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Fantasy Heroes of the Everchanging World - Characters

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Deathkitten

I am the Deathkitten! Fear me!
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Name:
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Race: (Human, dwarf, elf, dragon, kemonomimi, beastfolk, gnome, or a race you or another player brought over.)
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Brought Race: (You've brought one race to this world. The more detail you write, the better. What you leave out, the world will fill in randomly.)
Brought Beasts: (You've brought three beasts to this world. The more detail you write, the better. What you leave out, the world will fill in randomly.)
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Name: "Tyrael Marchrosias"
Age: 370
Height: 7'2
Weight: 313 lbs
Race: Daemons
Gender: Male
Brought Race:

Daemons - Mortal beings who have been twisted and corrupted by demonic forces, they have become Daemons, and often serve as the bulk of a true demon's minion forces. However Daemons have the potential of being far more powerful than demons thanks to their mortal origins, having powers that ordinarily are impossibly for true demons to gain, or lacking weaknesses that only affect demons. This temptation for power is often why many mortals willingly become Daemons, believing themselves to be great enough to become more than minions. Many of these prideful individuals still serve the lowest of hells forces, their arrogance blinding them to their situation.

Because of their mortal origins, Daemons are capable of becoming purified, but depending on how long they've been a Daemon whether or not they can return to their mortal forms is questionable. Typically, those in early stages of corruption are not even called Daemons, merely "Fell-Touched", as they retain most of their mortal bodies but with some minor but notable demonic influences. It's only after they've gone beyond the border and can truly no longer return to their mortal lives that they become Daemons. This also puts Daemons ina unique position to potentially _ascend_ from demonhood, becoming something more than mortal and greater than demons, though this itself is rarer and more difficult to accomplish than merely rising up in the daemon hierarchy.

Daemons not only retain the abilities, memories, and other powers they had in mortal life, but they also gain access to unique demonic magics. Most commonly is the manipulation of Hellfire, a special flame that burns differently from mortal flames, so much that it can hurt other demons and those normally immune to heat-based attacks. They also gain a resistance to fire itself, and some can even transform this into a full on immunity if they develope their resistance. Shapeshifting is another type of demon magic accessible to Daemons. But not only does demon shapeshifting allow one to transform into animals and beasts, it can also turn into monsters such as giant, dragons, or other chimeric abominations. using one's shapeshifting to change one's physical traits is also common, such as growing larger muscles for greater strength, wings to fly, extended limbs for greater reach, or simply changing genders and their physical race. The final demon magic is Conjuration, which not only deals with summoning demons but also controlling, changing, and banishing them and other creatures that need to be called forth from another realm. Conjuration is actually easier to do for Daemons than demons themselves, as these outsiders are more drawn towards mortal essence than demonic ones.

Daemons are the natural enemy of mortal kind, having chosen to give up their humanity for power. But that's not to say that all Daemons are enemies of mortals. A notably many have chosen to give up their humanity in order to protect them. And becomes demons themselves are hardly a unified race, it's not unusual for a demon to grant powers to a mortal to become a Daemon, and turn them against their enemies for mutual protection. Daemons are also much more common among cultures who do not have gods to gain power from, and many demons themselves have become gods to these people not out of trickery, but simply due to twisted morality. The world where Daemons hail from is not one of simple morality, where things could be easily categorized as "good" and "evil", and thus Daemons are much more common than one would think. Indeed, the strength of a Daemon comes from the often overlooked possibility that Daemons could be formed from a mortal giving up their humanity towards a god-like being, and not specifically a demon themselves, but whether or not that deity is of good or evil intent is a matter of perspective.

As all mortals are capable of being Daemons, they don't have a specific culture. Humans, elves, dwarves, beastfolk, they are all capable of becoming a Daemon if they sought out to do so. Even motives to become a Daemon isn't universal. Some become Daemons by force, having their mortal soul corrupted by demons. Others willingly give up their humanity to become Daemons, typically for power, but why they needed that power is also quite varied. Most want revenge, but a lot also simply do not want the weakness of their mortal bodies. Cripples, mentally deficient, and socially outcast tend to become Daemons because their mortal existence is a cruel one where they are weak but they lose this weakness as a Daemon. Sometimes even perfectly capable and powerful people become Daemons, simply because the power they have can become even greater if they become Daemons. Alternatively becoming a Daemon is a punishment, typically one inflicted by the demon who turned them, because these Daemons now serve their masters and are bound to them via magic or other means.

Brought Beasts:
Ironblood Boars - Wild boars native to Tyrael's world tainted similarlly to Daemons, but instead of becoming hellbeasts they begin to grow metalic plates on their bodies, greater in size, and violent in temperament. Tyrael created these beasts to fuel his need for metal and meat, creating monsters who are a synthesis of both. They're also known as Ironblood Boars because their blood becomes metallic in appearance, and could even be purified into iron, once more fueling Tyrael's industry. Ironblood Boars are not only are highly omnivorous, they breed litters numbering in the dozens off very little food. Despite this they eat voraciously, making them dangerous against most folk, but also to each other. It's not unusual for these boars to cannibalize one another if food is scares, which often is when they are left to roam on their own. Despite their barbarity they're also cunning and capable of primitive tactics, thanks to their demonic corruption elevating their mental abilities.

Ironblood boars are capable of forming their own clans and tribes, even creating emblems they paint on themselves and their territories in mud. Their leaders are known for their massive sizes, some of their biggest being larger than a building and fully sapient. Many of these boars care little for anything beyond their clansmen, and are willing to slaughter and raze entire countrysides for the sake of their people. Subsequently Tyrael often has to hunt down these leaders to scatter the hordes and keep them somewhat weakened, only allowing them to rise if he needs them to raise havoc for one reason or another. A rare breed of Ironblood Boars are born with great intellectual ability, which combined with their physical might enables them to become dangerous warriors and often it is these boars who rise to become leaders of their own clans.

Not only are Ironblood Boars even more durable than normal boars, who are already infamous for their toughness, their armor plates and tusks makes them capable of fending off greater predators and even skilled warriors. Their ironblood makes them more than beasts, so magics that typical affect beasts do not affect them. Magic itself has a hard time affecting them due to the demonic corruption within them warding off outside influences, making them indomitably to both physical and magical means. But this magic resistance is a double-edge sword, meaning that these boars cannot benefit from magic either, making them an entirely physical threat. Thus if you know how to hunt boars, one must simply adapt one's tactics to deal with a tougher one, and they will go down all the same.

Kamone Dragon - A beast native to Tyreal's realm, and his favorite beast to eat. Despite being called a dragon it's actually more like a duck, albeit one capable of wielding sticks in it's wings. They're very delicious, but they put up a fight if you think you can just run up to one and bash it's head in. They're capable of grabbing objects and using them as weapons, typically sticks, but as they're interested in shiny things like most birds, it's not unusual to run into one with a dagger or even a sword. Older Kamone Dragons are even capable of becoming skilled fighters in their own rights, which only serves to make them even tastier to eventually eat. "Kamone's fighting with an onion" is a common colloquial term back in Tyrael's world about telling a made up tale full of highly improbable outcomes in order to sound more impressive, such as the aforementioned fighting a Kamone Dragon who used an onion as it's weapon, which just so happens to serve as perfect seasoning for a Kamone Dragon as well.

Despite being capable of using tools in a primitive matter, Kamone Dragons are not particularly intelligent, at least no more than your typical bird. They travel in flocks, often with males protecting the females, and the females protecting the young. Older males serve as the vanguards and often are the first to deal with predators while the younger ones stay behind. Male Kamones will try and court female kamones by bringing them big or shiny sticks, and often these Male kamones will go so far as steal weapons from people in order to impress prospective mates, making them a nuisance during mating season. When two or more males compete for the same female, they will often battle one another with their sticks, with the winner usually determined by breaking the opponent's stick first, though occasionally these battles are even to the death. Female Kamones lay around 3-5 eggs and are expected to take care of them, with the male helping by bringing food to her while she keeps the eggs warm and protected.

Kamone Dragons are predatory creatures, typically eating small mammals, fish, or insects. It is not unusual for a flock of armed Kamone's to hunt large prey together, and once the prey is taken down the whole flock will swarm and eat the remains, with the hunters getting first pick. Kamone's tend to hunt prey they outnumber, and perfer ones who are incapable of flight as well, thus they tend to hunt terrestrial creatures such as deer, dogs, and people. A lone Kamone may try to kill smaller creatures such as cats, children, or smaller birds. Kamones are capable of eating various forms of vegitation however, and often make their nests at lakes or ponds with vegetation they can eat. When prey is in short supply, it's not unusual for a swarm of Kamone to descend upon farmlands and feast upon the crops there, though some more cunning farmers actually encourage this, as the Kamone will prioritize eating any insects, parasites, and other pests in the fields first. Once they start eating your crops, that's a good sign that there's no more pests to poison your crops and you can now hunt the delicious Kamone.

Squig - Squiggly beasts foreign from Tyrael's lands, brought in when his world was invaded by orks who themselves came form another realm. After eradicating the invaders these strange fungal beasts continued to breed and propagate, but Tyrael figured to make the best of a bad situation and cultivated them. There are many types of squigs, each one fulfilling some functional or utilitarian role Tyrael needs them for. There are many types of Squigs, but each can be generalized into a single variety, such as edible, musical, hair, medical, parasite-hunting, face-eaters, pet, buzzing and paint Squigs. Some, like the face-eater types, are little more than snapping, fanged mouths on legs. Squigs naturally grow and breed within the cesspits of civilization, subsisting on refuse. This makes them a very low-maintenance, but nonetheless dangerous part of the every violent ecosystem.

All Squigs are edible, but some Squigs are specifically bred as a food source. The rarest form of these Squigs are referred to as Juicy Squigs and require a special cook to be prepared properly. Juicy Squigs also look very similar to the Face-Eater Squigs, which are just as delicious but are much more capable of biting back, often decapitating people who try to eat them with their deceptively powerful jaws and razor sharp teeth. Sometimes people eat live Face-Eater Squigs for special contests. An Eating Squig is a limbless blob used as a primary food source. It resembles an elongated, squarish slug with two eyes and a small pug mouth between its two eyes. Gob Squigs are small enough to be put into a person's mouth and left there for the rest of the day. The Squig cleans the mouth out by rooting round the teeth and eating the juicy bits of food that are stuck between them. Parasite-Hunting Squigs are tiny but voracious feeders used to clear the body and clothes of parasites. Simply drops a handful of these Squigs onto clothing and lets them crawl around. The Squigs prey on lice, ticks or leeches that may have accumulated over time. When the engorged Parasite-Hunting squigs drop out and go into an inert state, where they can be simply gathered up and eaten as a juicy snack.

There are many variety of squigs designed for combat purposes as well. The most common is the cave squig, or commonly referred to as the Attack Squig. An Attack Squig is a bouncing ball of claws and razor-sharp teeth, with immense variations in morphology between individuals, with some having horns and a devil-like tail, while others are single-eyed or single-nosed creatures. Another commonly used variant is the Bile Squigs, which comprise any breed of Squig that squirts, spray or vomit harmful fluids. Typically launched by the handful, these disgusting creatures squeal and thrash while madly jetting acids, lubricants, poisons and flammable bio-slop in every direction. The foe are drenched in disgusting -- and often harmful -- slime, leading to much hilarity as their victims slip, skid, scream in pain, burst into flames, dissolve or worse. The Boom Squig is infamous for its defence mechanism of violently exploding at the slightest provocation "to warn off predators." Typically triggered by direct physical contact or surprising loud noises -- or sometimes even by its own bouts of indigestion -- Boom Squigs detonate with such force that they kill or maim anything unlucky enough to be in the vicinity.

A more advanced form of an Attack Squig is called the Squig Hound. This creature has all the ferocity of an Attack Squig, but is bred to be utterly loyal to its master and to stay by his side and protect him at all costs. Squig Hounds can be almost affectionate with their keeper and tend to lie at his feet like a contented dog unless danger arises. Squiggoth are some of the largest species of Squigs, being tougher, faster, and stronger than your typical Attack Squig and fully capable of taking on other massive monsters. These Squiggoths often have additional mutations such as fire breathing, emitting poisonous gasses, or shooting spikes from their bodies. But the most dangerous of these all is the Wyrdsquig, a squig full of potent, random magic power. Even Tyrael isn't too sure how these squigs came to be since when he first discovered them, he had no introduced any form of magical influence into their breeding pits. Regardless despite the random nature of their exact magic powers, they are very potent as a power source of magic power, making them perfect living batteries for whatever device or spell that requires a live creature to be sacrificed.

Brought Place: The Infernal Engine - This was Tyrael's realm back when he was a warlord among the living. The Infernal Engine is a realm of machine and industry, constantly cranking out thousands of weapons and armor to fuel the war that Tyrael was a part of. The Infernal Engine was not only a factory, but a fortress, that stood against all sorts of enemies be it the legions of hell, an army of angels, an undead horde, the forces of a Wild Hunt, or the combined forces of man. It is a place of hostile wildlife and hazardous terrain, but at the same time the bounty here is unmatched to any other paradise. Plants and herbs that can heal any wound and cure any ailments can be found here, if you're strong enough to take it. The city-fortresses here produce vital resources by the thousands, and fortune can be easily amassed even for the poorest and most wretched. But easy come, easy go, and if you lack the wits and power to hold onto your valuables, don't be surprised when it's taken from you.

The Infernal Engine was once a place known as the Aerta College, a place of magic learning. When Tyrael was still mortal he learned magic here, and it was thanks to their help he was able to keep his mind when he fell and became a Daemon. He served them even as a Daemon, fending off all threats to the college. But over time, they began to lose some of their best and strongest to their enemies due to the College's desire to limit their power. Tyrael felt trapped, doomed to a slow demise. When it was up to him to lead the college, he abandoned the college's creed to remain neutral and went on the offensive, first attacking the demons who plagued the college and it's people, expanding his control in the Inferno, the realm of demons. Using the powers he obtained from his conquest, Tyrael went to war with the world that had abandoned them, conquering neighboring countries that had taken advantage of the college's neutrality to grab land and benefit from their accomplishments. Tyrael did not simply lead an army however, and used his considerable influence to subvert the population of a nation to give up and join him. The Infernal Engine had all the means to provide to them what their own nations could not: Food, Wealth, and Power.

At the center of the Infernal Engine is a large volcano that harnesses it's geothermic energy to provide power to the entirely of the nation, be it heat or energy. The magma was naturally a weapon that could be used against enemies as well, with rivers of the stuff flowing from out underground onto the surface. The Infernal Engine is divided into four sections, and within each of those sections are different districts that cater to different needs of the city. The first section is known as the Outer Rim, which is the largest section. Here is where most of the residential areas are, mostly low-to-middle class. It's also where the marketplace is located at. The Outer Rim sees the most commence and traffic for this reason. The next section is known as the Inner Rim, where most of the industrial factories are located. Thanks to it's nearby proximity to the Infernal Engine they are most productive here, having factories and warehouses that make all sorts of things, be it weapons and armor, clothing and furniture, or even medicine and food. The Inner Rim is also where the prison of the Infernal Engine is located, though it isn't very populated. This is usually because prisoners are converted into raw material to feed the machines, and criminals who don't warrant such punishment are nonetheless put to work as prisoner labor.

The next section is the Upper Rim. Here is where the military forces of the Infernal Engine are trained and housed, alongside the richer and more aristocratic members of society. The Upper Rim is considered a very safe part of the Infernal Engine that reaps the fruits of everyone's labor, but at the same time the internal conflicts are often just as dangerous as the street fights and ally robberies that happened on the Outer Rim, if not more so with the amount of assassins that lurk the Upper Rim. If you're here, you're already part of someone' scheme, and that could very well lead you to your doom. The last section is known as the Core, where the Infernal Engine itself lies. This is the seat of power in the realm, and where Tyrael rules his nation. The Infernal Engine fuels the city with power which in turn fuels the war machine that protects the city. At his seat of power Tyrael can call forth all sorts of minions, magic, and can even reshape the land itself to suit his whims.

Home World: Tyrael comes from a realm of Yearn, a large realm of magic. Here the many races and nations lived in relative harmony, but that doesn't mean they lived in peace. Ambition, greed, and bigotry was common, and often shaped the realm. Tyrael was just another warlord in the realm's long history of strife and change, and even after he died the world continues to be controlled by might. If there was one good thing to be said about the realm, it's there there is no evil. But neither is there good. There is only strength, and those who can use it to protect what they love, and destroy what they hate.

Chosen Power: Devour - Tyrael is capable of consuming others and taking their powers into himself, to combine with the powers he already possesses. This consumption is literal: he actually needs to eat them, but he can quickly acclimate to their powers the more of their body he consumes.

