, and her numbers too small. It angered Ure to no end, day in and day out she held onto this despair as it grew into anger. Anger at the Monarch and anger at herself.

Ure held onto this anger, each day it swelled a bit more until it couldn't swell anymore. In a fit, she let her anger out, a total discharge. She cursed the Monarch she hated, she cursed the city she grew up in, she cursed the ones who lived in complacency while she had to struggle. She declared to the heavens that someday, somehow, she would tear it all down. Rank, status, prestige. All would become equal, all would enjoy luxury equally, or all would suffer equally. In the moment something changed within Ure, as if the anger that swelled was giving way to something else, to something stronger. What took the place of all the anger was power. Sparks came from Ure, lighting crackled against her skin. Was this the heavens speaking back? Telling her to chase the desire she held so deep? Telling her, to be the change Tyr needed.

[Ragnarok]
Ure is the leader of a resistance group called Ragnarok. The group is 20 people strong and unknown to most outside the slums. Though they are a resistance in name they are more of a relief effort in action. Their mission is to assist, aid and ease the people of the slums however they can. They have built a reputation in the slums, it's rare to encounter someone who hasn't at least heard the name Ragnarok. The typical garb of those in this group is a long brown full body garb and a mask usually with horns. The group isn't known for doing anything too extreme, mostly small thefts in the richer quarters of the city

"Me and the boys"
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"Let's go make a difference."
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Walk forward with the lighting
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A nice close-up
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Name: Regina Tenebris

Age: 3000

Build: her demon form she is about 9 feet and very curvy , her wings are double her height 18 ft in length
but her human form she is much smaller and isn't as voluptuous ,

Appearance:
true form : (ill add that soon :0)
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Scars/Ticks/Noticeable Traits: on her human form her eyes are two different colors , and her unusually shiny , it sparkles like a gem, on her back are two long scars where her demon wings are supposed to be. she is small and seems too pure for this world ,

Personality: she is a psychopath , she is cruel and malicious , only caring about her goals , she can be manipulative , but lets her actions speak for herself , she is actually very awkward and this makes her antisocial, even stranger she has been known to save the beings of Tyrr when she was there before 1000 years ago. this has sparked uncertainty within her and that is why her human self she explores this side more , which is kindness , selflessness , being caring and understanding.


Likes/Dislikes: she dislikes warmth , and dislikes liars but she loves orchestra music and snow

Weapon(s): (pre-ritual) her tails now serve as ranged weapons,

Magic
she can summon spikes with her shadow , it has a large range and is very wide but easy to dodge since you can notice her shadow forming under her foot
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Plane hopping : Regina can jump through portals a few times a day which makes it easy for her to get around in Torrien , this has limited use.

she can go invisible for a short period of time and no noise ca be heard , but only when she is on ground and at a certain distance she is invisible
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Enhanced tail swipe : she can channel her demonic powers to the tip of her tail and swipe her opponents very quickly since its so powerful it makes her blink backwards.this ability , it has short range and is good for escaping and but it is a wide ability and can take out multiple enemies at once




signature abilities

the summoning : regina can summon lesser demons from her realm to fight alongside of her. They are easy to dispose of however but she can summon mass quantities aerial demons , horseback demons , maurader demons and footsoldier demons
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Transmutation : she has only done this once but she can transform into a higher state , a more powerful demon
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Bio: she was not born human instead she was born from the hellfire, centuries of malice aura formed her with a predatory instinct to rule and conquer and being born in her dark cold world she was subjugated to the abuse of others, so she learned that she had to rip and maul her way to get to the top. although it is true there are demons who show unusual kindness regina wasn't around those types of demons , for hundreds of years she fought , killed and grew stronger. until she could command armies and was feared by almost all of her kin.

when she was 2000 years old there was a portal that had opened to a new world she knew how desperate her kind was to infiltrate this place ,however it was the mortals mistake that gave them access , she along with so many others escaped , and she never felt so alive. the fear , the blood , she felt so powerful , but one day she saw a human child alone and for some reason she saved the child instead , she felt something different for once , uncomfortable but accepting of this warmness she didn't realize that the mortals had there own beings with powers, and struck at her , barely managing to live she escaped with her life going back to the portal with a wing almost about to snap off, and was put into a very deep slumber. and because of the mortals carelessness again she has just awoken now , and is ready for revenge.

now she masquerades as a human when she has to and she resides in the nobles quarters.

Extras:
Demon tongue/flight : she can speak in a language unknown , only her and other demons know of it.
regina can also fly very high and fast .
 

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Name: Dundrori

Age: 1567 Years old

Build:
Dundrori's humanoid form is very... Uh, well its exceptionally feminine despite being pointedly male. He's very short, almost child-like in height when in this form.

Appearance:
The tricky thing about Dundrori is that he can shapeshift, though to a much lesser extent than his brethren. He can only become as large as an average Orc male and can only become as small as a roach, no larger or smaller. Though when outed, he always transforms into the girlish male shown above, this is why its known as his base appearance.

Scars/Ticks/Noticeable Traits:
Due to his shapeshifting abilities, Dundrori doesn't have much to distinguish from whatever he's disguised as. However, the base appearance has a number of choice details one begins noticing the longer they're exposed to it. The fangs, for instance, are snake-like in appearance and are expected to function similarly. His tail, though fairly harmless-looking in appearance, actually functions similarly to a scorpion's in administering toxins. And even though his nails seemed shaped to perfection, they can extend into poison laced claws at a moment's notice. Also he seems to have trouble frowning when in this form for some reason.

Personality: Dundrori changes personalities with his appearance based on the situation, it all seems perfectly aimed towards deceiving others. However, his default personality coincides with his base appearance... in that its utterly inconsistent. Dundrori is excessively kind in tone and mannerisms despite his only goal being to cause conflict and misery. Sometimes he can seem as stupid as a child with how often he worries openly about others, but he'll act concerned despite being the one who's causing their suffering in the first place. He's friendly to all, even his enemies, despite wholly intending to hurt them in some way. This complete lack of consistency is what makes him so unendingly dangerous in the first place. He's capable of befriending or sweet talking even the most skeptical, which is how he ends up corrupting them in the first place.​



Likes/Dislikes: Dundori enjoys good friendly talks, hanging out with chaps, enjoying a warm meal together, and fun of most forms. Oddly enough Dundori only seems to find misfortune towards others to be actually distasteful, even if he's the one who caused it in the first place.

Weapon(s):
Though he's able to wield most standard weaponry he finds laying around, his most notable weapons are the fangs, tail and claws he uses to directly administer his otherworldy toxins.