Backstory: Tyrael was but a common orc back in the land of Yearn. When he was mortal, he was just another warrior to fight another battle for yet another orcish warlord. And like many before him, Tyrael would be doomed to a short life, dying in the field of battle. But his destiny changed one day when he decided enough was enough. He no longer wished to become a mere battle thrall like so many before him. He wanted to be more. So he escaped his clan, and pursue a new life. Chased by tribesmen who sought to kill him for his abandonment, Tyrael eventually found sanctuary at the Aerta College, a place where he could study magic and other skills. Despite being an orc they welcomed him with open arms and protected him from his enemies, allowing Tyrael a chance to learn more about the world and learn new things that could help him shape the world.

It was here that Tyrael learned that he had a talent for Demonomancy, the art of demon magic. It was a fairly rare art, and a dangerous one, so Tyrael made sure to make the most of the college's resources to study and master it in a safe manner. His teachers took note of Tyrael's studious nature: despite his dedication Tyrael was very careful, taking a very long time to do anything. But when he did act, he did much and accomplished a lot in a short amount of time. Preparation was key to Tyrael, and anything he does he does with overwhelming power. Be it studying, fighting, or even eating, Tyrael was the type of man who preferred to be excessive. His friends cherished that he was always willing to go beyond for them, but many worried that his excessive nature would drive him into madness. His enemies chastised his endless hunger for more, believing that his desire goes beyond his need and it will bring ruin to himself and his loved ones. Tyrael pay neither any mind, and continued his all consuming desire for more. He didn't care if he had to give some of what he had away, as long as he could get more, excess was fine. He'd rather have too much than not enough.

Power. Wealth. Influence. Tyrael gathered it all. But he wanted more. And he knew how. During his studies he befriended a demon lord who arranged a deal with Tyrael. A portion of his essence, for a portion of the demon's own. A trade for power. Tyrael was careful with this knowing that such deals often ended badly for mortals, as even just a single fragment is all a demon needs to twist a mortal soul into a corrupt abomination of themselves. It took Tyrael time, but eventually he made this deal. And immediately the demon lord tried to use his powers to corrupt Tyrael. But that was where the demon lord was fooled: Tyrael was already fully corrupt. And now he had a fragment needed to take the demon lord's power himself. With the help of the Aerta College, Tyrael was able to seal the demon lord away, taking on his power to maintain authority over his realm. Though there was conflicts as the commanders fought to take control, Tyrael made sure that in the end, he was the one on the throne. After consolidating power and instilling his own demons as his commanders, Tyrael in turn served the Aerta College, in thanks for all of the help they did for him. For the longest time, Tyrael thought things would be good. He was strong, with an army of demons at his back, and had the magic to make anything possible. He wanted nothing but good things for his friends and family. But good things would not last.

Over the years Tyrael saw the delcine of the Aerta College. Their influence began to wane as other nations built their own colleges, ones that could compete with their own, but the Aerta College did nothing to compete against them. This was due to the Archmage's own desire for neutrality, and in turn he had no intentions of monopolizing the education and power of magic. Tyrael and a few other notable members of the college tried to convince him to take a more proactive approach, but they were rebuffed. Not wanting to oppose the person who gave him so much, Tyrael stayed his hand and simply tried to do what he could, within the limitations he was given. But over time the world around them began to advance while the college stagnated. Soon old enemies came back and began to threaten the College, and Tyrael fought back against them. But these old enemies had new allies who were stronger, armed with more advanced techniques and magecraft. One by one the best and brightest in the Aerta College fell or left, even the Archmage himself. In the end, it was up to Tyrael, the strongest of those who remained, to try and save the college when it was beset by all sides by enemies.

Tyrael was not going to merely defend his home anymore. It was time to take war to his enemies. After amassing power, Tyrael began his conquest. First against the demonic forces who stood against him. They thought they could threaten his people: it was too late, Tyrael had already converted them into his Daemons. After conquering the demons, he waged war against the mortals who raised their weapons against him. Using guile and manipulation, he had the mortal nations tearing each other apart, bringing suffering to their own people. They desired more and sought to take it from each other, and that's when Tyrael would arrive and offer his services, making faustian pacts and deals with the various nations that turned their backs on him. Those who knew better than to deal with him would nonetheless face the harrowing prospect of their people turning against them, and often by Tyrael's own hand.

He waged a twenty year war of conquest to take over the land, luring people in with promises of riches and power. Those who stood against him he crushed, cannibalizing their lands into his own. Their culture became his, their identity erased and replaced by the one he gave them. Slowly but surely he was going to take over the realm of Yearn, and set his sights beyond. Tyrael's hunger expanded more than merely material, but more. It was then that the many forces that be collectively came to crush Tyrael and his forces. Mortals rebelled and fought against his daemons. Demons swarmed his fortresses and strongholds in hell. Even angels, a long time enemy to Tyrael, came from the heavens to battle him directly, occupying him from rallying his forces and fighting back. After a few more years of harsh fighting, the Daemon Lord known as Tyrael was finally vanquished, his holdings scattered, and his army defeated. It was the end of an era.... But not the end of Tyrael.

Now he enters a new world, back to nothing. All that he worked for was gone. His accomplishments, rendered meaningless. But that wasn't going to bring Tyrael down. Far from it. All it did... Was leave him hungry for more.

Abilities: Tyrael has a few centuries to develop a general knowledge of many abilities, including languages, magic, martial arts, history, and tools. While he is not a master of all of them, he simply has a lot of experience to draw upon, and what skills he has mastered he can use and call forth with very little difficulty. As the previous master of Demonomancy, as well as the Archdaemon, he has a vast amount of magical and martial knowledge befitting his position.

One of the innate magics of all demonkind, including Daemons. Hellfire is considered a type of Pyromancy and shares many similarities, however it differs from conventional fire, even magical ones, by their nature to harm one's spiritually as well as physically. Prolong exposure to hellfire is known to warp objects and locations to take on demonic traits, often becoming both figuratively and literally twisted. Hellfire doesn't always simply manifest itself as simply fire either: it's also capable of producing smoke and gasses, often lethal or otherwise dangerous to the living. The corruptible nature of hellfire also makes it a surprising weapon against the lives of divine beings who ordinarily would have a natural advantage against demonkind: hellfire more or less negates whatever natural immunity they would have, and while not a weakness per say, it does put them on equal grounds with demonkind, which could spell their doom if the divine beings relied on their innate natures as a means of defense.

Tyrael's own skill with hellfire has manifested itself into different forms that he has committed into spells. The most basic is the Pyromancy Flame: simply summoning forth fire into your hand. Those with actual control over their powers can summon this flame to their hand and prevent the fire from burning anything, be it books or flesh. It also remains even if submerged in water or against a strong wind. Handy to provide some illumination, and if need be it can burn at a touch, though compared to a proper spell the Pyromancy Flame isn't all that strong. While some may think to use the Pyromancy Flame to augment hand-to-hand combat, that requires a specific spell, as the default Pyromancy Flame is merely a catalyst for Hellfire magic and thus ill-suited for such techniques.

Fire Surge is the next basic Hellfire spell. It is simply shooting out a gout of flame from the hand, which depending on the amount of energy one puts into it can be as short as five feet, or as long as sixty feet. Good at causing the enemy to catch on fire and can be swept across the room, disrupting formations and burning a large swath of enemies, and fairly easy to cast enabling even a novice to quickly bring this spell to bare. Despite this the actual power of a Fire Surge is notably weak. It works best against foes who are already critically weak against flame, or would fear being set on fire, as anyone with the strength to endure the burning could do so fairly easily against this spell. Even though Tyrael can make his Fire Surge very lethal, he has other spells that can be just as lethal as his strongest Fire Surge without nearly as much effort.

Bursting Fireball enables Tyrael to hurl a ball of fire that splits off into multiple smaller fireballs. This can surprise opponents who expect to simply dodge a single fireball, and end up running into multiple smaller ones instead. While the indivudal flames aren't too strong, getting it with one or all of them make them far stronger than what a relatively weak spell ought to produce. Typically Tyrael splits the fireball into six smaller orbs, though he can make the fireball split up to 100 tiny flame orbs instead, proportionally weaker but more numerous if he needs to scatter a vast amount over a larger area. However the nature of the spell means it's most effective from short-to-mid range: beyond this range the wide cone makes it unreliable at hitting it's targets, even with saturation.

Black Flame is the strongest of his basic spells. A spell only capable by those who can control Hellfire, these dark flames not only burn intensely, but have actual mass as well, making them capable of both burning and bludgeoning enemies and objects. Best used to batter away barriers, shields, or enemies, it can be called forth easily and thus makes a great opening attack against a stout defense or as a counter to an enemy charge. The flames are hot enough to warp metal and the hellfire can warp even magic steel to bend or break. The nature of this spell also makes it effective against creatures who are normally resistant or immune to flame, as it specifically uses Hellfire instead of conventional flames. However the range of the Black Flame is very short, about the length of a longsword, so this spell is largely best used in close-quarters.

The Chaos Fire Whip is an advanced fire spell that creates a physical whip made of lava. Empowered by hellfire, those struck by the whip are stained by molten lava, which not only sticks onto the opponent and objects but will continue to do further damage. The whip itself is very powerful, with the residue lava typically overkill, but it can help weigh down sturdier enemies to inflict further punishment. Has a short range and takes a while to wind up however, requiring precise timing less Tyrael leave himself open to a counterattack.

The Flaming Weapon spell is an iconic spell for pryomancers, as it envelopes their weapons in flame for a short time. The fire can not only strike fear in the hearts of weaker men, the fire is not simply for show: the heat is enough to melt steel and will boil flesh, not to mention what will happen when struck by the weapon itself. Naturally, the weapon and it's wielder are immune to the flames own heat, allowing this spell to be used on all sorts of weapons with different styles and not harm it's user. Typically however the weapon is a melee one: Should the weapon leave the wielder's hand, the flames are extinguished, making it fairly useless for ranged or thrown weapons. Using Hellfire however removes this weakness, enabling the likes of arrows or throwing knives to retain the property of flame regardless if they're in the user's hand, for better or for worse.

Immolation is a dangerous spell for most Pyromancers, as it literally lights their body on fire. Without proper precautions, this spell can literally burn it's caster alive, however because the caster is so willing to let their body become the kindling, the flames from this spell are very powerful. Not only that, but this spell protects the user from the effects of other flames and frost spells and increases the caster's physical abilities so long as they burn. When empowered by hellfire, the Immolation spell can even protect the user from hellfire and burn foes who are too close, so long as they're willing to burn from their own spell in exchange to protecting themselves from others.

Lingering Flame is Tyrael's favorite spell. He summons forth a tiny flame about as large as a match, which floats in the air for a few minutes. But when a creature (Typically anyone who isn't himself or his allies, though he needs to decide this when he casts the spell) comes close enough, the flames explode into a large fireball, catching anyone in the blast with a powerful burst of flame. Only the tiny flickering flame indicates it's presence, which itself can be easily missed in the heat of battle. When empowered by hellfire, not only is the range and strength of the explosion greater, Tyrael can add additional conditions for when the explosion occurs, and the tiny flame itself vanishes from sight, making it impossible for people to observe it if they didn't already know it was there.

Toxic Mist is a heretical flame spell, calling forth the noxious gasses and smoke that can be produced from flame. Not only is the cloud itself dangerous to the health of those caught within it, it can inflect those within with a vile poison that will weaken and kill them. The fact that the Toxic Mist also creates a completely opaque cloud, enabling the caster to use it to create a literal smoke screen to evade those who aren't prepared to counter the spell. When fused with hellfire, the cloud not only poisons those caught within it but also corrupts their perception, causing them to see illusions and hallucinations to harry their ability to fight.

Warmth is a bizarre spell among fire magics in that it does not harm, but in fact heals those who are within it's flame. Tyrael can create a large glowing ball of light that can restore one's stamina and undo their wounds over time, and this healing can be shared by others who bask in it's glow. Even when empowered by hellfire the healing effects of Warmth is kept, and the hellfire instead takes on any corruption and maladies and purges it from the body. Potent as this spell can be, Tyrael needs to be careful when and were he deploys this spell, as the beneficial effects of this magic can also benefit his enemies as well. He has no means of choosing who does and does not benefit from Warmth's healing.

Great Chaos Fireball is a Hellfire spell that creates an archetype fireball, a spell familiar even to those who are not pyromancers, but upon exploding not only does it burn those caught within the blast but also leaves a massive pool of molten magma that burns and slows those caught within. Thanks to his mastery of his Hellfire magic, Tyrael can throw his Fireball a long distance, up to 300 feet, and cause it to explode in midair without ever contacting a surface or enemy. He can even make his fireball bounce if he so desires. He can make the fireball small, for speed, or large to cover a wider area. This is his primary fire spell for combat due to it's strength and utility.

Acid Surge uses the corruptible power of Hellfire to specifically destroy and warp objects, be it stone walls, metal weapons, or people's clothes. While technically it does no harm, it can rapidly destroy equipment and fortification with little difficultly, stripping away not only your enemy's weapons and armor, but also their dignity. A perversed spell that Tyrael nonetheless gets much use out of.

The Floating Chaos spell creates floating balls of fire. Though mindless, these balls of fire can act as sentries, shooting firebolts at any creature Tyrael designates, or at least not shoot anyone he doesn't want this spell to attack. Floating Chaos can last indefinitely however they can only attack a certain amount of times depending on how much energy Tyrael puts into the spell. At it's weakest, it will last long enough to only shoot 3 firebolts, but if he puts a lot of energy into it he can have them shoot up to 30. When infused with hellfire the Floating Chaos gains a primitive sentience, capable of patrolling an area and given somewhat complex orders, such as chasing down targets, not attacking those with certain objects or with a password, or even ramming themselves into enemies to conserve firebolts.

Outcry is a Hellfire spell of Tyrael's own make. Empowered by his own malice and negative emotions, this spell creates a destructive wave of fire centered on him, blasting away friends or foe with dark flames capable of pushing away others, crushing and incinerating them, and leaving behind molten slag that will mire and burning anyone who steps into it. A desperate spell that Tyrael created when he felt truly alone, and thus it knows no friend nor foe, and simply lashes out wildly against everyone around him. At best he can instead concentrate the direction of this spell into a cone, gaining more range the more concentrated the area of effect.

Forbidden Sun is one of Tyrael's strongest spells, because unlike most pyromancy spells, this is no mere flame. It calls forth the power of the sun, normally a source of flame known for it's brilliance and radiance, and he turns its power as a demonic tool. Instead of relying on heat or Hellfire, Forbidden Sun uses sheer divine radiance, a source of magic that is typically effective against all sorts of creatures, and are especially effective against demons and the undead. When corrupted by Hellfire, it retains it's deadly strength against all creatures, and becomes notably more effective against divine or celestial ones, who ordinarily wouldn't be harmed by holy magics. And unlike most spells Tyrael does not need to throw his Forbidden Sun, but merely choose where it spawns within a point of space he can see, enabling him to create it literally anywhere.

The second innate magic of demons. For a vast majority, their shapeshifting powers are largely limited to taking on a slightly stronger form of themselves, such as growing larger muscles, sharp claws, or strong wings. There are those who are capable of transforming into animals, some who even change their identifies based off the beast they're most capable of transforming into, such as wolves, crows, or other beasts. Transforming into a human or humanoid form, such as an elf or dwarf, is also possible for many demons who choose to use their shapeshifting to infiltrate into the mortal realms. The limits to shapeshifting for a demon is nearly limitless, as the only thing that prevents them from transforming into anything is the fact mastering some forms take time, but less "powerful" forms could take anywhere between a week or a month to master, and as demons are naturally ageless they have plenty of time to hone their skills.

Tyrael's shapeshifting is mostly limited to beast forms, disguising himself as a humanoid (with clothes and equipment), and his battle form, which he calls "Daemon Arts". Tyrael is also capable of transforming into objects, typically weapons, but he can also transform into things like trees or rocks. He isn't really capable of transforming into more impressive beasts, however he is capable of combining different bestial aspects into himself or into a Chimera, granting him surprising versatility despite using forms that are generally weak on their own.

The Tressym, a winged cat. They are popular as familiars back at the college, and Tyrael had one himself before he began taking on minor demons as his familiars instead. Agile as a cat, and with wings they are mighty predators, and had some innate magical abilities. They were able to see creatures who hide themselves with magic, and had an innate ability to sense poison. They themselves are immune to poison due to their magic blood, so they use these senses in order to seek out potentially tainted prey and eat them, since most predators would wisely stay away from poisonous creatures and said creatures tend to rely on their poison to ward off threats, but it wouldn't keep a Tressym away. Aside from that, they are not too dissimilar to cats, sharing their senses and overall physical ability, though most Tressyms are notably intelligent.