Magic:
Shapeshifting- As stated above, Dundori can shapeshift into a wide variety of living beings. However, he's much more limited than most of demonkind in that he can't shapeshift too large or small. So no turning into massive beasts or tiny beings. This may be the result of his defeat by the previous four heroes. As such, he's made due with the selection he has. However, despite being able to take the shape of other beings, he's unable to fully utilize their capabilities. He will not be able to exert the same immense strength of an Orc Warrior despite looking like one, nor will he be able to utilize the speed of a cheetah. He can still use the flight of birds or sea-worthiness of an octopus, but won't have the vision of a hawk nor the camouflaging capabilities many octopi have.

Signature abilities:
Toxic Terror- Dundori's poisons are the most worrying thing about him, as they are vastly different from human toxins. He can spray gaseous forms of these toxins from his mouth, eyes, and even wounds. He can do this subtly, as well, sometimes filling an entire room without a single occupant noticing until they're already afflicted. Demonic by nature, these poisons slowly eat away at the human while also placing them in a suggestive state, allowing Dundori to more easily influence their decisions. Unlike in the past, where the toxin would quickly turn the afflicted into maddened carriers which would fight for him almost immediately, this weaker version seems to simply allow Dundori to convince them to listen to his words. It will still kill them in the end, mortals just aren't physically capable of handling the demonic poisons, and their bodies will begin to transform and distort to reflect this after some time. They will soon become nightmarish forms of themselves as the toxin continues to erode them from inside, until they eventually succumb and perish. Oddly enough, they fight more ferociously and beast-like the more they erode, the poison having less impact on combat capability than one would expect given their haggard appearances.

A force to be reckoned with, surely, Dundori's toxins do have a major weakness. They are almost completely ineffectual to the Four Heroes themselves, whose power somehow seems to counteract it. The gas form is completely useless against them, and the liquid form he seeps from his claws, fangs and tail must get into their bloodstream to have any effect. Even then, the results are far less drastic than they are with average people. The magic inside the heroes slowly destroys the toxins, leaving them slightly weakened momentarily but fine. Dundori would have to consistently get his poison into their blood-stream in order to get a result similar to that of regular folks. In addition to this, Heroes can actually cure others of the affects of Dundori's toxins given they reach them in time. it takes approximately five days for people to erode past the point of no return, after which they are nothing more than carriers for the toxin waiting to die. If reached before then, a ritual devised by the previous four guardians can be used to cure the tainted! However, the ritual requires at least two minutes of prep and execution, making it next to impossible to use in the middle of combat.

Ultimate Ability:
Dundori doesn't cause havoc for kicks, despite his childish nature. He grows slightly stronger the more human lives are lost in his vicinity, as he seems powered by death itself. As such, he encourages others to fight and die so he may someday return to his original form. It would require the deaths of hundreds if not thousands of people, but if he ever manages to fill that quota.... then this is what comes next:

Crawling Plagus (A.K.A The Great Plague)
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A terrifying, castle-sized, slug-like creature dripping with poison and flesh; the Crawling Plagus form of Dundori is horrifying to behold. At its full strength, the Crawling Plagus spreads its demonic toxins merely by existing. The minds of mortals are shattered almost immediately by the Plagus's full arsenal of poison, and they devote their soon-to-be short lives to attacking the uninfected and spreading that which kills them. Despite its jaw-dropping size and shape, the Plagus is not slow by any stretch of the imagination. Like a cancer, it will drag its infectious body through as many populated areas as it can until nothing remains. If Dundori ever manages to feed off enough death to return to his original form, then pray that he can be defeated before he brings about the end of life as we know it.​


Bio:
Over a millennia ago, a distant kingdom known as Forqotha fell after succumbing to a vicious plague which ravaged the land. There are dozens of books cataloguing the hundreds of treatments that men of medicine tried and failed to combat the plague with, even more so describing the horrific death tolls. What most of the common era don't know is that the Plague was the result of a Demon's interference. A great clump of distorted flesh and poisonous sacs dragged itself hundreds of miles across Forqotha, its toxic slime spreading through every living thing it touched and turning them into a carrier for its sickness. The fumes which radiated off its body drove the minds of its victims mad, they would attack and savage the untainted while the poison ate away at them. Forqotha was bathed in suffering for three months straight as the Demon's poison spread to all corners of the land, and soon the sickness began spreading to lands beyond.

Not even the few tomes which tell of the Demon could identify why it appeared, but they do tell of how it was stopped before it could poison the entire realm. The tomes speak of four valiant heroes who rose against the Demon, their power protecting them from its toxic mists and allowing them to combat it directly. After a long and grueling battle, the heroes managed to fight through the army of maddened Forqothians and defeat the creature, which was banished back to the realm of demons.

What not even the ancient texts know of is what happened to the demon afterward.

Its power depleted and coated in the wounds of battle, Dundrori's body shrank to a shell of its former self. Going from one of the strongest demons in existence to one who could barely be considered a threat by his kin, Dundrori was subjected to a millennia of torment by the rest of Demonkind, becoming a laughingstock to his brethren.

Now, after a millennia, the rise of the new Guardians has allowed Dundrori to escape back into the human realm. No doubt he plans to once more coat the land in poison!

Only.... he's not what one would expect given his previous work.

(Tell me if I should change anything.)
 
Character Completion

Pre Ritual
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Post Ritual
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Name: Tristan Myr

Age: 36

Build: 6 feet tall, with a lean but heavily muscular and agile body.

Appearance: Tristan is a tall guy with a muscular (but not bulky) frame. He tends to wear anything from his temple (ceremonial robes, headwear, etc.) which is usually either red or white. Most of his clothing is torn or cut due to the fact that Tristan finds the long robes very limiting to his mobility. He nothing at all on his feet most of the time because he believes it to be a lot simpler that way. Tristan's legs are very long, while his arms are of average length for someone his height. Finally, his head is usually completely shaved because that's the tradition he learned since childhood, and, ever since the ritual, his eyes turned a bright orange tinge to complement his new powers.

Scars/Ticks/Noticeable Traits: All over Tristan's arms and hands, as well as knees and shins, there are scars and marks due to extensive conditioning for fighting. There is also a long scar that goes down Tristan's back, which is not one that he regrets because it's his only reminder of his greatest failure in life. Other than that, there is nothing distinctive about Tristan other than the fact that he wears monk robes around people who probably think he's wearing a costume.

Personality: Patience is something that is usually attributed to most types of monks because the stereotype dictates that monks are the epitome of patience. This is not the case with Tristan; he is by no means an ill-tempered or aggressive guy, but he is very jumpy and anxious to "get going". When it comes to relationships and friendships, Tristan is surprisingly capable (considering he spent most of his life learning how to fight and pray). His demeanor tends to be friendly and outgoing towards anyone new he meets (unless you make him lose his limited patience), and he is of the thought that life becomes a whole lot easier when one has many friends.

Whenever Tristan feels sad or angry, it will be very hard to tell because he's not really used to processing heavy emotions. That is also part of the reason why he's never even tried to establish some type of real relationship. Tristan is very difficult when it comes to trust since he prefers to trust himself and leave it at that, partly due to the individualistic culture he grew under at the temple. He is a very loyal man, and is willing to do anything for people he considers righteous as long as he believes that what he is doing is truly great and/or necessary to said people.

Likes/Dislikes: Tristan enjoys talking to friendly people, training, and fighting anything that fancies a challenge. He absolutely hates liars and cheats, as well as fakers who pose as someone they're not just to get attention or enter a certain group.

Weapon(s): Unless fists and legs count as weapons, Tristan didn't have much in the way of weaponry before becoming a Guardian.

Magic: Tristan gained the Guardian power of fire, which basically means that he has control over fire and heat. He is able to heat up any part of his body at will, which is part of the reason that he can get away with wearing next to nothing pretty much everywhere he goes. Another very cool thing he can do is ignite portions of his body in flames, which can cover up to 60% of his body total(any more and he'll become exhausted and unstable). Due to his abilities, Tristan has become heat-resistant (in that he can tolerate high amounts of heat and being burnt) and has a higher body temperature than other people. There are limits to this, however, as heat generated by very powerful beings can become hot enough to actually cause damage to him. If, however, a weaker being were to attempt to burn Tristan (or if the heat generated is insufficient), it would act as fuel since Tristan can absorb a certain amount of heat which allows him to temporarily boost his powers (the duration and amount of heat is limited though).

Outside of things limited to his body, however, Tristan is able to breathe fire across a range of about 20 feet. His control over heat allows him to adjust the intensity and heat of the fire that he produces from his body (as in he breathes or generates on himself). He can also manipulate fire around him, but only if he can physically feel the fire (as in he can feel the heat or see it). Though this is limited, Tristan can mentally adjust the temperature of an object or person (the larger the object/person the less effect this has on them). The biggest issue that these powers pose for Tristan is that there isn't much possibility for control if Tristan feels threatened or scared.

Signature abilities:
Hardened Flames: Tristan is able to make the fire that he generates from within his body tangible. This means that the fire becomes capable of interacting with matter much like how any regular, solid object could. The versatility of this ability allows Tristan to create things like whips, blades, etc. out of flames. That's not to say that the fire becomes hard, because it doesn't, it simply becomes capable of interacting with objects and beings similarly to solids. The fire also loses its tangibility as soon as it becomes completely disconnected from Tristan's body (whether he throws a flaming weapon or drops it).

Way of the Phoenix/Dragonfire: Tristan can access a state of power that can manifest in one of two different ways:
  • Phoenix: This variation of the state sees Tristan's entire body become searing hot and his limbs ignite with incredibly intense and bright flames. While in this state, he becomes insanely fast and strong and is able to fight hand-to-hand pretty much against opponents at any distance since his body is so hot that projectiles melt upon contacting his body. This state lasts anywhere between 5-10 minutes and leaves Tristan too exhausted to use any of his powers for 10-16 hours.
  • Dragonfire: This variation of the state sees Tristan's entire body become searing hot (first thing in common). He creates flames on his back that shape themselves to be wings and a tail and his throat ignites internally. In this state, his body is the same as in the Phoenix state, but his fire breathing becomes much hotter and more intense and its range is also extended to 50 feet. His wings allow him to fly and his tail becomes a weapon that Tristan can use. Unlike the Phoenix state, however, this state forces Tristan to only be able to breathe fire and control his wings and tail, since all of his energy goes into these powers for the duration. It lasts roughly 15 minutes and leaves Tristan too exhausted to use any powers for 8-12 hours.
Bio: Parents. This is one word that Tristan knew the definition of, but never knew what it really meant. The thing is that Tristan never met his parents, who presumably dumped him somewhere on the streets of a total dump of a town. He never even got named by an adult. Tristan was the name of a pretty notorious contract killer in the town, so he started calling himself that at the age of five to try to look tough. Most people would feel awful for Tristan, and feel even worse at the thought of their own lives playing out like this, but not Tristan. Tristan has never had any problems with his childhood or the fact that he never felt the warm embrace of his mother, for he's always seen it as a test which he managed to pass successfully. It was a rite of passage of sorts to him, and one that he is proud to have survived.

When Tristan was six, while he was begging for money, he received a few coins from one of the bald men from the nearby temple. The colors of the man's clothing were interesting to Tristan, so he chose to follow him for a while, which was when he saw a gang of cutthroats surround the man. Tristan was just about to turn tail and run, when he heard a few thuds coming from behind him and turned to see all of the cutthroats on the ground with the man standing over them triumphantly. The man simply continued about his business as if nothing had happened, leaving Tristan stunned and confused as to what had transpired there.

As the days passed, the curiosity ate away at Tristan, until he finally worked up the courage to approach another of the bald men that walked through the town. Tristan asked him about the incident, as well as the reason that the previous man could fight such dangerous situations and maintain such a peaceful state of mind. The man's response was a question of his own: if Tristan wanted to go see for himself. While this seemed terrifying to Tristan, not knowing what would happen to him at the temple, his curiosity got the better of him and he accepted the offer. At the temple, however, instead of finding a bunch of bald men training in martial arts, he was met with a room, a haircut, and a fresh set of white robes.

Ever since that day, Tristan lived at the temple, joining the ranks of the warrior monks, where he was trained to fight and live a life of servitude and righteousness. His enthusiasm and his passion for personal growth allowed Tristan to climb up the ranks, to the point where he currently sits atop the chain as one of the master monks. Something was amiss, however, and Tristan felt that his life was leading nowhere. Having spent 30 years at the temple didn't seem to give Tristan any real possibilities to transcend beyond a simple monk. After expressing these concerns to his grandmaster, Tristan was given the blessing to take any gear he needed from the temple and embark on a journey.

This journey would lead Tristan to the city of Tyr, where he would seek out the nobility in order to serve them. He hoped that by serving royalty he would be allowed to do something special like fight in a great battle, or help maintain order on a grand scale. Tristan was really looking for any opportunity to live the life the monks taught him to live while doing something great with it.

Extras:
-Although Tristan left the monks, he still maintains contact with the temple occasioanlly and can count on them to assist him should they be needed
-Tristan's outfit is a more traditional robe usually, but he prefers to wear his head dress and shorter apparel when in combat (as long as he had time to prepare for said combat)
 
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Name: Alanna Rose

Age:
25

Build: 5'5", Small chested and of a narrow frame. Beneath a light layer of fat is disguised an athletic musculature that covers her body.

Appearance: Well kept but eccentric in appearance, Alanna isn't much for decency nor subtlety. Her wardrobe is all made to order by the best tailors she can afford, each garment more 'artistic' than the last. She clearly prefers style to function. She's rarely seen without a pair of gloves and equally rarely seen with a pair of shoes.