The Hammer Snake is a very rare species of snake found only in the Ravine of Demons, or at least that's where Tyrael found it. They're short but fat snakes, capable of biting their tails and rolling away to safety at high speeds. They're notably venomous, with a very strong venom said to be able to paralyze a dragon. It's a bit of an exaggeration in Tyrael's realm, but the poison is certainly potent enough in the hands of an alchemist. Tyrael learned how to use this form specifically to harvest it's venom which can be used to create either a very deadly poison, or a very potent medicine.

For heavy lifting and occasional battlefield mayhem, Tyrael can rely on his Auroch form. A bull known for their powerful bodies, in particular their feat of jumping over their enemies to delivery devastating blows from above with their iron-hard horns. They're considered sacred beasts to the orcs back in Tyrael's world, so it behooved him to learn how to transform into one in order to gain their trust during the early stages of his conquest. It's great strength also enables him to use this beast form to push obstructions he normally couldn't in his humanoid form, as well as haul great loads.

Tyrael's Badger form is largely unchanged from a normal badger, with the notably exception of his ability to become a huge badger, making him stronger and much more capable of tunneling. That's the main purpose of this form: to dig tunnels. It's fur helps Tyrael stay warm in colder environments as well however, as it's surprisingly durable despite otherwise being a normal beast. Probably Tyrael's favorite form, as his totem beast was that of a badger back when he still lived with the orcs. He has a lot of respect for these survivors so he doesn't use this form frivolously.

Tyrael's most powerful form he can take is the Abyssal Leviathan. A powerful sea monster that he had tamed when he decided to destroy the underwater civilizations that had harried him during both his time in the college, and as a conqueror. The Abyssal Leviathan has scales that could only be pierced by beasts just as powerful, and they deflected magic as well. Despite lacking innate magic these beasts are known to cause calamities to anyone unfortunate enough to be in their hunting grounds, and Tyrael mastered this form precisely for the raw, physical might they can bring, while he provides the intelligence and magical power to cover it's weaknesses.

His primary humanoid form is that of an old human. It's his go-to form as most don't assume much of old men so long as he doesn't go out of his way to show off his strength or dresses locally. In this form he is "Old Torte", an aged mercenary who travels the world in seek of enlightenment. This is the form Tyrael relies on the most since many folks respect the elderly, and those who don't and try to pry on him are in for a nasty surprise. It also helps that in his experience, humans are everywhere, and even in places where they're rare, they're at least known and don't have too much racial baggage accompanying them. Tyrael plays up his grumpiness and pretends to be physically feeble at times, such as walking slowly, struggling with lifting objects, or being hard of hearing.

His next usual form is that of a young orc man, specifically who Tyrael was before he turned into a Daemon. Roughly the same size and physic as Tyrael's Daemon form, with the main difference is the skin and hair. Orcs had a reputation back in Tyrael's world, for better or for worse. Many consider them savages, barbarians, and barely above animals in terms of intelligence and temperament. Others had a begrudging respect for their strength and tenacity in the face of constant violence and struggles to survive in a harsh wilderness. Tyrael plays up either aspects as needed, sometimes playing the roll of the curiously stupid wandering warrior, and sometimes acting as a terrifying berserker as necessity demands. Helps that Tyrael can easily be both types when he feels like it.

The last humanoid form Tyrael has mastered is that of an elven woman. No one knew he had mastered this form and Tyrael makes sure never to reveal it to anyone. He had mastered this form in order to infiltrate into the college during his beginnings as an emperor, using this disguise to seek out dissidents and eliminate them. The fact this form is so massively different from Tyrael's normal form, and the fact he never seemed to show any interest in women beyond those he chose as his family, helps Tyrael disguise the truth from those who may suspect something from this form. He usually tries to act naive but determined in this form, wanting to get into people's good graces by pretending to be sincere about her desire to "help" and thinking the best of everyone, while Tyrael subtly uses the opportunity to undermine his enemy's operations. This is also his general go-to form if he ever needs to be a woman for whatever reason.

Tyrael's base form boasts greater physical strength, agility, and durability compared to the best a human can achieve, borderline monstrous, though despite his demonic appearance Tyrael's physical ability actually isn't all that great compared to certain demons who are more dedicated to the pursuit of physical perfection. Aside from greater than average abilities, Tyrael is naturally immune to flame and heat, though he can be burnt by Hellfire that is not his own, and even sometimes those can still harm him once it's out of his control. And while not naturally immune to poison, he does boast a hefty resistance, which can become an immunity if he uses his shape shifting to purge toxins from his body. His base form also has some regenerative properties: because he's not using his magic to take on a different form or focusing it's energies for more combative purposes, he can accelerate his own natural healing, healing from wounds that normally would take days to heal to minutes, and being able to recover from crippling injuries with time and rest. That being said his regenerative properties aren't enough to completely undo major battle wounds in the midst of battle, so Tyrael needs to still be careful and not let himself get stabbed or beaten too much.

Tyrael's first Daemon Art is Ripper, which dramatically increases the strength and durability in Tyrael's arms, enabling him to block weapons and other attacks with his bare arms, which grow bigger and armored. It's also called the Ripper because this is Tyrael's go-to power whenever he simply needs to rip things apart, such as doors, walls, or weaker creatures. In battle this Daemon Art augments his hand-to-hand and allows him to use his arms akin to shields, which makes the actual shields he would use even more effective as he can withstand greater forces using this ability. The main drawback is a lack of unique ability: this is basically just Tyrael bulking up, making him rely more on his own technique or weapons.

The second Daemon Art is Rending Claws which turns his hands into razor sharp claws. The changes in his bone structure and musculature also enables Tyrael to strike faster with far more precision, enabling a fast-pace combat style he normally wouldn't be capable of in his other forms. Additionally, a favor technique for Tyrael is to slash or skewer foes with his claws and then break the talons inside of their bodies, enabling his blades to hemorrhage the enemy from within. His claws grow back rapidly enabling him to do this repeatedly for maximum damage. However this ability to break and regrow his claws is also a weakness, as this form boasts practically no defensive properties and relies solely on Tyrael's agility to dodge blows instead of taking them head on, as his claws could be broken by an enemy's attack and hit him directly.

The third Daemon Art is Scourge, turning Tyrael's arm into a long, sinewy tendril tipped with a highly dexterous claw. This form has deceptively long range, enabling him to strike a target up to 90 feet away, striking with the speed of a whip and the force of a flail. It's claws are also capable of digging into surfaces to act as a grappling hook, or simply let Tyrael grab things from a far distance. Those who think to strike his arms seeing them as an easy target will also learn that his arms are very durable in this form and fully capable of healing off the damage done to them. The problem however is that this form takes Tyrael a bit of time to wind up and use, especially if he is trying to hit at longer ranges, allowing a sharp opponent to dodge his attacks.

Tyrael's final Daemon art is the Guillotine Blade, which turns his arm into a massive blade. Harder than his Ripper and sharper than his Rending Claws, this form his Tyrael's go-to weapon form for it's sheer power. And unlike his Scourge form, the Guillotine Blade is not particularly slow, though not as fast as his Rending Claws. He can use this form defensively to block blows that his Ripper arm could not cover, or to pierce defenses that his Rending Claws cannot cut. This Daemon Art is perfect for breaking through an unbreakable defense. However it has the major weakness of lacking dexterity, since Tyrael transforms his arm into a giant blade instead of an appendage with a claw or hand. This can be inconvenient when he needs to hold or grapple things, so typically he only has one arm using the Guillotine Blade.

Conjuration is the art of summoning magics. It also shares sphere with necromancy is soul binding, another important aspect of conjuration. Conjuration not only pertains to summoning creatures, but also controlling and banishing them. It can also be used to manifest portals and extra dimensional spaces, though this is far more advanced magics. When combined with certain enchantments conjuration can be used to summon specific objects, or it can seek out and bring similar object as defined by the spell. Conjuration does not create entities, and typically needs to summon forth things that already exist, which is easiest done when the summoner possesses a relevant object or foci related to the object of their summoning. For creatures this can be things like hair, blood, or even their name, while objects typically just need a rune that identifies them or an object concepturally bound to them. For example, having the sheath of a sword is suffice to summon the sword it belongs to.

The most used of the Tyrael's conjuration spell doesn't truly summon anything but manifests a Portal. Tyrael can create two types of Portals: Local and Planar. Local portals are fairly easy for Tyrael to create, as he simply creates a portal where he can see, and then create another portal connected to it in another location he can see. He often uses these portals for mobility, bypassing obstructions or redirecting attacks. Planar portals take much more time and energy for Tyrael to construct but essentially enables him to create a massive gate where to transport large groups or objects between the various gates, though these gates require maintenance and upkeep to remain active.

The next Conjuration spell is soul binding. As many creatures are not specifically under any obligations to actually listen to you once you summon them, Soul Binding is needed in order to create a magical leash to keep them tame. Soul Binding connects the spirit of others to your own, enabling you to exert certain control over them. Commonly this is simply the ability to dismiss them, handy if they turn traitorous but it can also be used to save a summon or take them out from a hostile location. More advanced Soul Binding techniques enable the summoning to share their senses with their summons, enabling them to see through their summons eyes. Soul Binding can also be used on native creatures who are not summons, though this use has more nefarious purposes. Ordinarily when a summoned creature is killed, their physical and spiritual forms are returned to their home plane and continue existence. But when one uses Soul Binding on a creature in their home plane, it traps their soul with you. The lack of a physical body prevents their souls from doing much, but a skilled mage can use their souls for various magical purposes.

Familiars are among the first conjuration spells a novice summoner learns, but also one of the most useful spells to master. Creating familiars involve imbuing the souls together to create a magical servant. Typically, this is the spirit of a beast and the summoner. What this does is create a magical beast that has greater mental abilities, while granting the summoner a servant and companion who can understand and assist them in their task. Most familiars start as weak beasts, such as owls, cats, rats, or spiders, but over time they can evolve, often taking on new forms that are strong or even capable of magic. Magical creatures such as fairies, pseudodragons, or imps can also become familiars. When fully sentient creatures such as these become familiars, they retain their original minds and personalities but now gain a psychic link between themselves and their summoner. This psychic link can also extend to other familiars. Familiars can even be created from people such as humans, though most may not want to as the summoner will have an absurd control over their lives, or at the very least certain holds the reins of the relationship.

Eidolons are powerful summons, primarily due to their versatility. While Conjuration cannot create what does not exist, it can reshape what does. Eidolons start as raw, nondescript spiritual energy, but a powerful summoner can shape Eidolons into a form they desire. This can be a beast with unnatural features, a humanoid reminiscent to someone the summoner knows, or even objects for the summoner to use such as a sword or magic book. Because Eidolons are shaped from the ether, they typically start off fairly weak, even if their appearance is meant to be strong. However as an Eidolon grows older and exists longer, accumulating experience and knowledge, it's abilities and strength will also grow. Summoners tend to only have one Eidolon due to the intimate nature of creating an Eidolon, though summoners with two or more are also possible, albeit only known to powerful summoners.

The art of Calling is what most people think when you think of a Summoner: shouting out a creature's name and manifesting them into your world. Calling is basically that, enabling the summoner to call forth creatures and monsters to do their bidding. Naturally the details are more complicated than that. Normally, in order to summon creatures one needs to at least know what they are calling forth, typically by name. The more detailed the better. Using only partially a name, or forgoing a name at all and just going for something generic such as their race or species, often results in nothing happening at all. Sometimes however it may summon a creature who roughly resembles whatever it is you're trying to summon. Thus, most summoners are encouraged to seek out the creatures they wish to summon and form a pact, either through negotiations or force. Once done a summoner can adjust the parameters of their incantations to simplify the process for future use. For example, a summoner who has managed to gain the alliance of a pack of imps can simply call forth imps, instead of naming each one, since they have formed a pact and will respond to their calling for Imps. It's also advised to have some token or object related to the target of you summon if there is a need to specify. While names usually suffice, having a body part or object symbolic to the thing your summoning can help ease the summoning process, usually by shortening incatnation and reducing the magical energies needed to summon the creature.

Banishment is a Conjuration spell that works opposite of what one usually expects from a summoner: instead of summoning a creature, Banishment forces a summoned creature to go a away. This spell can be useful when used against a creature summoned by an enemy, though it is not as simple as casting the spell at the target and hoping for the best. Banishment requires a strong force of will, pitted against the summoned creature's own force of will and the strength of their connection to their summoner. Thus Banishment is typically only useful against creatures who do not have a strong connection to their summoner, or who have already been beaten down and their will weakened enough for such bonds not to matter, and Banishment is a good way to rebuke such foes before they can pull off any last moment maneuvers. Banishment can also be used to remove spirits, demons, or other outside influences from a creature's mind and body. Though in these instances the banishment is only enough to force them out of the body. Whether or not they remain in the realm or return to their own plane largely depends on the creature themselves, so summoners should be ready to fight if the possessor sticks around to raise a fuss. This spell naturally has no use on creatures who are native to the realm.

While Soul Binding is often enough to force compliance from a summoned creature, there are those who are simply too powerful to control or banish. When that time comes Sealing magic is needed. Sealing is an art of Conjuration that neither summons nor banishes, but traps the spirit of the creature, often to an object, location, or even within another living being. Sealing is done for a multitude of reasons but the purpose is to ensure the creature being sealed can not be summoned by others for whatever reason. It can be used for benign purposes, such as protecting a creature from being summoned by force, or to trap souls into objects so that their life energy could be used to fuel magic enchantments. Typically Sealing requires some form of vessel to contain the spirit, usually gemstones, though anything can be used as a vessel with sufficient preparation. People can undergo magical rituals to prepare their bodies to contain spirits, and some inventive craftsmen can creature objects that can contain a powerful spirit, or multiple spirits into one object. Sealing itself is never an easy task unless the recipient is willing, and even then it still requires a vessel capable of holding their powers. And it's entirely possible for creatures who are sealed to break free, either due to their own power or outside assistance, so constant vigilance is needed to ensure the sealing remains.
 
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Name: Kendrick Balez
Age: 23
Height: 7'2"
Weight: 275 Pounds
Race: Demi-Drakon (Human with the blood of the Drakon flowing in them)
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Gender: Male
Brought Race:
Yuki-onna, Snow witches who live in freezing colds. Powerful users of magic capable of creating blizzards that blot out the entire sky. They hide themselves away. Occasionally walking the wastes of the frozen world and rescuing any nearby humans they find. It is said to be rescued by a Yukionna is a blessing of the world. For those who have learned from a Yukionna have come to be known as heroes in History. However to incur the wrath of one. Is to feel the chill of death itself point its blade to your neck.
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Brought Beasts:
Frost Taratekt, an eight legged horror who uses its intelligence and webs to trap pray and drain them of its blood for sustenance. Armor harder then glittering stone of the one world. and a poison coated body the numbs the body and makes it impossible to run.
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Yeti, A horrible Demon that lives for the suffering of others. TO cause pain and torment is its greatest pleasure. laughing the entire time it watches you fall into despair
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The Drakon. A harbinger of the end. Body of frost and wings that blot out Kalizars light. Scales harder than any beast, and claws that rend the old world to dust as if it was made of snow. The Lord of frost. Nightmare of all living beings left in my world. And the beast I swear to kill with my own hands.
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Brought Place:
Home, A frozen wasteland coated in ruins from the old world. Towers of stone climbing into the sky. and vast tunnels beneath winding like a maze.
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Home World:
Unatsi, a decrepit ruined world. Coated in snow and ice, suffering for the sins of the world's past. Filled with beasts larger then relics of man themselves. Humanity does not live. They simply struggle to survive. Waiting for the flames of Kalezar.
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Chosen Power: king of beasts
Backstory: Kendrick was born to the tribe of maenhahten as the Second son of the chieftan. He was a man of very blunt words. Only focusing on his work of survival for the tribe. From Venturing out into the snowy hell. To hunting beasts and dragging their carcasses back. He learned the ways of survival from birth, he never wanted the spot of chieftain. He was no leader, merely a warrior who did what was needed for the tribe to live. Swinging his axe, killing beasts, surviving months out in the frozen wasteland alone looking for supplies. This was his life, one he was fine with. But finally one day, fate was not on his side. The end had appeared. On a supply run to gather materials from the old world. The Drakon appeared. a beast that was surely death. Kendrick used a sparkbomb to anger the drakon and fled away. Letting the beast chase after him. Saving his tribe mates. And dooming his life.
...And now. his death


Kendrick was out of breath as he hid behind the large debris. The quaking of the ground and the cold clinging to him was enough to let him know that the beast was still lurking. Waiting for him to show... He looked at his broken weapon: it was made of antlers from a frostworn moose and glittering stone from the old world, yet its blade had chipped like common flint against the beast's scales.

His mission was done. By now the group had ample time to escape to the tunnels and make it to safety. Before Kendrick's thoughts could wander anymore a whimper gained his attention. Turning to his side he frowned. His companion, Skir, A large hound he raised from birth. The beast had gashed him too deep. "Skir...." Kendrick said as he tried to stop the quivering of his hand. Pulling a dagger from one of his pouches he coated it in oil, and used a sparkstone to light it. He gently grabbed Skir and placing his forehead to the hound's. "May Kalezar open his wings to take your soul to the burning hall, do not worry friend, I shall be joining you soon, save a spot for me by the fire. You have earned your eternal warmth" he said holding back tears before he delivered a quick slit of the burning dagger to skirs throat. Killing him instantly and lettings the flames consume Skir's body, letting the hound pass. Kendrick closed his eyes before hearing a loud roar, breathing in. "And may Kalezar take me." He grabbed the oil canister he took with him. And poured it all over his body. Pulling the flaming dagger out of skir. He stabbed it into his chest. Engulfing him in flames before ripping it out. Brandishing the blade and vaulting over the debris with a guttural scream, the flames seared his flesh as pain he had never felt before cloaked him, and yet he had never felt more alive. Waiting for him was the scaled beast, bigger than any he had seen, claws brandished as if waiting for his challenge. He met the beast head on, before all he saw was darkness.

Kendrick gasped as his eyes shot open. Looking around he found himself in a empty void. No burning hall of glory and eternal warmth. No ancestors waiting for him.
All that was there was a woman sitting at a table in some manner of strange shaman garments. Greeting him to the afterlife. And offering, a second chance.
 
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Name : Muir Agspéir Carnán Mac Érenn - "Muir" for short
Age : 297
Height : 183 cm
Weight : 57 kg
Race : Selkie (Waterfall Fairy)
Gender : Female


Brought Race : Fairies

Fairies are spirits of hope, born from the wishes of all living beings. As a crystallization of a single desire, fairies are very driven, and strongly attuned to the world around them, from which they draw power; every fairy's existence is bound to the place where the wish was made, and should this particular location be destroyed or otherwise fundamentally changed, so would the fairy be altered. Fairies have no decisive appearance, usually taking a form similar to that of the species of the being that wished them into existence. A fairy's existence is the embodiment of a certain wish fulfilled, and their purpose is to guide the wisher on the path to fulfill their desire, no matter what it might be. The only, absolute requirement for a fairy to be born is that the wish must be truly held, that it must come from one's heart. A fake wish will do nothing. Every fairy has powers stemming from the wish they were born from - for example, if a man wished to become the greatest painter in the world, the fairy born of this wish would have outstanding artistic abilities, and they would guide and advise the wisher so that in the end they manage to fulfill their wish.

Once the wish is fulfilled, the fairy is given a choice by the world; to continue living as a free existence and be given a lifespan of roughly four hundred years, or to return to nothingness, leaving behind the hope their life brought to the world. If the being who made the wish dies before it is fulfilled, then the fairy will take the wish upon itself, and live to fulfill its purpose until it is consumed by the wish or manages to complete it. Fairies who fall victim to their own wishes are called Banshee, and it is generally considered merciful to put them down for good. Other than by fulfilling its wish or destroying its birthplace, killing a fairy is not an easy task. Fairies heal when they are surrounded by emotion, regardless of what emotion it is (although depending on the fairy's nature, some emotions will have adverse effects, like mutations or effects on the fairy's powers, and a fairy who loses its own hope - shown by losing hair color or equivalent and eyes turning red - becomes a simple mortal but keeps its weaknesses), and cannot be harmed by stone. They are however, mortally vulnerable to salt and iron, especially if the iron is rusty and degraded. As such, the best weapon to put down a fairy is a rusted iron blade dipped in seawater. Fairies can also always be harmed or healed by magic.

Fairies are generally named after whatever place they are born from, and whether the being that wished for them was sapient or not. For example, sentient fairies from lakes, waterfalls and rivers are called Selkies, while nonsentients are called Kelpies. Fairies from earthern places or beneath the surface are called Sidhe and Pixies, and those from forested and lush places are called Conori and Fearenn. Sea fairies tend to very quickly devolve and mutate into ravening monsters due to their self-harming natures, and are called Fomori, or Banes.

It is possible for fairies to have offspring with mortals, and such children are called Changelings. However, the spiritual nature of fairies puts a burden on the changeling, and at a certain moment in their life, they will have to make a Choice, to decide which heritage they want to embrace. If the Changeling chooses to follow their fairy legacy, they will shed their mortal coil and become a free fairy called a Maevann, leaving behind their birth body, that must be given the proper rites (else it will come back as a hungering revenant seeking to consume the soul that abandoned it). If the Changeling embraces their mortal heritage, they lose their fairy traits and weaknesses, and become a full-fledged member of their mortal parent's species although their lifespan is extended by at least a tenfold, and they become unable to create fairies through their own wishes.


Brought Beasts :

Striges
Striges are ancient monsters, originating in antiquity and Old Magic. The first Strige was created by a cabal of dark alchemists seeking to forge shadows into a beast bound to their will. Needless to say it went horribly wrong, and the newly-created nightmare beast promptly devoured them. It then grew in power and went out in the world, hunting and killing all manners of people and beasts, consuming their souls and becoming more and more powerful, until it reached a point of enough power it split in two weaker Striges that went their own way. Since then, Striges have spread and multiplied, thriving in the dark and feasting on the corpses they made.​
The usual appearance of a Strige is that of a tall dark horse, skinny, decaying and made of shadows, and sporting a pair of featherless wings sprouting from the shoulder. The beasts are not particularly dangerous during the day, merely strong and fast but pinned to the ground due to their inability to fly under sunlight. At night however, they become able to fly and they gain the ability to surround themselves in silence, giving them a powerful edge in ambushing their prey. Striges attack mostly with their - very strong - hooves, although they generally use their bite for the killing stroke. Since Striges all come from the original specimen that divided itself, they tend to be rather similar all across, although some individuals can develop specific abilities depending on what they feed on.​
Killing a Strige is a difficult undertaking, in no small part because of the beasts' unearthly speed and stealth, although they have a mortal weakness to light and fire, and they are as susceptible to weapons as a normal horse.​
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Anthrozoids
Anthrozoids are monsters of unknown origin, although they are suspected to descend from carnivorous slimes. Little is known of their physiology, aside from a weakness to fire and an apparent unquenchable hunger for brains. The clearest signs of an anthrozoid attack is a string of corpses with empty skulls. They have been observed to regenerate from even the most grievous of injuries, and there aren't many things that can put them down for good, aside from fire, or destroying their very solid skeleton. Likewise, anthrozoids are very stealthy and seemingly capable of planning their attacks. It is unknown how they reproduce, but individuals have been noted to become more and more clever as they age, making them a prime threat if ever detected. The full extent of their abilities is unknown, but they are known to be capable of hypnosis, their ooze is highly toxic and they are resistant to slashing and piercing weapons, as well as possessing great physical strength.​
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Earthwyrms
Even less is known about those gigantic beasts known as Earthwyrms. They dwell in the depths, often in cave networks or in lava veins. They are best left undisturbed. The smallest specimen observed was 60 feet long and almost 10 feet wide, and the largest specimen recorded was over 400 feet in length at least and 50 feet wide. They are apparently indifferent unless provoked, although they seem to consider the use of water or ice magic in their vicinity to be provocation. Their abilities are unknown, but they have shown to have extreme toughness and resilience.​
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Brought Place : The Isle of Érenn

This island is green and lush, teeming with all manners of life. It is renowned for its flower fields, its tall hills and its mountain range, as well as rivers, forests and swamps. The climate on the island is rather cold, with short summers and long winters, gloomy springs and grim autumns. Outside of summer, snow and rain are rather frequent, and it is a rare day that does not have a cloud in the sky. In other worlds, this island would be known as Ireland, although Érenn only shares the shape of it. At the center lies a massive mountain range that goes almost all the way north and south, called the Titan's Spine. The mountains pan outwards into forested hills and then plains, until the shores are reached.

To the north, the Titan's Spine splits in two, resulting in a seaside basin that is noticeably colder than the rest of the island, with the sea freezing over being a not uncommon occurrence. The general environment there is akin to that of a tundra, with sparse vegetation mostly comprised of grass, moss and lichen. There are almost no traces of animal life in this area, at least on the surface. Penguins and auks often come by the shore, as do seals and orcas, and the occasional wandering albatross. The entire area is desert of any semblance of civilization and has been dubbed Frostbarrow by the few daring souls who went there. This land is a land of cold and silence, not a land made to be inhabited. The rare explorers who set foot in it described the ambient atmosphere as "absent" and "deathly", as if Frostbarrow was encased in encroaching cold.

The hills surrounding the Titan's Spine are forested, with pines, spruce trees and fir trees in the north, gradually changing to oaks, alders, elms and yews on the way south. In the north, the forests are clear, and tend to spread on the mountainsides, also housing packs of wolves, moose and similar cold environment animals. There are no inhabitants in the northern forests, mostly due to the cold, and the roaming predators. Despite that, the northern hills are the safest half. The southern hills' forests are dense and occluded, run through by gnarly rivers and filled with dark undergrowth. All manners of wicked beasts have made residence in those forests, and the very trees and bushes themselves seem hostile to sentient life. More worringly, the glades and pathways of the forests are littered with strange raised stones, ranging from a couple feet tall to a dozen, generally found in clusters and covered in eerie runes and glyphs and all manners of unknown symbols. No two groups of raised stones have the same symbols or even general shapes, some looking like menhir and others like temple pillars of southern lands. All, however, have in common that it is known that they must be left undisturbed, and that touching them is a death wish. It is whispered that the fairies know what is going on with the raised stones, but they do not tell. The southern forests are blanketed with an invisible burden, an aura of ominousness that intensifies the deeper one goes and the closer one gets to the foot of the mountain range. There, where the forests end and the tall peaks begin, ancient structures can be found, forlorn archways and massive stone entrances leading into tunnels beneath the mountains.

In stark contrast, once one has gone past the gloom-forests and into the tunnels, emerging into the inner mountains is striking. The atmosphere there is pure and calm, giving off an impression of sanctity and repose. Raised stones can also be found in the mountains, although those are unmarked and look entirely natural save perhaps for their alignment. The peaks themselves are barren and clad in snow, but the plateaus between the summits are covered in flowers and soft grass, with gentle streams running through before losing themselves in the underground. The only animal life in the mountains are insects and birds. The mountains themselves and the raised stones seem to be ancient markers, and spirits whisper that the heart of Érenn is the burial ground of the old gods, and that their cults erected the stones in the woods to ward off those who would desecrate the godly tombs. Although... It is only whispers and legends of times immemorial, so the truth might never be uncovered.

The plains and shores of the island are mostly made of marshes and heathlands, covered in tall grass, ferns, sparse trees, ripe with bogs, crannogs and moors, and interspersed with lone tall rocks reminiscent of the standing stone formations of the inner mountains. On the island's edges, the moorlands are uninhabitable, as the saltwater has soaked into the ground, making the soil toxic and barren. A fair chunk of the western coastline is slate cliffs with scattered rock formations that one can easily climb and see the endless sea from up there.

All in all, Érenn is not a welcoming place, but to the rare few who have come to live on the island, it is a land of raw natural beauty and wonder, landscapes that make all who seem them feel small while giving majestic sights of sea, land and sky all at once. It is a place that reminds those who come that no matter how grand the works of civilization are, in the end it is nature who will take it all back.


Home World : Móinteach, a world that in its youth was dangerous, filled with old gods and Old Magic, and men huddled around their campfires afraid of the dark, then as ages passed became civilized and modern, and most of magic was either forgotten or sealed. In the modern days, even fairies had become few and far between. By the time Muir was born, there were no other fairies left, and magic had faded away.


Chosen Power :
[Voice of the Stars] - An unearthly voice that can command to magic and inspire the people who hear, warding them against fear and allowing them to perform feats of heroism, but only when singing.​

Backstory :

"I wish I could hear the song of the stars again".

The first words I heard. One instant, I was nothing, just a fleeting soul in the void. The next, I lived, springing forth from a mountainside waterfall into a garden of flowers guarded by solemn snowy peaks, silvery silence surrounding everything I beheld. It made for a majestic first sight, and I have yet to find any better. Then, as I was sliding down the waterfall into a small creek between patches of violets and buttercups, I saw him. Old and withered, sitting on a stone by the creek, his eyes tired and withdrawn. So frail, so fleeting. A man that'd once stood tall, now wizened and crushed by the burden of old age. I saw the light in his eyes, and I asked him, softly.

"You've come to die, haven't you ? One final wish, and your final rest to be granted in this place where no one ever comes. You've given me your wish... And you're going to leave me all alone. I'll be left without a purpose, with nowhere to go, no reason to live and no reason to die. You're not going to set me free... You're just going to make the whole world my prison."

He smiled, but it was such a sad thing, lips quirking without mirth and sorrowful eyes asking for a repentance that would never be earned. He laughed, his voice raucous and raspy, trembling like a leaf in a storm, and he spoke.

"We - You and I, and all that is magical in this world - are dying. Dispersing, scattering to the winds. Ours is a bygone age, and we are unfit to live in the world that humans are making for themselves. Or perhaps not. I have come here to die, in this you are correct, little fairy. All my life I have struggled to do good things, and I wanted to do one last good. For the world, and for myself. To see the child I never had while I could have, to give a life back to the world for the one I have been granted. And I want you to live, to go out in the world, to sing with the voice my wish gave you, to live among men and be loved by them. To live for yourself, and bring back Hope to the world. I won't be there to see or hear you sing, but I know you'll do just fine."

I tilted my head, taking in his words.

"Your child, huh ? I... can live with that, I think. You should give me a name, though... Father."

I felt sad already. Not a sadness I could put words on, a feeling of overwhelming grief slowly settling upon my shoulders, that I knew I would be carrying my entire life. I listened closely, as he gave me my name.

"A name... You deserve a good name. Ah... I know. I will give you the name of the most beautiful sight I have ever had. The sea and the night sky, from atop the mountains of this very island. Muir Agspéir Carnán Mac Érenn. This is your name, child of a wish born in the heart of the northern wilds."

There was a long silence. The wind blew by, but I heard nothing. The breeze was like a caress, silent and soft, trying to comfort and go unnoticed all at once. The name he'd given me... The name of the sea and the night sky, all the world around beheld from the crown of the savage north. It was not nothing. It was a strong name, the legacy of the island. I gasped softly as I felt the island's spirit brush against mine, telling me of all the old forgotten stories lying here in their mountain graves, the corpses of the old gods made into soil and watered by the tears of the stars, growing unearthly flowers in this garden of silence. I felt the grief of the emerald mother who had once cradled her children and sent them out into the vast world, only for them to return one by one and for her to bury them beneath the stones of her garden, keeping their corpses eternally in her embrace. And I learned that my father was the last of them, and that after ages, the prodigal son had finally come home. And now I also knew his name. It was a daunting legacy that he'd put on my shoulders, one that I would have to bear in a world that I would never be fit to live in.

I looked up to the sky and saw the stars shining far above. They'd looked quietly upon this world for aeons, seen it all. So many little dots of scintillating light hanging up in the night sky. A tapestry of black and gold and purple and silver, a dark canvas strewn with glittering gems. It was a stirring sight. I thought... No matter how daunting the task, I would do my best. That... That was what Hope was for.


"...Thank you", I finally said. "It is a good name."

He nodded. "I am glad you like it, child. I am afraid I cannot give you much more. I can feel my time is up."

He slid down from the stone he was sitting on, coming to lay on the grass, the rock at his back, his walking staff lying besides him. I saw it in him, the fading of the light. He was right. Soon, very soon.

"Hold on. You cannot die just yet", I told him. "I still haven't sung for you."

Myrddin aep Cranndraich, the Wizard of the Trees, opened his eyes one last time and looked at me. "You know the song, I think. Very well. Sing for me, Muir. Sing for this death and the twilight of the Old Gods. Sing for me and my brethren."

He was right. I knew the song. I felt the words come from my heart, from my soul. It was a beautiful song, about a caged bird going free. I would never forget it. It was called the Skylark's Aria. A beautiful name. So I started singing. It was my voice, and it was more. I sang, and I felt the gaze of Érenn upon me. I felt the final breaths of the forest god. I felt the very stars weave their music into my singing. I sang of the little white bird leaving its cage and flying over the world into the starry sky, never to return. I sang and I saw my father's body fade away into the hallowed soil, and a great stone jut from the earth where he'd died, a mother's gravestone to the last of her children. I sang until I could not sing anymore and sleep took me.