This aside, she keeps a thin chain necklace adorned by a glass ball around her neck at all times, even when sleeping.

Scars/Ticks/Noticeable Traits: A number of small scars which she rigorously applies concealing make-up to every morning. Aside from these she has a larger scar on her right hand indicative of a stab wound, on both her palm and the back of her hand.

Her hair is very elaborately and deliberately styled. Combined with the rest of her morning routine, it keeps her in the bathroom for far longer than any warrior should ever spend tending to things like personal beauty.

Personality: If Death knew mercy, its name might instead Alanna. A gentle voiced girl with an intense atmosphere, despite her eccentricities Alanna is attuned to the prior. As a killer she's reluctant, the sort who only flashes her blade when peace has ceased to be an option; But when she does, it is swift and relentless. In life she's like a gentle midnight wind, cool, calm, and slowly but surely coiling around and past the obstacles that bar her path. She's ambitious, but not opportunistic. Exploitative, but not abusive. She takes as much as can be taken, and does and much as needs to be done.

Despite her cool head, she's not much of a forward thinker. Never the mastermind of a group, the most thought Alanna gives to a situation is to when blood needs to be spilled. For the most part she acts on instincts and assumptions, leaving the 'important thinking' to people she considers above her.

Weapon(s): A saber of long, stark white steel. It's clear the blade has been carefully tended to over the years, as signs of wear and tear are only visible upon close observation by the keen eyed. It lacks a hand-guard, and its grip is wrapped by black-dyed leather. A pointed ruby adorns its pommel.

Magic:
As a Guardian, Alanna was afforded magic presiding over the amorphous element of Void. The abilities she's earned are wide reaching and broad, but if there's area in which she's the strongest it would be her affinity for Souls. Her own, specifically. She can take her own life energy and impose onto the physical world. This presents itself in two forms, simple reinforcement and Curses. The prior is as it sounds, Alanna can not only strengthen the durability of physical objects, but also more complex concepts, such as her mind's ability to process information. The more 'complex' a thing she tries to reinforce, the more it exhausts her. For example, hardening her sword is easy enough, but improving the processing ability of her brain will exhaust her quickly.

Curses are less clear in their nature. Essentially, Alanna can take a 'sentiment' of her own, and infuse it into her life energy. If she then strikes another living being with it, they will be struck with that sentiment. Sentiment is something like a byproduct of emotion. What you'd like to do to someone you don't like, how much you wish they could feel your grief, how much you wish their could show just the slightest sign of remorse. The effects of these Curses are wide and innumerable. Despite the name, some even yield positive effects. It should be noted, though, that these curses are primal and simple. They effect the victim only on a mental level, and while emotions it spurs may be considered genuine, it can never cause any physical harm.

Signature Abilities:
Blight Tongue - The ability to converse with Demonkin of all colors, regardless of intelligence or status. Should she will it, her words will become naturally comprehensible to any otherworldly ears, and their words the same for hers. Inversely, beings belonging to Alanna's own home world won't even be able to hear her words, even if they have an understanding of Demon Tongue.

Worldwound - Grief. Spite. Despair. A curse of the downtrodden that lashes out at the world itself. Alanna coats her blade in the mankind's darkest feelings and weaponizes it to attack the membrane that separates one world from another. A rift is torn that allows passage into a world between worlds, laying just below the surface of our own. There she can move freely, unbidden by obstruction. Striking again from within this plane between planes will allow her to reemerge, the ability essentially acting as a sort of portal or private safe-place. This ability is only usable in places where humans frequent, places such as long abandoned ruins or rarely visited forests simply lack the energy needed to activate it.

Window to the Soul - The mind is often called the window to the soul, and by locking eyes, Alanna can open it. So long as she is making eye contact with a living being, so long as they have a soul, Alanna can read their mind and dredge through their memories. This is however, a connection. A two way street. To dive into such a private part of one's consciousness Alanna must expose her own. Targets can access her mind just as freely as she can theirs. That said, to door is merely left open and one can't walk through it if they don't even know it's there. The keen who detect the connection, or perhaps just something awry, though, can make just as great a weapon out of it as she can.

Bio:
A hacking cough. Water in the lungs. Darkness enclosing her vision. Grey skies. Alanna was born twenty five years ago, but her life started only five years after that.

Washed up on the banks of the Ilantyr, her ears accosted by the the sounds of her own violent spluttering and her nose by the slow decay of fish and refuse alike. A memory that she know only remembers with the muddiest of clarity. At five years old Alanna found herself alone in the world, her mind washed clean of the few half-formed memories from before that day. Even her name, lost. All these years later, she still knows nothing of the circumstances that led her to be spat out of the Ilantyr. The lucky survivor of a wreck? The abandoned child of a beggar? The survivor of some plot?

It's likely she'll never know the answer.

She herself, after all, considers it fairly unimportant. Just one bad day she can hardly remember, lived out by one little girl she can hardly call herself anymore. Not even something she survived of her own power. Of that experience she only remembers two things with clarity. Her burning want, no, need to live; And her sheer inability to do so. Her tiny body broken and bruised, her mind only clinging to the edges on consciousness. She should have died that day. She would have died that day, if not for the benevolence of a stranger. Emphasis on stranger. A man or a woman, young or old, rich or poor, she had no idea. She only knew the cool embrace of concrete, her lungs' liberation from their watery cargo and her mind slowly swimming back into consciousness. Her only company the odd, curious passerby. There she lay for a while, before dragging herself to her feet and shambling into the Beggar's District, and into a new life.

She was, perhaps, slow to adapt. But fast to learn. Even her blank, young mind was quick to learn that the Beggar's Quarter was a place of unfortunates. Society's trounced upon and dregs. Nothing but a beggar, her days were spent scrounging for whatever food or coin she could, seeking out shelter wherever she could find it. She spent years on street corners barely scraping by, living only off of the generosity of strangers.

The streets, though, were a busy place. And for the keen of eye and sharp of ear, a classroom just as good as any Noble's District school. Back alley deals, scheming under hushed tones, muffled back-alley brawls, every moment of every day, bubbling right beneath the thin veil of the civil world. To uncover it all one had to do was listen, and all Alanna ever did was listen. Even as young as she was it was easy enough to figure out. People killing other people for money. Illegal goods sold off to the desperate at prices that could only be called robbery. Love at a price. Par for the course in poor places like this, but some part of the young girl could only think of it as... Uncomfortable.