When I woke up, I nearly lost Hope. The realization that I would never see him again had hit me. Him, that I was born to live for. I cried, my tears falling in the waterfall I was born from. I know not how long I spent huddled under the cascading waters. Days, at least. Waking and sleeping, maybe years. Érenn, Grandmother Érenn embraced me, giving me her warmth, singing to me with the voice of the lush earth. "Muir", she called to me. "Little Selkie." she told me. "Little fairy." she said. She told me it had been more than two decades that I'd spent in the creek. She gave me her blessing, told me she would protect me, and told me not forget the wish my father had given me for myself. "Go and sing, sing for love and sing for hope. Sing and live and meet the people of the world. Live a life worth living, for yourself.

I told Grandmother Érenn that I would do my best, and I went out into the world, leaving the island behind.

I found men on other continents. I lived amongst them by singing. They
did love me. I lived a long time. I saw them grow, from towns of stone and thatch to cities of steel and glass. I kept singing, and they still loved me, but my hope was dimming. It was a wicked love. There were some who wanted me to give them more than my voice. Little by little, I understood. They did not believe in magic, hadn't for a long while. They did not care about me. They only wanted me to sing because it brought them fortune. I thought I could give fortune to all, but they grew angry, and tried to keep my voice all for themselves. They tried to hurt me. Something broke inside me. I felt my spark of Hope be snuffed out. The world was no longer worth living in. I killed them - what could they do ? I could command to magic, and they didn't. I flew far, back to Érenn. I stood on the cliff far above the seaside, and I sang once more.

All my rage, all my despair, my feelings of betrayal, my feelings of hurt, my loneliness. I sang it all. I sang and I screamed until my throat broke, and I was spitting blood into the sea with every word. I felt all the wrath I'd howled out echo in the world. Deep in the sea, I felt my kin wake, the old fairies of torment and pain, the banes of the depths. I sang until they were wide awake, circling the seas, and I fell asleep. I dreamed of the Fomori screaming the tides' rousal, I dreamed of the seas rising to swallow the cities of men. I dreamed of the ocean surging forth to
destroy them.

I woke up, and saw myself reflected in the waters. White hair, red eyes. I felt nothing. I'd become truly Hopeless. I was empty. I tried singing again, but I could not. My mouth was dry, my voice was hoarse. I could not sing so I spoke. I spoke the words of the Skylark's Aria. I spoke, every word more painful than the one before, and I walked towards the edge of the cliff. This time... I was the skylark, but I had no wings. I spoke, and I found a broken shard deep inside me. One last fragment of hope. I hoped... One last time. I hoped that wherever I would go in death, I could sing again, and bring hope and joy. I spoke the last words of the song.

I was at the edge of the cliff.
I was a skylark, but I had no wings.
I took flight.

I never felt myself hit the waters beneath.
 



Name: Ki’ Liome Sakelri (Pronunciation: KEY-LEE-OH-MAY SAH-KELL-REE)

Shortened name/Nickname(s): Kil, Ki, Lio, Kili.

Age: 20 (Aerzoí years) she is 60 human years.

Height: 6”1 ft / 186 cm

Weight: 198 lbs / 90 kg

Race: Aerzoí

Gender: Female

Race name:
Singular: Aerzoí (Aer meaning “air” and zoí meaning “living being” in greek)

Plural: Aerzoí (Kind of like how plural of deer is just deer.)

(pronounced like AYE-YER-ZOY)


Habitat:

» Aerzoí can live in a variety of climates ranging from bone dry to super humid and wet. They typically don’t live in areas that get colder than 10 F / -12.2 C. The cold doesn't actually bother them, but they prefer looking at greenery rather than ice and snow. They could even sleep in a frozen tundra if they had to.
» The climates that most Aerzoí tend to live in are places where it rains every other week or so, but is dry and sunny most days.

-Appearance-

Short description: Aerzoí are humanoids with features based off of flying insects so basically insectoids that don’t look too insanely bug like because they have mostly human proportions.

Appearance mood/inspiration board:

character-species-moodboard-Aerzoi.jpg


Hair colors:

» Red-blue, pink-yellow, green-blue, purple-black. Most common is green-blue, pink-yellow, purple-black, with red-blue being the rarest. For rarity reference: green-blue is the equivalent of human black/dark brown hair, purple-black is equivalent to brown hair, pink-yellow is equivalent to blonde hair, and red-blue is equivalent to red hair.
» The shade of the colors can range from light to dark.
» The colors are like this because they grow one color from the root but then change gradually as the hair grows out the rest of the way and it switches back and forth. Example: If there is an Aerzoí with red roots and blue ends and they cut their hair, the red would grow out and then blue would be at the roots. The colors alternate in such a way that they always have bi-colored hair. If one’s hair is very long you would see the natural ombre between the 2 colors blending into one another in a repeated pattern.


Eye colors:

» Red, blue, green, yellow, silver/white.
» Silver/white is the rarest eye color.
» Eye colors do not mix to make new colors.
» Aerzoí eye colors can fall anywhere in the spectrum of the colors specified so blue can either be dark blue, mid-blue, or bright neon blue, etc.


Height range:

» 170 cm - 190 cm /5”7 ft - 6”2 ft (Late teens/Adults) with babies starting at about 50 cm /1”7 ft from birth.
» They usually steadily grow taller until reaching adulthood.
» There is no real differentiation in height between males or females as either males or females can be shorter or taller than one another based on genetics.
» Aerzoí reach their full height by the time they are 16 - 20 years old ( for ref 20 Aerzoí years is 60 human years- they age slower so they grow slower too).


Weight range:

» Typically 180- 240 lbs. /81 kg- 108 kg (Adults)
» Some Aerzoí can be heavier depending on how much they eat, but they typically can eat a lot without gaining weight because of having fast metabolisms.
» Aerzoí usually don’t have any fat on their bodies, the weight mostly comes from their muscles.

Skin:

» Skin color range: Light pink, magenta, Mint green, Pastel Blue, Lavender, Purple, pastel orange.
» The only skin colors that can create another color by crossbreeding to mix the colors are light pink + purple to make magenta and Pastel Blue + Light Pink to make lavender.
» Magenta and Lavender are not naturally occurring skin colors and are only possible by mixing a light pink with a purple/pastel blue.
» Mint green and pastel orange aren’t mixable. Example: If parent A is pastel orange and parent B is mint green, their child will be either mint green or pastel orange, not a combo of the two - same if it was mint green + light pink or pastel orange + light pink, etc.
» Pastel blue and Purple are the rarest naturally occurring skin colors. This makes both Magenta and Lavender extremely rare since they don’t occur naturally.
» Aerzoí skin is naturally very durable as it is almost scale like in nature and acts as armor. The skin is especially hard on their arms, legs, necks, chest/abdomens, and backs. It is softer on their faces, under arms, at the base of their antennae, and on the palms of their hands, comparable to human softness with some small harder bits on their cheeks and ends of their ears. Aerzoí skin hardness is similar to the hardness of diamonds and can penetrate through most other materials if strong enough force is applied. Substances that are harder than diamonds can penetrate the harder parts of their skin, but that would most likely be a man-made or magically made material that could be forged into a knife.
» Their skin can melt if extreme heat (White/Blue fire, or Lava) is applied.


Bodies:

» Their body shapes are humanoid in nature.
» Males are usually more muscular on the top half in their arms, chest, neck, and abs.
» Females are typically more muscular in their legs and hips, while also sporting abs with leaner muscles on their upper halves.
» Their muscles are much stronger than human muscles, with average Aerzoí capable of lifting up the weight of an adult male elephant (15,000lbs). Above average Aerzoí could perhaps even lift more than this if they train themselves to do so.
» Some Aerzoí can have wider frames than others.
» Some females can even have similar muscular deposits to males. It really just depends on their genetics, but most are as described previously.
» Some Aerzoí can have an extra pair of arms, which gives them four arms in total. This is a mutation that happened from gene mixing, it is pretty rare for them to have 4 arms though.
» They all sport a pair of iridescent wings, these wings are different in shape depending on the individual and no two wing patterns are alike (Kind of like fingerprints).
» When the wings are in neutral position / not being used, they hide behind an outer shell with the same hardness of the rest of their skin. (Similar to a praying mantis).
» Their wings can lift up the same amount as their normal muscles (Elephant).
» They all have antennas which also slightly vary in shape and size depending on the individual.
» Aerzoí do in fact have ears. Pointy ones, similar to elf ears. Some are pointier or longer than others.
» If Aerzoí allow their fingernails to grow, they appear to be similar to talons on a bird and are razor sharp and similar in hardness to their skin which allows them to cut and shred through various substances without too much struggle.
» Aerzoí feet are similar in appearance to an insect’s foot and since they are armored naturally, Aerzoí do not need to wear any kind of foot protection.
» Aerzoí are warm blooded and regulate their own body temperatures. Their body temps are only slightly lower than humans with the average being at 95 F /35 C.


Natural Abilities:

» They can fly, and at quite incredible speeds too. The fastest known flight speed for an Aerzoí is up to 150 mph / 241 kmph when flying completely straight. If trained to peak Aerzoí physical condition, they could perhaps go faster.
» Can withstand lots of pressure because of their armor like skin
» They are very intelligent, and some of them have photographic memories, able to retain any and all information they are given and or see.
» Most of the Aerzoí are quite agile, able to dodge and weave through various obstacles while flying. They can reach peak agility by training themselves to that point.
» Poison breath: they can create a gaseous toxin inside their bodies and breathe it out. It takes a few minutes to make it, and they have to have eaten beforehand. It isn't potent enough to kill and is only capable of rendering most living creatures unconscious for certain periods of time that range anywhere from 10 minutes to 12 hours depending on how much of the poison they breathed in. Creatures that also have toxins or are toxic in any way will most likely not be affected by this poison or it will have very little of an effect.
» Because of their own poison/ toxin, they are also immune and or highly resistant to other poisons/ toxins.
» The antennae on their heads are used for telepathy via psionic mind waves and this is how they communicate with themselves and others regardless of language (this is their base starting ability). The range of their telepathy is a half mile. They have telepathy to varying levels, and depending on the individual, ones telepathy can be stronger or weaker. If trained to do so they can shut others minds down, control them, read emotions, read memories, etc (the usual telepathic stuff basically - As of starting the rp, Ki' Liome can only mind read and communicate with others, but she will get stronger as the rp goes on. The primary weakness to this is simply cutting off their antennae, without them they don't have their telepathy until they can grow them back. They could also potentially be weakened by other telepaths that are stronger or on par with them.
» Aerzoí can see in the dark and are mostly nocturnal in nature however they can change their sleeping patterns if needed.
» They can also see as far as an eagle at night (Eagles can see something the size of a rabbit from 2-3 miles away).
» Their vision plummets to that of a 20/35 visioned human in daylight/light in general since they are primarily nocturnal. They can still see during the day, but just not as detailed when at night/in a darkened area. To make up for this they use their ears to hear themselves around during the day.
» They can hear above human average. They can hear a sound similar to a small dog (Like a chihuahua) barking from about 200 ft /60.96 m away.
» Aerzoí can heal faster than humans. Example: Human bones take on average 6 - 8 weeks whereas it takes an Aerzoí 1 - 2 weeks to heal their bones. Any small to moderate scratches or scrapes on their softer parts (face, wings) heal within 1 - 2 days.
» If a substantial part of their wings or other limbs are somehow cut off, they can regenerate them. However, this regeneration process takes longer than simply healing a broken bone. Aerzoí regenerate their limbs by going into a sort of hibernation after hiding themselves in a cave or other dark place. They come out about 3 - 4 weeks later with a fresh new limb that works just as well as the last one! (This process can be sped up exponetially with the special tree sap of the cycir tree, as with other smaller wounds.)
» Like the Drixol, they too do not need nearly as much water as humans do.
» They only need 3-4 hours of sleep and 1 to 2 meals to function as normal.
» Can live in any climate if necessary.


Other species info:

» Aerzoí lifespan is longer than humans, typically ranging from 400-450yrs (Aerzoí years) (1350 human yrs).
» A single year for them is 3 human years.
» They are omnivores.
» They can eat almost any food that is deemed as edible (by themselves) regardless of what planet it is from.
» None of their abilities are magic based so using magic against them could probably fk them up pretty bad.
» They can't fly as fast when it's raining and prefer to wait the rain out.
» fire and lava will melt their softer parts and is painful.
Imagine this but salmon looking:
big fish placeholder image.jpg

1 - This creature is a common favorite among Aerzoí to eat.

Creature name: Crithsolarr

Creature facts:
» They fight back.
» Their teeth have the ability to chomp into things 3 times its weight.
» Their meat is oh so delicious, similar in taste to salmon but with more nutrients and protein. Everything it’s added to tastes instantly 10 times better. Aerzoí typically eat Crithsolarr’s meat in soups, mixed with vegetables and grains.
» These guys are huge, gigantic water breathing creatures. (Luckily there’s already a human in there for scale - but they are about that size OwO)
» They are carnivorous and can and will eat any living creature that dares to disturb it.
» Just one of these things is enough meat to feed a whole village and then some.

2 - This creature is a common pet for the Aerzoí.

Creature name: Drixol
Creature facts:
» Land animals
» They can live in almost any climate, temperatures don’t seem to have any effects on them.
» They require only a small amount of hydration and get it from their food.
» Their food is glowing berries (Dricoli) similar in size to strawberries and this food is native to the continent that was brought with Ki' Liome (Keirnlind).
» The tips of it’s ears, tail, and feet are bio-luminescent and do a similar thing to lightning bugs which act as a form of communication.
» They purr like cats do when they are happy.
» They are usually very thin, but some can be thicker if they aren’t active enough.
» Their hair is very soft.
» They have horns lining their back and one on their heads. These horns are retractable and act as a defense mechanism.
» Their hair colors can either be the same as the image, or yellow with the glowing bits being white. The colors don’t represent the gender. Females are slightly larger than males. (Refer to the “average human” placed in the image for scale.

Just placeholder images for now:
maxresdefault.jpgistockphoto-488915173-612x612.jpg

3 - This creature is another food item, residing in the ocean as well. Much easier to kill, hard to find.

Creature name: Carberrir

Creature facts:

» A sort of sea slug looking thing.

» Small - refer to the “Average human” placed in the image for scale. (when I draw it hehe)

» This creature has a camouflage mechanism similar to chameleons which can make it difficult to find them.

» They taste like a better version of shrimp.

» Their natural default colors are quite vibrant and they only camouflage when they are frightened. If one is silent and careful, they can perhaps kill it in one go without it escaping.

» They swim fast and are flexible, making it easy for them to slip through one's grasp.

» They have been able to be domesticated and bred for food so that it is easier than hunting them, but the wild caught ones taste better.
It is a country/ continent from the Aerzoí planet.

Ki' Liome brought place.jpg

Name of place: Keirnlind (KAY-ERN-LIN-D)

Description of land:

» Similar in size to Australia but a bit smaller.
» The soil is very fertile, many things can grow and thrive in it without trouble.
» The climate is moderately humid with temps ranging from 20 F to 86 F.
» There is a 4 season cycle of spring, summer, fall, and winter.
» There is quite an impressive mountain range lining the left edge of the continent. The taller mountains are snow capped all year round. There are natural caves inside these mountains and the lower parts are covered in various varieties of tall trees that are native to the continent.
» Hidden in some caves are glowing plants that are native to the island, they have berries (the size of strawberries) on them that are edible to certain animals, but not to Aerzoí. This plant is called Dricoli.
» There is another variety of glowing plant that is a tree. These trees mainly grow further inland and do not grow very tall, on average they grow to about 25 ft tall. Their leaves hang down similar to a weeping willow tree. Their bark house a sap like substance that is known to make someone’s healing process accelerate by at least 2 times (can be faster, depends on the person really). This tree is called the Cycir Tree.
» The land throughout the rest of the continent consists of rolling hills covered in greenery with some small lakes and rivers. towards the right edge of the continent it gets gradually flatter but not too flat.
» Lining the edges of the continent except for where the mountains are, there are beaches consisting of some sand, but mostly rocks with some seashells scattered every so often, the beaches are not necessarily soft to walk on barefooted. The beaches also have some tall beach grasses scattered about because the trees do not grow near the coast line.
» The coastline of the mountains is very rocky with large boulders everywhere and caves hidden inside some of them. There are some flatter rocky beaches, but they are quite hard to get to on foot. One would have to scale the side of some cliffs to get to them.
» There are edible plants that grow there that are similar to many earth vegetables, fruits, grains, etc.

Home World:
Aerethim
Their home planet is very advanced technologically but also covered in varieties of flora and fauna, some that glow naturally, others that are similar to earth plants. It also has an abundance of rivers, lakes, and oceans. It is an earth-type world with 6 different continents and various islands. Aerzoí are not like humans and don’t go around trashing their planet. They live in unison with it and the other creatures that live there.


Chosen Power:
Pocket dimension manipulation: Ki' Liome can create shape and manipulate pocket dimensions. By drawing a circle in the air, she creates a portal to a pocket dimension and can choose to either re-open the same dimension or destroy it. She can only create 1 pocket dimension at a time as of starting the rp but that will evolve to more. Some uses of these pocket dimensions are: store things and trap people or creatures. She can also go into them herself and can actively manipulate the space inside of them. When she is inside her pocket dimension, she is nigh-omnipotent and control it's aspects and laws - so if she has a person/creature in there with her, she can easily beat them to shit and fling them around however she wants. She can also destroy the pocket dimensions, however, whatever that was inside of the pocket dimension ends up spilling back out into whatever current dimension she is in.
Weaknesses could include:
- Others that can maniuplate dimensions in any way whether it be through magic or inate abilities who can force close her dimensions, causing her to spill back out if she was hiding in one.
- Anyone that can travel through different dimensions, via portals or other ways to escape from her pocket dimension(s).

Ki’ Liome in her home lands was the best at killing. Silently killing. She was tasked with hunting for food and came back with twice as much as the others in her village every time. Ki’ Liome wasn’t born very high up in the hierarchy of her world but that never stopped her from striving to be the best. One day, the princess of Keirnlind recruited Ki’ Liome as a bounty hunter and to spy on and kill an underground criminal organization. This organization was smuggling children to work dangerous jobs so that they didn’t have to do the work themselves. The princess wanted this to stop, and that is what Ki’ Liome did. She infiltrated the criminal organization and killed every last one of them, saving the children in the process.

Now, I mentioned she killed all of the organization… However, there was one person left. He had hidden himself extremely well and disguised himself as a palace guard, getting the upper hand on Ki’ Liome. He stole away the princess when they were sleeping and Ki’ Liome woke up in a fright to see her princess being taken away. She ran after them. He ran towards the edge of a cliff, leading towards the ocean. The criminal sliced the princess’s wings with a specialized dagger made from a substance (native to their planet) that can penetrate the skin of Aerzoí. She wouldn’t be able to use them like this. The man held the princess over the edge of the cliff. Ki’ Liome flew after the princess, she was about to fall when Ki’ Liome swooped in and picked her up, but just then, the man sliced Ki’ Liome’s wings as well. She shoved the princess back up onto the cliff before falling. She didn’t fall all the way though, her right hand caught the edge of the cliff. Ki’ Liome knew that she couldn’t just let the criminal have the princess, so while he was still close to the edge she grabbed him by the foot and pulled him downwards toward her. He would try to fly away, but Ki’ Liome gripped onto him and they rose into the sky. It had proven quite difficult for him to carry them both as he was struggling to fly back over to land. Ki’ Liome flipped around on top of him and elbowed him in the gut, causing him to lose his grip on the dagger. She caught it and clipped his wings with it, causing them both to plummet to the ocean. She then took the dagger and stabbed him in the heart while they were falling. He died before she would. Ki’ Liome considered this to be an accomplishment and would die a hero.

Ki’ Liome had fallen from a considerable height, and therefore was too far down in the water to come back up. A Crithsolarr smelled the blood that dripped out of her wings. She was losing consciousness and then… the very thing that she had eaten so many times, consumed her. The most terrible way to go. Imagine getting eaten by the very thing that you eat. Simply terrible. Not even a moment later, she awakened to a very bright blinding white light and found herself sitting in front of some strange looking woman.
 
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Name: Atticus Kallenback (Kal)
Age: 27
Height: 5' 10"
Weight: 163 lbs
Race: Genasi
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Gender: Male
Brought Race: Genasi
To sum it all up, they are the offspring of genies and mortals. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations. Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents. As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Most Athasians believe a given genasi is destined for greatness—or infamy.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Subraces:
Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high mountains.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.
Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.
Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything.

Brought Beasts:
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They fast. They strong. They are quite obviously not herbivores.
Thick-skinned, these creatures are capable of deflecting light ammo as well as regular sword jabs. They have enhanced senses of smell and sight, especially used to trace their prey. Hylkemps remain unbothered from afar. However, upon hostile interaction or a breach within personal space, these beasts will attack with no mercy . . usually. Their behavior is similar to that of a lion's. King of their plains, capable of enduring a plethora of biomes regardless of the terrain.
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They fast. They strong. They swim faster than a driven vehicle could push.
Churoos are friendly in nature, seldom chowing down on other beings for nutrients. They enjoy tipping over ships, and munching on a delightful array of seaweed. When aggravated, these beasts take no second guesses in pursuing their opponents on land or in sea.
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They fast. They strong. Their description is in the picture.
Although seemingly blind, these green lookin' things have other heightened senses such as being highly empowered by echo location.

Brought Place: Theed
Theed was the capital city of Vandor. It was home to the Royal House of Vandor's palace, which was situated on the Palace Plaza. Theed represents an architectural combination of Byzantine exteriors and Baroque/Rococo interiors. Other points of interests included the Palace Courtyard, and the headquarters of both the Royal Vandor Security Forces and the Vandor Royal Space Fighter Corps. Theed also housed several universities.
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Home World: Vandor
A generally industrialized and diverse world modeled after Naboo.


Chosen Power: Aerokinesis

Backstory:
Atticus Kallenback was a child unlike any other. He was a genius in mechanical, architectural, and multiple forms of engineering yet to be discovered. He pioneered through his world's newly industrialized atmosphere with ease. Sure, there was nothing like completing university when other beings his age were just learning to drive. Not that he didn't already know how to pilot a ship by then. Alas, no one would have guessed that the young prodigy's clock was ticking closer than ever. But he lived as though he knew.

Genasi were by no means common even in Vandor's diverse lands. Kal, a nickname this guy quickly sported, was born from two of them. The air and fire genasi pairing constantly battled for elemental dominance in the blood flowing through Kal's veins, which genasi knew manifested differently in each of their kind. And for Kal, he managed to live life with a human exterior till his elemental tendencies grew within him. Flames burst from his hands, surrounding even parameters up to his skull in the genasi form. The one that most of his race was born with. At first, his fiery switches were uncontrollable. Though in due time, the young man learned to control his inborn abilities.

Kal managed to live a more regular life compared to that of his few other genasi peers. Ah, in terms of appearance and the subconscious perks on their society. Despite having completed his studies early on, he continued to maintain great connection with an instructor who set him on the course of his life and research. Together, they drove an exponential growth in engineering an empire.

It hit differently when Vandor's Palace at Theed was scorched from an unknown criminal fire genasi. The Chancellor of Defense called for extreme measures. However, Kal negotiated to rebuild the heart of their country in 1 year to battle the proposed genocide condemning fire genasi. Then he was off. The engineer didn't do it alone. He had a team. It was a team of diverse engineers looking to make names for themselves, or redeem past deeds. They followed his lead . . as well as a group of droids Kal manufactured over his past years. The engineer ignored sleep for days, conducting research and mechanical progression at the expense of his own health and safety. Till one day, his signature dome framework was up. Once one building was complete, it didn't take long for the rest to follow. Programmed droids calculated their own algorithmic tactics to get beyond the full job done over day and night. The entirety of Vandor's capital was renovated in two years, following its palace's early completion.

Then, Kal was onto one of his most important projects ever. He was tasked to engineer a security system to protect their land. Their nation's Chancellor of Defense honored the genasi with his latest engineering influence, or what little know to be an act of protection to defend his kind. In any case, the Chancellor continued with yet another tension building timeline. The rivaling country next door over had circulated rumors of an incoming attack on Theed. Did anyone understand that 1 year for a forcefield security system was actually much more challenging than rebuilding a palace with droids? Kal's initial prototype contained many defects, to the point where triggered could either harm or protect the beings around it. Though his time was drawing near. The man barely remembered what a full night's rest felt like. Not when his nation was being threatened under attack. Not when the very empire he built was about to be destroyed. Theed was too kind to fall. Then the day came.

"It works, I'm sure," The Chancellor pointed his nose upward, barely glancing at Kal's contraption. The engineer nodded as troops surrounded the parameter from his and the Chancellor's high view. It didn't take long for a dart to quietly whiz past Kal's head then plummet deep into a pillar with an attached note. The Chancellor didn't seem to notice. Kal pulled out the crumpled note before glancing up with furrowed brows at the grinning Chancellor. "I'm sure you know my plans," The old man evilly announced as his own guards burst through their doors.

The Chancellor of Defense was attacking Theed from the inside out. His plan? To stay guarded in the palace with Kal's forcefield generator. "Traitor!" Kal growled with clenched fists as the guards held his arms. "AM I WHEN MY OWN PEOPLE BETRAYED ME FIRST?!" The Chancellor barked over Kal's glare, "THE NEIGHBORING NATION values my influence. They wait upon my signal to send havoc then promote me as their right hand leader. THEED IS NO MORE!"

Kal burst in flames, easily searing the guards around him in his red genasi form. He broke from their weak grasps, slamming the forcefield generator as it slowly enveloped their room. "Are you trying to destroy the very thing you made?" The crippled old Chancellor man crazily cackled as Kal's hand strongly grasped his neck, "I am immune to your melee attacks." Then, his hand burst in flames as the old man mildly choked. "Are you immune to my flame," Kal shifted his opposite hand, triggering his malfunctioning prototype before it exploded with with a whirlwind of force. The swirling distorted force field spread his flame in a bombing burst all within the silence of his slowly generating security force field, yet to expand beyond their room.

Then that was it. No signal was ever sent to wage war, and the rest of the Chancellors quickly fought back against their peer's attack. Theed was prepared for anything. That's why it was a land Kal loved.
 
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Name: Dreavyn "Aurgelmir" Vaughn

Age: 33

Height: 6′ (1.83 m)

Weight: 170 lbs (77.11 kg)

Race: Faltininan-Mhuruuk Hybrid

Gender: Male

Brought Race:
Mhuruuks- Mhuruuks are humanoid extra-dimensional beings naturally adept at manipulating Magic, especially ones of a darker nature. They were the first inhabitants of the Dark Dimension until Dormammu conquered the realm and named it his own. Mhuruuks possess your average human appearance but have a unique feature about them that sets them aside from actual humans, it can come in the form of marks or tattoos, glowing eyes, colored hair, abnormal skin color, internal abnormalities like two hearts, one lung, etc. For the most part, most Mhuruuks appear very normal looking while in rare cases some have physical characteristics that set them apart from the norm. Aside from that, Mhuruuks possess all their capabilities, attributes and aspects at an enhanced level, beyond that of the peak human species. In conclusion, Mhuruuks are all-rounders that are superior overall to practically all other members of the human species.

Mhuruuks also possess an affinity for magic, thus being able to take physical punishment from paying the price of using magic normal humans would die from, withstanding the great price magic demands with relative ease. They can also survive in other dimensions or in environments where life is uninhabitable for long periods of time, immune to diseases, and has decelerated aging, how long can they live depends on the Mhurruk. While a formidable race. It should be noted that when in the Dark Dimension or the Mirror Dimension, Mhurruks are far more powerful in their home dimension. They also possess a high level of self-sustenance, which means their physical needs are greatly reduced. These needs include air/breathing, sleep/rest, food, drink, bodily evacuations, shelter from environmental effects and their lack (heat/cold, dryness/wetness), etc. They are also able to stay immobile without the normal effects this would have. But they do need to eat, sleep, etc to stay alive just like any human and can consume what humans consider edible.

Brought Beasts:
The N'Garai- The N'Garaï also called the Great Eaters, are the children of Chthon, the first extradimensional living beings to exist on Earth, millions, if not billions, of years ago. Most of the Old Gods degenerated into predatory demons pushing the beneficent Gaea to unite with the Demiurge, the conscious life force of the terrestrial biosphere, to spawn the Demogorge who slaughtered the corrupt Old Gods. One of the Old Gods who survived the extermination was Chthon, who fled to another dimension where he created the N'Garaï, first sending them to their own dimension called Gehenna, with one of them, Kierrok. the Shatterer of Souls, reigning over them. Millions of years ago, the N'Garaï colonized the Earth or at least part of the planet. They were finally defeated and driven out, returned to their own dimension about a million years ago, by Oshtur. A very small number of N'Garai--such as Y'Garon and Kierrok--have advanced intelligence and direct the others, who are extremely savage and bloodthirsty. This warrior caste has been described as the "Lesser N'Garai." It is unknown whether they have any sort of social order, other than having used the Ru'Tai as slaves at one point. Although N'Garai of different physical forms has been glimpsed (winged, multi-armed) it is not known if these physical differences bring with them different societal functions. The level of intelligence of the warrior caste is unknown, although they do not appear to be particularly bright, nor cunning. They are able to communicate with speech, although whether they have their own language is unknown. In combat, they rely on their claws, teeth, and tails, and sheer numbers to gain an advantage and overwhelm their enemies rarely using their demonic mystical might to attack their foes. They appear to lack gender and it is unknown how, and if they even do, reproduce. By some accounts, they must be born through a host.

Like all demons, the N'Garai are immune to the effects of aging and terrestrial disease. They are superhumanly strong and resistant to damage, with tough, leathery skin. Their razor-sharp claws and teeth are coated with a deadly poison that is fatal to living organisms and can be used as an alchemical ingredient in powerful toxins or anti-toxins/cures against the deadliest of diseases and poisons. Some members of the N'Garai in their native dimension possess wings and others have additional limbs. A N'Garai are extremely durable single-minded killing machines. N'Garai were said to be nearly impossible to stop to mortal humans. They considered themselves children of the Elder Gods. Whilst holding foul alien minds, the demons were still vulnerable to telepathy allowing telepaths to affect them. When killed, their bodies dissolved leaving no remains behind but it left a reeking smell behind. The top of their hierarchy consisted of the masters of their kind who were known as the Mabdhara. The N'Garai can steal energy from an unwilling source by consuming the source entirely or by draining a portion of energy from the source. This exchange is one-way.

The vast majority of N'Garai tended to be from their warrior caste who were not terribly intelligent but became much more organized when receiving orders from their Mabdhara generals. At one point, they held a slave caste known as the Ru'Tai that was used to build much of their empire. The Ru'Tai were sorcerous and could use magic quite skillfully. Unlike the N'Garai, they claimed to have a vision and understood the universal energy of balance. Their kind had a collective intelligence though some won the right of individuality and sense of self where they could adopt a name. One type of Ru'Tai were the Mongrels that were a warrior sect that walked on all fours. Similarly, humans were considered animals that were to be bought where they were pampered as pets, worked to death, hunted for sport, or eaten by the N'Garai. On Earth, they had mortal followers in the Camarilla of the N'Garai that had some of the most powerful demon sorcerers on the planet. The N'Garai could create demon spawns of light and smoke that were summoned to protect their cairns from harm. On Earth, a cult of humans came to worship the N'Garai and sacrificed innocents to them whilst seeking their demonic master's return. This cabal was called the Camarilla of the N'Garai and consisted of cultists that were knowledgable in magic. Visually, the N'Garai's skin is calloused and black, their eyes are luminous red that seems to pear into one soul. Many vary in size and shape but are commonly as big as an African savanna elephant.

The Kkallakki- The Kkallakku is an extra-dimensional being known as a Fear Lord, that gains his powers from the fear of other lifeforms. He spawned the Kkallakki, better known as the Fear Eaters. The Kkallakki have a burgundy complexion and has a deformed horse-like face just like their creator, they also have quasi-physical tendrils that can be used to snare and harvest the souls and fears of their enemies. The Kkallakki are known to be ruthless and aggressive. They operate on a primal drive to consume and harvest the fears and as well as the souls of living creatures, they are as large as a male African lion and operate in a hive mind, you would almost never see one Kkallakki by themselves, though there can be exceptions, its relatively rare to see a Kkallakki by themselves and always travel or appear in groups whether they may be big or small. The Fear-Eaters exist entirely off of the fear of other beings. They can phase extra-dimensionally, assuming an intangible body, and merge with a host but this takes some time and the host must be immovable or unconscious during the process. But there are limitations, the Kallakki cannot possess a being with no fear and their powers won't work effectively (Or at all) against someone or something like that. Beings that overcame their greatest fear can kill a Kkallakki quite easily.

Once merged, they can read the minds of their host, determining its greatest fears. The Fear-Eater can generate hallucinations that cause the host to confront its greatest fear. The Fear-Eater draws strength from this and will continue to cause intense fear until its victim either dies or overcomes its fears. If a Fear-Eater is deprived of fear for too long of a period, it will die of starvation. The Fear-Eaters appear to be immune to any form of physical attack, and the only way a host can repel them is by overcoming its fears. The Fear-Eaters can survive in any environment, from the vacuum of space to the most hostile of atmospheric conditions. A Fear-Eater, when consumed enough fear energies can take on the form of others' worst fear and use it against them, even as far as to warp the environment and reality around them to fit the form they appear.