Then, she joined in. While still a child, a man would die by Alanna's hands. The situation wasn't an uncommon sight. A rowdy drunk, a pretty young girl, and a dumb kid who got too big for their birches. At some point she'd gotten sick of it all. The slums. The crime that filled them. No matter how long she stayed there, it never became normal. Maybe she'd come from a noble family after all, because this way of life just wasn't something she could get used to. So one day, when a crime she'd seen dozens of time before was happening yet again, her body started moving. Yelling for help. Nobody coming. A twisted, furious face. Danger. Panic. Scrambling. Panic. Instinct.

Blood.

She can only remember it in flashes, like some sort of twisted slideshow, but somehow she'd ended up burying a knife in a man's throat. Panic, again. She can remember she ran as fast as she could. Afraid. Not just of the consequences, but herself, too. She just wanted to help. She just wanted to do something, anything. She just wanted change. But the price had been a life. She'd never even become used to the starving around her, and she'd cut someone down with her own hands. Without even thinking about it. It made her sick. But she had to run, escape the scene of the crime. Hide out like one of the criminals she saw every day. At least, she wanted to; But even one day off the streets could be one day too many. One missed meal could be all it took to send her plummeting down to hell with her victim.

Days spent in fear followed. Jumping whenever someone looked at her, even the pitter patter of a coin being flung in her direction setting her on edge. If Alanna had been of slightly clearer mind, she might have even questioned if that week of paranoia was her personal hell. Her punishment. She'd only ever sleep when her body forced her to, and only stay out on the streets as long as she needed to. For one week, before someone finally tracked her down. But it didn't come with the metallic clang of cuffs around her wrists or a blade through her neck that she'd been expecting. Instead, the sound of coin. A whole bag of the smooth, shining little things. Metal on metal, in a chorus she was both unused to and surprised by. The first thought was that some rich, benevolent noble had visited the district, but that had been quickly dashed. She'd heard something along the lines of a good job, and come eye to eye with a surprised looking middle aged man. Hiding behind him, the woman she'd saved.

The victim, apparently, had a bounty on his head.

His body had been cleaned up, the authorities paid off, and now his executioner was to be acknowledged. Her. It first, it made her feel dirty. Paid to take a life. A criminal just like everyone else. But then, she started to rationalize. He'd clearly been a bad man. So bad he'd a price on his head. Attacking people in the middle of the streets. She'd even been praised for it. Surely, that meant it was at least a little bit okay? Before she'd come to an answer herself, the man would provide one for her. The slightest bit of affection. Probably nothing more than a passing bit of pity for a clearly frightened child, but it filled her with more warmth than any drink or meal. A better reward than the coin, even. It wasn't love at first sight, not even of the childish sort. He'd left her without much of a word after that, but the effect was resounding. It felt like everything, for once, was going to be okay.

Saying that was the moment her life changed would be an exaggeration, but it was certainly a turning point. For a while, she was nourished, even a little happy, but eventually the coin ran out. Then, things went back to normal. Begging. Starving. Listening. She could even remember the man's face, but the feeling that she'd done something right, the relief of it, the sound of coin, all of it rang clearly in her mind. Whether she'd gotten a taste for greed, or her mind was just jumping towards her best chance to survive, she was never sure.

Not that it mattered, the result was the same either way. Listening just a little more closely. Wandering just a little more purposefully. Her eyes open. Watching. Hunting. Even, for better or worse, finally adapting. She wanted to do more than survive, she'd realized. She wanted to thrive. She wanted to help. Like she'd helped back then. But there wasn't much she could do. She wasn't some genius planner or charismatic leader. There wasn't any great revolution she could lead. But like this... Maybe she could do something. Get rid of the people who deserved it. Get paid for it, too. She could take that money and eat. Educate herself. Aim for something better. Anything better. Getting off the streets, getting something happening in her life. The second time she killed came soon enough, and it still sickened her. Even more so, this time. This time, it had been on purpose.

The last incident she'd been able to convince herself was an accident, so it wasn't as bad. But this time Alanna was confronted with the weight of the matter. The weight of life, and the weight of taking it. Maybe she was too young to understand it fully then, maybe if she'd been in the same situation now that would have been the last time she'd kill. But it wasn't.

Soon enough, there was another. Then another. And another. Each one accompanied by a little less sickness, and a little more gold.

She got older. The jobs got cleaner, quicker, more frequent. Before she knew it, the girl had a list of clients, either drawn in by the novelty of such a young killer or the disposability of such a naive child. But, somehow, she was never disposed of. Never grown bored of. Business kept coming, and only got better and better at her job. When she'd started it was just the small fries. Drunks who'd pissed off the wrong person. Loudmouths who'd said a word too many. But bigger names started to drip into the list. Robbers. Killers. Gangsters. Crime Bosses. The years went on, and she only got deeper and deeper. Before she knew it, Alanna had made a name for herself. People had started coming for her, even. Both to put a blade to her neck, and to have her put a blade to another. But no longer for novelty.

It took her a long time, but one day Alanna realized. That too, made her sick. It was a normal day on the job. Stalking, hunting, readying herself to strike. But then, she witnessed something. A light, one could say. A warrior, something like her, but at the same time something better. He was fighting off thugs. Defending a young woman, much like she had long in the past. But there was something different about him. The way he fought, the reason why he thought, the way he refused reward even after he'd saved a life. He was fighting to protect. Earnestly. She could tell by the way people looked at him. With respect. Trust. It only took days to realize the gap between he and she. All she needed to do was, as per her specialty, watch. Her clients. Her victims. The people she saved. Emptiness. Despair. Fear.

It was all wrong.

This hadn't been what she'd wanted, was it? This was the wrong kind of change. She'd just become a tool in the system she'd set out to tear down. All of it, the sickness she'd felt back during her early days, it all came back to her at once. It'd been so long since then. Maybe helping people was just a lie she told herself to justify the things she did. Maybe it was just about surviving the whole time. Just her own way of justifying become part of the system she told herself she hated.

But. That. Didn't. Matter.

I wasn't all those years ago, not anymore. She wasn't a little girl, fighting tooth and nail to survive. She had a choice. Would she go on this way, or aim for something higher.

It's a question Alanna would like to say she'd answered in a heartbeat, but it had kept her up for days on end. She could probably go on like she was for a long time. Even numb herself to it, yet again, eventually. She'd establish a client base of a higher and higher caliber, then eventually, perhaps, even earn enough money to put the city behind her. Move somewhere nice. Somewhere peaceful. On the other hand, she could risk it all. Abandon this business. Try to become something she could be proud of. It was a harder choice than her second kill. Giving it all up. Taking the path less tread.

But, she did.

No more blood. Not for money. Not for some dirty criminal, not for this broken system. She'd become a... She wasn't sure if Hero was the right word. A helping hand, at the very least. Someone who did something right for the world. Defending rather than attacking and helping rather than harming. She'd both collected the skills, and the money for it. It was, of course, not so easy as turning a new leaf. Clients looking to silence her, friends of victims looking for revenge, once word got out it was like she'd been dropped into a pool of hungry sharks. But she fought through it all, through her own will and power. Helping where she could, and harming only where she had to, it was almost enough to fool her into thinking she as making a difference. But she'd been around far too long, seen far too much darkness to think that a truth. She still needed to do more.

She needed to ascend as high as she could. Out of the Beggar's District. So, she left. One day vanishing into the night without so much as a word. It wasn't like she had much of anyone to say a word to, anyway. She traveled up through the Quarters, her only companion the ragged blade at her side. She did whatever she had to. To earn coin. Status. Respect. All towards her ultimate goal, the Castle and its Monarch. She'd earn their trust, stand at their side, be their dog, whatever it took; So that one day they may lend her their ear.

And she may deliver a message long overdue.

Extras:
  • Alanna currently lives within the Noble's Quarter, but spends many of her nights in a number of haunts around the city. None of them are particularly impressive, only having a store of her aesthetic goods and the bare essentials for a few night's stay.
  • Her voice doesn't see much use, especially at higher volumes. Too much time spent talking or a particularly powerful yell is all it takes to turn her near-mute.
 
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hell_knight_by_valentrisrrock-d70xi07.jpg

"Mortals have four new champions...humorous...The Gatekeepers will tear The realm of monsters to there world if we have to!!!"

~XalXel~
First Gatekeeper of the Hellion Realm

{Age}
2,164

{Build}
XalXel rarely is seen in the mortal realm, usually living his life maintain order with the two other gatekeepers in the hellion realm. But as such he very rarely needs to go in his human form, but in all his form he is seen as a hulking brute, muscle tone to brim and nothing but a wall of flesh. Brawn more than anything.

{Appearance}
Possessing Three forms: His Hellion, His True and human form. Xalxel stands 19 feet in height in both his demonic forms,a tall muscular brute from head to toe. In his Hellion his Skin stand reflecting dark red in color and shades of black covering his arms and legs as seen above, red energy crackles in his arms and many eyes that watch all, Claws sharp as a fine dagger and massive as great swords. In his true form his skin reflect a light reddish-brown coloration, eyeless creature with a pair of horns protruding from his head and dagger like teeth. Hands glowing with cursed green flames and from waist down reflects a more creature like appearance with three toes and stomp like feet.

In his human form Xalxel stands around 7.9 feet in height, a human clad in dark armor. Sadly Xalxel cannot turn full human like other of his kin, hence why horns
protrude from his helm. No form of skin of human is shown but the armor as being unable to e full human he remains clad to prevent from being seen, but still he rarely goes in his human appearance seeing it as a "Waste of time".

{Scars/Ticks/Noticeable Traits}
XalXel's body is nothing but a scar's battleground, from head to toe in any form his body is
covered in nothing by gashes and old wounds. Another notable trait is Xalxel's form of walking, he walks rather "Heavy" always stomping the ground beneath him and his slightly curved back.


{Personality}
"Please continue, i am enjoying this...story of yours..."

Xalxel despite his intimidating appearance he is not a hot headed monster like some would think, he is more observant and silent figure who enjoys hearing peoples "Stories". He is a lumbering giant who takes the world in a slow pace and watching all around, enjoying company of his kin and speaking a calm deep tone, hearing stories or sharing information. If it involves speaking, XalXel is all ears and time to spend to do so, even to his enemies as some mortals find there way in his hands and instead of just feeding them to monsters, he rather enjoy a small chat as mortals have many "stories" to share that entertain him. After being thrown in to the Hellion realm with two other who serve to protect it, he has forgotten how its outside and such hence why he keeps victims alive. Sometimes if there stories are very entertaining or is vital information, he spares them and lets them be free...they will die soon anyway.


But we all know demons, no mater how they act...they are evil to the core, Xalxel is no exception as he would kindly tear gates and cause genocide on mortals just for fun. To his kin he is nothing but a very interactive titan , to mortals, he is nothing but a brute who takes stories as tokens to leave them alive longer. But when time is needed he will be a hot headed monster who would kill the monsters of the Hellios realm out of rage and take this to a personal level.

{Likes and Dislikes}
Xalxel enjoys the company of other of his kin and mortals who don't waste his time, especially those who have "stories" to share for his ears to hear and enjoy. He as well is a fan of hot blazing places and overall spacious and open areas such as plains. But what he hates most are those who question him or name him a coward for being in the Helios realm most his life, when in reality he keeps it in order and check so he cannot leave when he wishes.

{Weapons}
His fist. His feet and his head. Xalxel docent use weapons but brawn hand to hand combat.

{Magic}
Cursed flames
Xalxel is able to cast green flames from his hands and mouth, capable of flinging deadly green projectiles at high speed and breathing streams of deadly flames that not even water could extinguish them but only time. Capable of igniting himself in a blazing behemoth making difficult for opponents to get close but as well making him a flaming wreaking ball. But the more he uses it, the weaker and shorter they get till he gives it time to "amp up"

The Four Jewels
XalXel posses what is known as the four jewels, four stones encrusted on his back running down his spine of Green,Red,Yellow and purple that induce him with a deadly temporary buff depending on its color: Green weights him down, slowing him to a walk but making him extremely resilient than he already is, arrows would snap on contact,blades would deflect and magic would just hurt him little. Red inflicts him with a unstoppable rage that grows greatly the power of his cursed flames allowing him to use it more often and cause deadlier casting. Yellow induces him with a sudden rush of power, accelerating his heart and making him faster, capable of jumping higher, sending rapid attacks and overall his speed. Purple Cast his fist and legs with purple energy, his punches hit harder and kicks are deadlier, capable of turning a fortress wall to nothing but a rain of stone and debris.

But with such buff comes loss, the Buffs last only for a short time and after its been used it cannot be used again, needing to return to the hellion realm to recharge. Only one buff can be used at a time and once one is used he would need to wait for a short time to be able to use a different one. But as well once a buff has ended he will lose some of his own depending on the buff. If red is activated and dies off, his flames will be weaker for a short time, if green dies off, he will be much more fragile to attacks for a short time, yellow makes him slower and purple makes him hit softer.

{Signature Abilities}
Rift tear

Xalxel is capable of doing what only 2 other demons can of this generation, Tearing tunnels, gates and passages from realm to realm. With his sharp claws and strengths he can break open tears in the world he is in to another he wishes to go. His most common use of such a ability is bringing monsters from the Hellion realm to the mortal realm as he is one of the three responsible demons of populating the mortal realm with deadly monsters. He is the key and the door to travel from realms alongside other two. The gatekeepers of Hellion are task to maintain balance in the hellion realm but as well release deadly monsters from it to the mortal one as said before and now with humans having 4 champions. The hellion realm is nothing but a war effort in the battles that happen above. He is capable of tearing rifts if he needs to escape from situations or to surprise unexpected visitors.
Tearing rifts take time as he would need to, quite literally, punch a hole in the plane he is in and use his claws to tear it open to where he wishes to go, they don't last long open unless he holds them open but he is capable of creating permanent rifts called "gates" who only came to be recently because of the mortal champions. Hold by obelisk the rifts are nothing but permanent passages from realms unless the obelisk's are destroyed making it collapse
.