Dijiang- Dijiang are furry creatures with six feet, four iridescent wings, and no face. They can understand song and dance, and they communicate using a series of chirps and yips. They have a large cognitive ability, and their language is very complex, containing words or sounds similar to English, as Dreavyn once confused the word Nineteen for Ninety.
Aurelia V on Twitter: "4) Dijiang (帝江) Our favorite Morris in Chinese  mythology is a faceless winged creature. It was said that Dijiang is fond  of singing and dancing. One of Huangdi's

Species of the week: Dijiang | bloggathehutt


Brought Place:
Kamar-Taj
- Kamar-Taj is "a hidden land high in the Himalayas" and the homeland of Dreavyn's mentor, the Ancient One, and of the deceased evil sorcerer Kaluu. It is the home and training grounds to the Masters of the Mystic Arts. Kamar-Taj was founded as a place for sorcerers and sorceresses to train and control their powers. People often come here after being broken or damaged, physically and psychologically. Once they are healed from their wounds, they are allowed to choose between joining the Masters of the Mystic Arts or returning to their previous lives but many chose from the latter, eventually forgetting they came to Kamar-Taj. The isolated community has Tibetan-style brownstone vernacular architecture and various Chörtens for meditation, gompas come in a great variety of styles, generally reflecting local architectural traditions of Tibet in real life and other residential homes that are partially made out of acacia wood and in a French Baroque architecture design with some having Mansard rooves. Due to its mystical nature, the exact dimensions of the Sanctum Sanctorum within Kamar-Taj are variable allowing the building to seem more spacious on the interior. The Window of the Worlds, a large window on the Great Chörten, connects to the mediation chamber and is decorated with a pattern of the Anomaly Rue, the Seal of the Vishanti. Many of the architectural features are scattered along with the mountain range (Despite i putting pictures of it being close up).
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It also has a library that houses a wide array of mystical tomes possessing great knowledge of the mystic arts in all their forms. While no knowledge in Kamar-Taj is forbidden, only certain practices are, there exist spellbooks in Kamar-Taj that have dangerous spells contained within them. Despite this, the warnings come after the spells rather than before, a common practice in the rest of the world. This can cause sorcerers to practice spells without knowing the risks and costs. While past a veil of magical force on the inside are various rooms with various mystical artifacts". The monetary holds many powerful magical items, some of which have an innocent appearance. Some are dangerous, such as the Wand of Watoomb and the Crown of Set. While Kamar-Taj may look quite large, it doesn't possess many residents.
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Home World:
Dark Dimension- The Dark Dimension, also known as the Darksome Void, Dread Dimension, is a vast dimension ruled by Dormammu. It is a strange and hostile dimension, being an amalgamation of itself and all other dimensions Dormammu had conquered and absorbed into it. Time does not exist in the Dark Dimension in the same way it does within the regular universe. This allows it to be the power source of life-extending spells and the removal of mortality, at times, giving sorcerers superhuman abilities beyond the laws and regular limitations of magic. The Dark Dimension exists in a void of time and the laws of physics. Any light there is cold; it can be seen, yet it does not radiate energy. The Dark Dimensions is a corruption of the original reality that was once found there, and an amalgamation of countless other dimensions that its master, Dormammu, has consumed. It is home to the Mhuruuks; humanoid extra-dimensional beings naturally adept at manipulating Magic.
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Chosen Power:
Extra-Dimensional Magic (Exocentric Arts) or known as Arcanum Exo (from the Greek: exo, "outside")
This forgotten form of magic, originally known as the Golden Way, is the ability to utilize magic/spells that originate from another dimension, enabling feats that are beyond the power of his native mystic energies in the universe. This very advanced form of magic refers to the form of magic that draws upon forces from dimensions outside of our own plane of existence. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these “other dimensions'' and appeal to them for assistance. To invoke the aid of these god-like beings (Also referred to as mystic principalities) such as Cyttorak, Ikonn, Raggadorr, Watoomb, etc, a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (Or the less powerful the sorcerer) the more complicated the ritual or invocation becomes. To attract the attention of an entity, a supplicant will generally use the entity's name in a rhythmic or rhymed incantation. Just as poets and musicians once tried to gain the favor of powerful monarchs by composing clever poems and songs about them, the sorcerer uses his words to gain an entity's favor and display his or her own wit and knowledge. A few examples of incantations…

A spell to conjure the Crimson Bands of Cyttorak
Seven rings have Raggadorr --
from indigo to deepest black --
but Oshtur grant me something more --
The Crimson Bands of Cyttorak!


Summon and project the Vishanti’s Flames
By the Hoary Hosts of Hoggoth,
By Oshtur’s Ancient name,
Agamotto hear this novice,
Vishanti give me flame


Conjure the Mists of Morpheus to cause deep sleep or banishment to the Dream Dimension
May the Miasmic Mists of Morpheus now rise in a vaporous stream --
Enwrap you in their ghostly haze --
Till you reach the Realm of Dream!


Cosmic Banishment/Reality Rejection
By the Seraphim's dread shadow --
by Munnopor's moonlit vale --
get thee hence, foul spawn of evil --
far beyond the cosmic pale!


Even after all the effort put forth for the invocation, an entity may or may not grant power to a petitioner. The mere act of being asked gives the entity power and so to encourage this action, some spiritual beings will grant power to any individual who invokes their name in the proper way; however, the entity may also choose to ignore the request. The spiritual energy or "mystic potential" present in the petitioner plays a part in how often requests are granted. The invocation or prayers of an individual who has large amounts of spiritual energy would provide the entity with a more enticing exchange and they would be more inclined to answer them. Some malevolent entities, like Chthon or Satannish, are willing to offer vast amounts of power, but only in exchange for the supplicant's soul, but this can be bypassed through the use of the forbidden art called the Necromantic Arts (Not Necromancy) and the use of the Darkhold. Those who have mastered the art of Exocentric summons will tell you that even perfectly performed rituals may yield no results. The entities can be as fickle as they are powerful. Special arrangements are sometimes made between entities and sorcerers, which allow a certain amount of energy to be accessed without the customary incantation or ritual. In these cases, a single pre-established "magic word" or gesture/mudra can be used to trigger the energy exchange.

  • Dreavyn can channel the extra-dimensional energy of mystical and non-mystical beings in multiple dimensions (known as Principalities) to empower his spells. This can take the form of standard (or more say complex) spells ("Crimson Bands of Cyttorak '') or just state what he wants to occur and channel some being to make it happen. It is unknown at this time what debt, if any, he incurs by invoking the powers that be. There is no strict quid pro quo (as the simple acknowledgment and invoking of the entity increases the entity's own powers, inexplicably), though some entities will feel he is obliged to heed their call when they need help in their conflicts as did the Vishanti. This ability to be a conduit to multi-dimensional power sources has given rise to the phrase "He can be as powerful as the god he invokes." Dreavyn's powers typically come from many otherworldy sources: The Vishanti (a trinity formed of Hoggoth, Oshtur, and Agamotto) and the Trinity of Ashes (a trio of malevolent and dark entities comprised of Griefsavor, Ygmlosvorraich, and Misan-Ha-Gorath/Father of Pain), the Octessence (a group of eight beings, consisting of Balthakk, Cyttorak, Farallah, Ikonn, Krakkan, Raggadorr, Valtorr, and Watoomb), Elder Gods (Oshtur, Gaea, Set, Chthon) and other beings who owe him a debt (this includes Satannish and even Dormammu). However, certain abilities of his stem from more obscure sources, such as the Faltine, the Seraphim, Cinnibus, Sheol, Ikthalon, Denak, Cyndriarr, Munnopor, Morpheus, Dyzakk, Storaan, Kkallakku, Zarathos, Damballah, Dyskor, Enitharmon, Gorn/Gormac, Vyhagh Ar, Daveroth, Gondurr, Nirvalon, Mokarr, Pohldahk, Bromagdon, Jarakk, Umar, Yog-Sothoth, Shuma-Gorath, D'Spayre, N'Gabthoth, Kthl, Qu'vin, Zom, Phorcys, Yandroth, K'Kylthri, Nyerlathortech, the Demiurge and other beings invoked for power or strength include gods like Cernunnos, Mitra, Morrigan, Serushan, Taranis, Tetragrammaton and Valka, as well as the Greek Protegenoi such as Tartarus and Ananke; demons like Lilith, the N'Garai, the Nisanti, Quoggoth and the Great Old Ones; and cosmic entities like the Black Winter, Abraxas and Eternity. Dyzakk is the name of a dimension, but very little is known regarding other names used in invocations, including Amtor, Avanahm, Bharph, Bishru, Burballak, Cocteau, Courstatt, Daronthon, Draggus, Drood, Edor, Ereathe, Falroth, Gothorah, Gusoyn, Hrrs'hana, Iah, Ishtoreth, Kuma Rhan, Lantarr, Maalock, Magnium, Marchosias, Mercillon, Mehroth, Moshto, Mytorr, Nyogtha, Orvandel, Penemue, Quantu, Rabis, Rangsabb, Ravenna, Ryzzanel, Sharee, Skartekis, Sulfindum, Suvius, Syd'rakk, Taaru, Urzuu, Whazoom, Yasa, and Zhou'synn; some may even be locations or non-magical beings, such as ancestors or historical figures.​


Backstory:
Dreavyn was born of an affair between Clea, daughter of Prince Orini, leader of the Mhuruuks, and Dormammu, a Faltine and ruler of the Dark Dimension. Dormammu, despite his malevolent and apathetic nature, loved Clea dearly and didn't want any harm to come to her, so for her safety he sent her to his son's realm, Pandemonium, dimension of Satannish. But when Dormammu got the news of his son's birth, he was more anxious than ever. Because due to Dormammu's reputation, he would have a lot of rivals and enemies, and they would obviously want to harm his son and Clea, so when Dreavyn was age 7 Dormammu sucking up his pride asked his greatest rival, the Ancient One and Earth's Sorcerer Supreme to keep Dreavyn under his watch. The Ancient One was first skeptical about it but later complied after realizing the urgency and desperation in Dormammu's voice. Dormammu and Clea kept any and all knowledge of Dreavyn's true origins a secret and would constantly scry on him like anxious parents.

In his youth, Dreavyn was quite a troublemaker but was always determined at heart. Due to his extradimensional nature, growing up in Kamar-Taj was never easy but Yao, the Ancient One was always there for him, being a father figure and great mentor to Dreavyn. He always wanted to learn magic and would often watch the other Masters of the Mystic Arts practice their magic at the courtyard, but his parents and the Ancient One agreed that Dreavyn will not learn magic until he's of age and ready. But due to his alien genes, his ability to use magic will come naturally so his mother implemented mystic inhibitors to prevent him from naturally using magic. As he grew up, Dreavyn loved reading, and since no knowledge of Kamar-Taj was forbidden he would go to the library often and bury himself in all the mystical tomes and historical records in the library, so much so that his knowledge in magic, magical history and mystic archeology rivals that of his mentor, the Sorcerer Supreme. But even with all that knowledge, he couldn't work upon it because he was practically incapable of using magic and forbidden to practice it.

Devyn also grew to learn and practice most forms of Martial Arts and was attuned to his body, becoming quite proficient in weapon combat and being the best in Kamar-Taj at such a young age. All that changed when Misan-Ha-Gorath kidnapped Dreavyn and tortured him in vile ways to anger Dormammu, and it definitely did. Dormammu charged his way through Misan's borders with rage and wreaked untold havoc in the dimension and almost killing Misan-Ha-Gorath until he fled. When Dreavyn was retrieved, Dormammu and the Ancient One found it was time for Dreavyn to begin his training in the Mystic Arts. And it did so, as expected Dreavyn excelled in anything the Ancient One taught him and the Ancient One wasn't surprised, he knew Dreavyn had read many magical tomes both good and bad, giving him an advantage above most beginner sorcerers. But due to unforeseen circumstances and malevolent entities wanting him dead, because of his connection to Dormammu, the Ancient One sought it was best to teach Dreavyn the art of Exocentric Magic. The first entity Dreavyn chose to invoke was one that was nearly unheard of, and that was Lantarr, it was a wise choice due to Lantarr's magic being neutral, which allows for versatile use.

But Dreavyn's training was cut short when he eventually obtained an immensely powerful deck of fortune-telling cards called the Inficio Aquilus. Vaguely familiar with the Inficio Aquilus through his mystical history studies, he knew an Egyptian sorceress had created the deck in the 11th Century BC, but nothing had been written about the cards for years. The more Dreavyn knew regarding magic’s past and present condition, the more the cards told him of its future. Though his studies improved his accuracy, the deck’s messages still frequently perplexed him.

The Inficio Aquilus was at its most inscrutable when Dreavyn sought to collect the Cornerstones of Creation: the Sword of Bone, the Ebone Rose, the Serpent’s Crown, and the Darkhold. These four immensely powerful mystic artifacts predated the fall of Atlantis and were connected to the four ancient elements and the Four Elder Gods: Oshtur, Gaea, Set, and Chthon. The evil Chthon knew that his sister Oshtur wanted the Cornerstones of Creation assembled to heal the fabric of magic, which had been severely damaged during the devastating War of the Seven Spheres, but the two of them had been unable to agree upon a proper candidate to wield such power. Chthon saw Dreavyn was insecure and ambitious, qualities that should make him easy to corrupt, but believed Oshtur would accept him as their agent because Chthon’s selection of Dreavyn would make it easy for him to obtain the needed Darkhold, and because the young sorcerer was pure of heart, something Chthon scorned but knew his sister greatly valued. The Elder Gods began their game with Dreavyn at the center when Chthon, disguised as Oshtur, saved Dreavyn from drowning in the other-dimensional Serpent’s Sea abyss, in exchange for his rescue charging Dreavyn with preventing the destruction of the very structure of magic by collecting the Cornerstones of Creation and freeing the ancient Egyptian sorcerer Heka-Nut’s spirit. After Dreavyn vowed “by the Thrice Conjured Crossroads” to complete these tasks, “Oshtur” advised Dreavyn to “use the First Tarot” to locate the Cornerstones, then freed Dreavyn from the Sea’s icy grip. The sorcerer awoke back of his store, where his longtime friend Lucian admonished him for sleeping until dusk. Dreavyn, eager to begin his mission, failed to question why Oshtur, a Goddess of the Dawn, had appeared to him at dusk.

Oblivious to Chthon’s deception, Dreavyn began his quest by locating the Guardian of the Cornerstone of Air and Oshtur’s servant, the pseudo-sphinx Ammut, who challenged Dreavyn to a riddle contest. If Dreavyn correctly answered Ammut’s riddle she would give him the First Cornerstone, the Sword of Bone; if he answered incorrectly, Ammut would devour his mind. He struggled with the two-part answer but solved the riddle correctly, winning the Sword. To gain the second Cornerstone, the Ebon Rose of Gaea, Dreavyn traveled to the dimensional plane of Avalon to ask help from the notoriously unhelpful sorceress, Morgan Le Fay. Though he used a “glamor” to trick Morgan by adopting the voice of her former lover, Merlin, Dreavyn decision to treat the Faerie Queen with humility and respect ultimately won over the sorceress. Morgan was so intrigued by the young sorcerer that she not only directed him to the Ebon Rose, but also informed him that they could soon become lovers. Armed with a gift from Morgan (an enchanted petal from the Ebon Rose), Dreavyn traveled to the ruins of an undersea lair to find the Cornerstone of Water, the Serpent Crown of Set. The lair, formerly belonging to the Deviant Emperor Ghaur, was destroyed during Ghaur’s attempt to rule the world through the Serpent Crown. It was guarded by Ghaur’s newly mutated lieutenant, Llyra. Using his wits and the Ebon Petal, Dreavyn coerced Llyra into a fight with her rival, the ambitious Lemurian sorceress Nagala, and sneaked away with his third prize.

These three trials had also been subtle lessons for Dreavyn, devised by the real Oshtur. Ammut’s riddle had tested his ego as well as his intellect, the second test required him to humble himself before Morgan Le Fay and the final challenge presented him with the cautionary example of Nagala’s unchecked ambition. Once Dreavyn had successfully learned these lessons, Oshtur worked through the Inficio Aquilus to reveal Chthon’s deception and helped him formulate a plan to foil the evil Elder God. As Dreavyn prepared to meet with Chthon, Oshtur secretly communicated via the First Tarot with its creator millennia in the past, the sorceress Ashake, and then contacted Morgan and Llyra. The Bright Lady united the young sorcerer with the three most powerful witches and set a trap for Chthon.