Creating Flames

Xaxel with his green flames is capable of creating monsters at will, big or small he can create monsters to populate and serve there cause. The more complex the monsters, the larger and stronger they are, the longer they take to be created. He is in a way the one of the three fathers who bring monsters to life and populate the hellion realm with them only to release them as ravenous beast.

{Bio}
Each 3 millennia's, Three demons are chosen from there realm to become gatekeepers of Hellion, a realm formed by massive floating land masses populated only by monsters. These three demons must fit a certain criteria to be able to be picked, once three demons are picked they are teach and gifted with abilities of the rifts, turning them in to beings capable of tearing doors from realm to realm. Once such has been completed they are sent to hellion where the three previous gatekeepers will, quite literally, turn to dust and give form,power and strength to the new gatekeepers of there former self. Generations upon generations this ritual like activity has been done, previous generation combating the previous guardians, and with the new ones now rising, the current generation with Xalxel now being the new "Fathers of monsters" to make there realm suffer.

Now with Xalxel himself.
The newest generation of Gatekeepers worked very differently, the three previous gatekeepers knew that as time passes, they would need demons who are specifically for the rift. Such they created three prodigies, with there green flames, power from the monsters realm and there bodies the three future gatekeepers were created and Xalxel being one of them born for one task and that was to be there replacements once the third millennium has been reached.
Kept away from the demonic realm and teach from birth to manipulate the rift Xalxel and his other two "siblings" became proficient demons at manipulating the rift but as well born in the realm itself, they are both feared and respected by the monsters that reside in it. Each beat of there heart signals monsters the three "Monster born" demons are near and such they would bend to there will easily without a word. Xalxel was 600 years old when the three previous gatekeepers had finally reached there time to go, turning to dust and residing in the now new demons of the rift. Xalxel became sort of the leader out of the three gatekeepers being the most proficient and strongest out of them. With terror Xalxel made sure to curse the mortal realm with only the worst of monsters and poison its life with danger.
But Xalxel discovered no mater how disgusting mortals can be they...have interesting tales, he began instead of merciless slaughter, capturing mortals alive and striking a deal, 'If the have a tale worth the ears of a demon as him, he would spare them" and he kept his word at that, sadly most that have crossed with him have been killed but some...live to continue there tales. By his kin, he is very well known as he and his two brothers are responsible for transporting them from realm to realm those who cant and making sure the mortal realm is dangerous.

{Extra}
Xalxel has a pet he himself created, a small wyvern like creature, covered in dark scales and a pair of wings that allow it flight, its his small pet who keeps him company and as well dose all the capturing for him, bringing humans or any mortal to his home and see there stories.
 
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Name Aylessa Fenrickson "Griff"

Age: 24 Years Old

Build: Athletic

Appearance: Dreads fall down her back to her waist, fading to a warm blonde at the tips. Her dreads are usually worn up in a working ponytail. Her athletic form is muscular and slim, not boasting the soft feminine curves of many women. Her dusky brown skin is unmarred for the most part except for the discolored white burn scars on her left thigh which curve and wrap around her leg. Her face is described as the only feminine part of her what with high cheekbones and bow-shaped lips. She has grey eyes with dark eyelashes to frame them. Her arched eyebrows give her a stern look but don't take away from the beauty of her features.

Scars/Ticks/Noticeable Traits:
Her burn scars on her left thigh are hard to miss.

Personality:
Her outward appearance is that Aylessa is a serious woman known for her level-headedness and calmness in the face of darkness. She has a regal way about her especially in the way she commands a room. Her confidence helps her lead and her compassion helps her heal those around her. However, inwardly such could not be said. Aylessa is a worrywart and motherly in her anxiety. She often wonders if perhaps she isn't doing enough but is bolstered by the love and support she is shown by her friends and fans. That is what powers her. Her compassion is true but its source is the suffering of those beneath the common streets of Tyr. It is for those who have no way to make a living and who were unlucky enough to be born different. She can be courageous but still has doubts due to self-preservation but for the most part she's selfless and looks out for those she cares about.

However, Aylessa isn't as perfect nor as good-hearted as most may think. She, like those who take positions of power, make the wrong decisions or have to do cruel things in order to do the right thing. She feels no remorse over decisions that potentially hurt someone in order to make the greater good better. She is a warrior first, a leader second, and a kind person last of all.

Likes/Dislikes: Aylessa likes those who are honest and hard-working. She prefers those who would be shrouded in darkness and honest than those who would front with good nature but be a traitor inside. She likes unique places and creatures, preferring the elves and orcs as company to the common human. She likes to practice equestrianism and dreams of one day riding atop a war beast like in the books she's read. Her dislikes range from hating lazy folk, lateness, and bad food. She dislikes and somewhat fears fire due to an accident as a child but doesn't have much that bothers her otherwise.

Equipment:
Orichalum Twin Daggers with Embedded Guild Emblem
Lightweight Leather Harness and Leg Bindings with Mithril-Gold Finished Plates
Red Commoners Cloak with Hood

Skills and Abilities:
Minor Arcana: Due to her diluted elf blood and knowledge-building, she has gained some ability for a small amount of magic. She can use some healing spells but can't save a life if the wound is fatal or bleeding quickly.
Increased endurance: She can temper the longest distances and fight the longer fights due to her build and natural inclination.

Biography: Approximately 24 years ago a small brown child was delivered from the womb and given to a dark-skinned woman with eyes the color of amber. Her names was Tamil and she lived in the beggars quarter in a small hut the size of a noble's smallest pantry. She had married a half-elf by the name of Knox. After going through the hardest twelve hours of her life, Tamil passed away with her newborn child in her arms. The labor of childbirth was too great a struggle with no one to assist the new mother through it. Knox took the babe and raised her by himself. He taught her the ways of the elves that his father had taught him. He taught her the magic of the forest despite knowing she would never learn mastery of it because of her blood. He knew his child would never be accepted by the elven folk due to her diluted lineage but he could teach her to survive in the world and rise above even the best.

Knox taught her to battle. He taught her to fight hard and dirty and to have honor for those who are lost. He taught her what the world was truly like and to serve those who need help. When she got older, she started to seek out lessons beyond what Knox had taught her. She sought out libraries and any books she could find. From there she learned what it took to be more than a warrior or poor mercenary. She learned to be a leader and she found the recipe to make the world better.

At the age of 23 she bought one of the churches in town from an old and dying clergyman who saw her ideas as a means for change and transformed it into a guild hall. She recruited all of noble and good cause and of all races. Many other guilds demeaned her own because she often took in other races more than humans and often more beggars than nobles but she only recruited those who proved themselves in some way. Her guild, named The Claws of the Red Griffin and hence her nickname Griff, offered any and all kinds of services from grocery shopping to hunting monsters and escorting caravans. Now, a year later she celebrates one more year of life and still leads her guild to success. Her guild is known for having some of the most unique and talented warriors besides the four who stand beside Queen Janissa, for some of the most clever merchants, and some of the kindest citizens. However, with darkness on the horizon and bigger and bigger accidents and carnage happening everyday her guild is being stretched tight and she prepares for what will come because her warrior-senses are tingling mighty fierce.




Trompe lOeil Trompe lOeil
 
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V








AYLA CIEL

guardian of light


AYLA CIEL
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    Basic Information
    Name
    Ayla Ciel
    Build
    Mesomorph
    Weight
    122lbs
    Age
    23
    Gender
    Female
    Height
    5'6"
 
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Theme||Generous Grief


"Please, just five more minutes. Maybe ten. Just... just wake me up in an hour."


Nagasone.Kotetsu.full.2040566.jpg [Name]
Ira Graves

[Age]
31

[Build]
Big muscle man, built like a brick house, almost to a disturbing degree.

[Appearance]
Not much can be said about Ira's dress style, as it can often be very revealing. Ira enjoys loose clothing or no clothing at all for that matter. For upper-wear, he usually drapes a cloth over his shoulders and calls it a day. He does have enough self-respect to wear real pants, at least in public.

[Scars/Ticks/Noticeable Traits]
A body covered with small scars, particularly on his chest. His hands are callused and coarse and his nails are uneven due to how often Ira will bite them.

[Personality]
The one who plays the fool, Ira Graves, the lazy knight. Ira is a man known for shirking work, making light of any situation and sleeping whenever he can. Though lethargic is far from his only defining trait, it is a good place to start. Ira enjoys playing the fool. He likes to have fun, believing that play to be just as important as work. He does have trouble balancing the two though and will often put his need to blow some steam before his work. He doesn't obsess over trivial matters and likes to go with the flow, take life as it comes.

Ira would never wax philosophical, or more accurately, he isn't one to lecture people. Though he is the type of person who enjoys thinking. When shirking work one can find Ira in either deep contemplation or deep sleep. He enjoys pondering questions and giving his brain a nice workout. Though one wouldn't often see this side of Ira as it doesn't show when he talks. So even though Ira oft plays the fool, he is not truly a fool at heart.

Above all Ira is still a knight, albeit a bit lazy at times, but dependable. When the going gets rough Ira is someone who can be depended on. His laziness steams from his strange ideology. He saves his energy skipping out on trivial matters so that he may devote all of himself to the important tasks. He acts accordingly to his own code and when he is actually commited to something he sees the goal though till the bitter end.

[Weapon]
A single-edged greatsword of formidable size and weight (from handle to tip 6'7" or 207cm)

[Magic]
"Being able to control the very ground we walk on is nice and all... I just wish it wasn't so darn slow."

Ira is able to control earth, specifically rocks and metal, and to a lesser extent dirt, sand, and flora. A powerful yet cumbersome ability. With it, Ira can erect walls of rock, morph rocks to form spikes, bend and form metal, among other things. By touching an object he can also cause it to undergo accelerated erosion. Any object able to erode is suspectable to the effects of this ability.

The biggest drawback is that Ira's abilities, both his control over earth and erosion, are very slow. The more stone Ira has to move the longer the process. In the heat of combat, unless fighting an equally slow opponent, forming a rock wall for defense is a lost cause. An attack can also be easy to see coming, and thus easily evaded or countered. Becuase of this factor, using the ability by itself is a pointless endeavor. Forcing Ira to supplement his ability with a quicker means of attack and to use it tactically. Unless Ira takes care to do both his ability is useless.

[Signature abilities]
100 kph Gatling-gun:
An ability in where Ira turns pebbles into high-speed projectiles to attack with. The stones Ira uses for this ability are no bigger than a fingernail and no heavier than a few grams. It is due to the stones small size that Ira is able to propel them at high speeds. The skill has pitiful range, however. The spread of the stones is wide and the further the enemy the less likely each stone is to hit. A devastating skill, but only at close range.

Wavering Blade:
A simple technique where Ira can change the shape of his blade. He has impressive control over this ability, even being able to move his blade as if it was ribbon. While undergoing a change in shape or form the blade loses most of its durability until the change is finished. Meaning if the blade is hit while changing it could very well break on the spot.

Shifting Lands:
When using this skill Ira causes the ground to quake, making it difficult for anyone in range to gain stable footing. The skill works best when one is already on unstable ground, dirt, sand, gravel, etc. The biggest downside is that the skill affects anyone in range, ally or otherwise. It also cannot be used on elevated platforms or within buildings as it would compromise the structural integrity.

[Bio]
A lazy knight, a knave till the end. Ira's family had served under the monarch as royal guards for generations. It was a family business, an honor that could not be rejected. Just as his father was a knight of the monarch, so would Ira become. Accepting of his fate, the young Ira trained. He was proud of his family's lineage, day in and day out Ira trained with his sword. Devoting himself fully to his future, all for the hope that he could one day become a knight his kingdom could be proud of. So Ira spent years chasing this goal, and in time the young knight became jaded.

The passion had run dry, the flames of desire extinguished. The boy who wanted to become a knight seemed to no longer exist. Overnight the once proud Ira turned lethargic. He began shirking duties at every turn. Sleeping whenever, wherever, he could. It quickly became infuriating. Yet nothing made Ira come around and return to his old self. Bribes of money. Threats of violence. Even the promise of throwing him into the Beggars Quater could not sway Ira. The change in Ira had seemed so sudden, it was a mystery as to what had caused it. Until, at least, Ira was confronted by his father and forced to speak. What was the catalyst that ruined his son? Simple. It was a girl.

The daughter of a handmaid, whom Ira had confessed his love to when he was but a child. The two promised that in time they would be together, forever. Ira was to propose to her once he became a royal guard. But in truth, all Ira wanted to be was a man she could be proud of. The girl who drove Ira, the girl who stole his heart, the girl who promised an eternity with him, and the girl who died only a few weeks back. It was as simple as that. Ira had lost his passion, snuffed out completely.

Despite this, Ira would go on. He would become a knight. If not for himself, than for her memory.



"If you're looking for Mr.Ruggedly Handsome then look no further!"
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"Presenting: the best squad!"
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Working out with the boys
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"Shall we dance?"
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