Unaware of this and still confident he could manipulate Dreavyn, Chthon sent the infamous bayou witch Marie Laveau to give him the fourth and final Cornerstone, the Cornerstone of Fire, the Darkhold. He accepted the dark gift and Chthon appeared almost immediately, still posing as Oshtur. Dreavyn went along with the false Oshtur’s request that he cast the spell with the collected Cornerstones that would restore Heka-Nut and heal the damaged essence of magic, however, once a portal had been opened into the past and a gloating Chthon had revealed his true nature, McNee, Ashake, Le Fay and Llyra sprung Oshtur’s trap on the astonished Elder God. While Le Fay and Llyra distracted Chthon, Ashake reached out to the part of Heka-Nut’s spirit that was still good, reminding him of their past friendship. Rejecting Chthon, Heka-Nut asked Ashake to cut his spirit free with the Sword of Bone. Once Ashake had released Heka-Nut’s spirit, Dreavyn was free to use the Cornerstones to banish Chthon back to his own dimension but it was too late, Chthon stepped through the dimensional veil and entered on Earth for there was no hope to defeat Chthon, so sacrificing himself and using his soul as payment to cast a forbidden spell called the Demands of the Demiurge (Which is a spell that invoked the Demiurge to grant the caster's greatest desire but for "great demands") with the cornerstones. Dropping onto the ground after casting the spell Clean and Dormammu appeared next to Dreavyn, he could feel empty inside as he watched a teary-eyed Clea and a guilty Dormammu look down upon him as his eyes shut slowly, dying.​
 
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953baae1b3dbbf4df1d0d4fd62557336.jpgName : Vortigern Lazarro (a.k.a. "Deathless Vortigern", "Black Iron Knight", "Bulwark of Hostea")

Age : 58

Height : 211 cm

Weight : 92 kg

Race : Human

Gender : Male


Brought Race : Vampires


Vampires are one of the Elder Races of Tallarim, the last of the Precursor Empires to not have completely died out during prehistorical times, although they have lost much of their past splendour and nowadays remain primarily in enclaves in the Young Races' societies, although a couple of Vampire ethnostates still subsist. Before the decline of their empire, Vampires were on the majority a warmongering empire, home to some of the finest warriors and soldiers of Tallarim, skilled tacticians and strategists, as well as cabals of blood mages, biomancers and biothaumaturges.

The Elkenstrac Dominion (so was called the Vampire nation in ancient times) waged war for two primary reasons. The first was simple, old-fashioned nationalistic imperialism fueled by government propaganda. The second reason was that vampires need to consume the blood of the living to survive. While they can consume any and all manners of food - with the exception of rotting flesh - they will only truly gain sustenance from blood, and will quickly fall ill and wither on the vine if not supplied with such. The symptoms of blood deprivation in a vampire are a darkening of the skin, going from a clear, shining white to a matte ashen grey, shaking of the limbs, physical weakness, clouding of the mind, digestive tract organ pain, intense thirst, and finally death, with the symptoms growing in intensity over time. It takes an average of two weeks without a supply of blood before deprivation starts kicking in, at which point a large amount of blood and specific restorative magic will be required, as Vampires are naturally averse to standard healing magic.

When properly supplied with blood, a Vampire is four to five times physically stronger and more resilient than a human, for generally the same bodily mass, size and proportions. Vampire senses are very keen, most notably their sense of smell, which rivals that of dogs, or surpasses it in some rare cases. Vampires have naturally clawed fingers (without nails, meaning that the claw is a direct continuation of the fingerbone), as well as sharp teeth including hollow incisives that can suck blood directly. Vampires can reproduce in two ways. The first is through standard sexual intercourse. The second is through a Vampire feeding its own blood to another, non-Vampire individual, several times over the course of three weeks up to a whole year depending on the person. During that period, the vampiric blood will slowly permeate the receiver's body and proceed to fundamentally change the physiology into that of a Vampire. During the process, the receiver will generally feel ill and will be bedridden, and the last tenth of the transformation period is always, without exceptions, extremely painful and will leave the newly-turned Vampire very fatigued and in need of blood. The pain is a sign that the transformation is going well as the brain reforms and adapts to the new physiology. Turned Vampires generally lack claws, and their incisives are most of the time not hollow, and their physical abilities will be lesser than than of a naturally-born vampire. Moreover, a Turned Vampire will not be able to turn people themselves, although due to the pervasive nature of vampiric genome, their children will have a higher chance of being vampires themselves (though from a genetics standpoint they will still be considered Turned). The lifespan of a natural-born Vampire is in the 700-800 years, although few ever reach such venerable age, as most die at younger ages, perish from disease or are slain in some way, either by blade, magic, or poison.

Elkenstracian Vampiric magic differed greatly from most traditions, as Vampires are naturally unable to channel mana in their body like other species do. Instead, they rely on a solid alchemical base of knowledge, using a mix of herbal and mineral solutions (commonly called "Ansuz water") to gather mana, then applying Ansuz water onto or into their bodies in some ways. Drinking Ansuz water charged with mana will make the Vampire develop the ability to store mana into their own body, although once this point is reach, they need to regularly consume the potion in order to not let the mana burn them inside out. Another method is tattooing oneself using Ansuz water as ink, thus etching onto the body certain patterns that represent spells that the Vampire can cast - although this method also has its downgrades; first, the patterns must have no mistake, else the spells will not work. Second, while the spells will recharge over time after being cast, recharging will physically tire out the Vampire, and spells etched closer to the extremities will recharge first, so a spell tattooed over the chest would recharge last. The last method of using Ansuz water is to decant and filter it into two separate components, the first being an oily transparent liquid called Thurisaz oil, and the second being called Uruz paste. Once those components are obtained, the Vampire who wishes to undergo the procedure must subject themselves to surgery so that Uruz paste is inserted into the marrow of all their bones - an extremely painful process, as the mana contained within the Uruz paste will forcefully keep the Vampire awake during the entirety of the procedure. Once the surgery is complete, the Vampire is placed within a vat containing a mix of Thurisaz oil and regenerative herbal medicine for a minimum of three days. Once the Vampire emerges out of the vat, they will have gained the ability to channel mana like any other species. This final method, aside from the material costs and the pain it involves, has no drawbacks, although those who undergo it are generally provided with additional medicine for a few months afterwards to prevent any averse reactions while the results settle in. As a result of this, only the Vampires who go through the third method can use magical items crafted by other species - and reciprocately, only they can craft magical items that other species can use.

Due to those peculiarities, the craftsmanship of Vampire magical items involves Vampire alchemy and an in-depth knowledge of metallurgy and Elkenstracian magical theory. As such, there is virtually no one outside vampirekind who has the knowledge or ability to use the Elkenstracian methods of craftsmanship. In ancient days, Elkenstrac was renowned for its blood-steel and the armaments forged from it - blood-steel being a kind of enchanted low-carbon steel of varying grades. The common grade was simple steel tempered in Ansuz water, and had no specific properties beyond enhanced solidity. Noble grade blood-steel was heat-treated with Uruz paste and tempered in Thurisaz oil, giving it greatly ameliorated toughness and a complete protection from temperature. Relic grade blood-steel was mostly the same as Noble grade, although the final tempering bath contained a percentage of Vampire blood mixed with the Thurisaz oil. The greater the percentage, the more magic-resistant the final product would be; entry-level Relic grade items would be tempered with 1.5% to 2.5% of Vampire blood and 97.5% to 98.5% of oil, and they would fetch for several dozen grand in Elkenstracian currency, which was roughly the same price as a 10-hectare estate with a vineyard. Middle-level Relic grade items had a blood percentage of 3 to 4%, and fetched in the 100-150 grand range. Mastercraft Relics had a percentage of 5% blood, and could cost from half a million to several millions apiece. There was only one Relic with more than 5% blood - namely, the Elkenstrac Dominatus Crown - but the secrets of its creation have been lost, and no craftsman has ever managed to create a piece of Relic grade blood-steel with more than 5% of blood. The reason for the astronomical prices of Relic blood-steel are the resistance to magic it provides. Entry-level would negate up to half the power of magic directed at it, Middle-level up to 3/4, and Mastercraft Relics could negate up to 90% of magical power thrown at them. However, due to the immense talent required to create them, blood-steel relics were extremely rare, even in the glory days of Elkenstrac.

In the modern day, the alchemical knowledge has been preserved by the Vampire kingdom of Styria, who remains the primary major Vampire polity on Tallarim, and has become a center of alchemical and applied magic study, as well as medicine and surgery. Magical item craftsmanship methods have been all but lost, and the last few remaining pieces of blood-steel armaments are jealously hoarded by Vampires, who see them as the last remnants of their past glory, and the Vampire enclaves have been known to wage ruinous wars to retrieve even a single piece of blood-steel armor or a single blood-steel blade. There is only one remaining blood-steel relic in the modern day, and it is the Royal Armor of Styria, a complete suit of lamellated plate worn by the ruling queen of Styria, and considered the greatest relic of vampirekind, the one symbol that could unite all the children of the Vampire diaspora under one banner.


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Brought Beasts :

Selak Antelopes

Selak Antelopes are a breed of omnivorous antelope native to most regions of Tallarim. Living in herds of 30-50 individuals, Selaks are generally placid animals. They mostly eat fruit, grass and insects, although the herds living in less-hospitable regions tend to develop scavenging and carrion-feeding tendencies. Selak horns are made of a very strong material, known as... Selak horn, and their hair is very prized due to its softness and being a less costly and more easily obtainable alternative to silk. Wild Selaks shed their hair every two years or so, but domesticated ones do not, and must be shaved to allow them to remain healthy. The leader of a herd is generally the matriarch of the largest family within the herd, and is recognizable by its two sets of horns instead of the normal one. On Tallarim, Selaks are much more widespread than horses, and many nations field Selak cavalry instead of horse cavalry. Domesticated Selak herds do not develop matriarchs, and instead, a Selak will grow a second set of horns if its closely bonded with its rider/caretaker. Although fiercely loyal, Selak antelopes are very temperamental, and it is recommended not to approach one in a bad mood, as their hooves can strike fast and wound quite badly.
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Anthounds

Anthounds are a species of magical beasts native to Tallarim. In short, they are dog-sized slime ants that behave mostly like dogs do, although they eat fruit, nectar and magic instead of meat. Anthounds are very resistant to magic, and have the ability to manipulate their own slime to an extent. They are prized pets for the nobility and widely sought-for wizard familiars. Anthounds are born in colonies of 100 to 140 individuals, generally in marshlands or similarly wet environments, although they generally quickly disperse soon after birth, each seeking a territory to live off on. Anthounds are preyed upon by a number of large Tallarim predators, most prominent among them being the Tallarnic Moor Gavial, a species of cold water crocodilian that exclusively eats mana and magical beasts to feed its internal mana core and is generally considered a degenerated species of dragon. Thankfully, Tallarnic Moor Gavials are very rare, having been hunted to near extinction due to their hide being very valuable, and also angry wizards who survived being jumped by a 20-foot manavore crocodile. Anthounds have no definite lifespan, able to survive as long as they are properly fed and cared for; they are immune to non-magical poison and diseases, but they have little to no resistance to magical poisons and plagues. The slime of an anthound becomes denser and more mana-conducive with age, and an anthound is considered an adult once it finally manages to use its breath weapon, which is an emission of mana-charged sludge akin to caustic or acidic oil. Anthounds are not aggressive, but they will readily use lethal force to defend themselves. Lastly, it is ill-advised to look at an anthound's slime for prolonged periods of time, as the mana-charged swirling can cause epileptic episodes. Anthounds' appendages are very flexile and prehensile, allowing them to move in all three dimensions with ease.
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Tecylim

Tecylim are automata created by a forgotten Elder Race of Tallarim. Vaguely Jellyfish-shaped, those golems were used primarily as construction workers and heavy lifters for civilian work. The transparent globe that lies on top of them seems to be the equivalent of a head for them, as well as their main core - although it does look like glass, it is much, much more solid. The gelid blue tips of a Tecylim's appendage negate the weight of what they touch, allowing the automaton to move heavy items or materials with ease. Nothing is known of how they function, but they have been observed to work just fine even within anti-magic or dead magic zones. The process of their fabrication is unknown, but they are known to be self-repairing to an extent, as long as their sphere isn't damaged to the point of the Tecylim shutting down. Tecylim have never been seen capable of communication, or if they are, not in ways that Tallarim people have been able to witness. (They communicate via radio frequencies). Tecylim have no combat functions whatsoever, but will defend themselves if attacked, by making the aggressor float away until the antigrav effect stops and the enemy falls to the ground.
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Brought Place : The Gaan Woods

The Gaan Woods are a secluded grove deep within Tallarim's largest continental forest. The grove itself is very hard to find, and spreads over several square miles. The main visual particularity of the Gaan Woods is that most if not all vegetation is in shades of pink instead of green, and the trees that grow there are in bloom nearly all year round, save for a period of two months during winter. At the heart of the grove lies a broken tree called the Flameheart, from where flows a spring of Panacea Sap, a famed liquid that is said to have the ability to heal any ailment of the body. Of course, finding the Gaan Woods themselves is hard, and finding the Flameheart is even harder. While the grove is in appearance an idyllic place, the atmosphere there is soaked with hallucinogenics, and it requires a great effort of will to find a way in. Most people end up drugged by the gases, and backtrack their way out of the Gaan Woods. The Flameheart is of great importance to many cults and faiths of Tallarim, and some ascribe to the legend that only the worthy can ever reach the broken tree... Although none knows what worthiness is needed.
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Home World : Tallarim, a world that was once called the Cradle of Elder Races, home in ancient times to many wondrous empires of magic and technology, before a series of environmental cataclysms wracked the world, shattering most of the Precursors' works and reducing world-spanning nations to remnants of glory in the span of a single millenium. Since then, the end of the Millenium of Collapse marked the end of prehistory and the beginning of modern Tallarnic history, with the Young Races spreading and taking control of the world while the Elder Races either winked out or eked out bloody survival in the last enclaves they managed to keep. In the modern day, the political landscape of Tallarim is a patchwork of small kingdoms, city-states and leagues of sorts, with no emergent power bloc at any given time.


Chosen Power :
  • [Deathless Bastion] - Toughness and endurance beyond the bounds of humanity, and the ability to move in armor unimpeded as if wearing light clothing.

Backstory :

"Ego Soli Mors Judicant"
"None but Death is the judge of us." - Words of the Lazarro of Crownhall
---
"Oderint Dum Metuant"
"Let them hate so long as they fear" - Words of the Lazarro of Palemoor Peak
---
"Vive Ut Cras Moriturus"
"Live as you would die tomorrow" - Words of the Lazarro of Windwall Home


It was not an easy thing, to be a scion of the House of Lazarro. The name was burden as much as auspice, and being born to bear it was to be clasped in the yet heavier chains of expectations. And not those that would oft be resting on a noble-born child's shoulders. Sure enough, there were talks of "greatness", but all as one the three branches of the House of Lazarro had a certain... reputation. Assassins. Warlocks. Thanaturges. Sadistic. Cultists. Adulterers. Insane. Incestuous. Torturers. Megalomaniacal. If there was a word, if there was an accusation, it would be found levied and thrown like mud against the name of Lazarro. Whispered, that is, murmured in the dark and behind walls without ears, for the Lazarro arm was long and held many blades.

All of those were true. Once, in the heyday of valor and glory, the name of Lazarro was that of virtuous knights in the Vareste marches, the three forts that were the charge of Valencius Lazarro standing unbroken at the border between the Calian League, the Kingdom of Styria and the tribal steppes of Ajun. It was an era of conflict and strife, punctuated by the rise and fall of calian princes as the great horde of Ajunak raided the cities of the League and the Vampires of Styria pushed beyond their borders. Princes were enthroned, princes were entombed, but in Vareste the Lazarro endured. Then, as Ajunak was slain and the horde withdrew, peace came as the warriors went. Valencius put the sword on the rack, and turned his study to rulership. He was not so great an administrator as he had been a warleader, but even for his flaws, there were many worse than him. After forty years of war and fourteen years of peace, Valencius quietly passed away, leaving his three estates to his daughter and two sons.

Lucretia Lazarro received Palemoor Peak as her inheritance, the citadel of white stone carved in the depths of a mountain pass, standing vigil in the mountains between Calia and the steppes. Up there, in the northern lands of the League, communication was sparse, and contact was soon lost with Palemoor Peak. The words of the Lazarro house did not travel northwards with Lucretia, and Palemoor Peak would remain unheard of for nearly two centuries.

In southern Vareste, Armando and Federico Lazarro soon came to be at odds. The young twins, having never known the tension of war, had grown to be indulgent in their late father's wake, and so both believed to be entitled to the other's realm. For nearly two decades as they grew into adulthood, their respective houses became dens of hedonism and debauchery, nests of people of the cloak and the dagger, viper pits where drugs and knives were found just as easily as songs and venom. The brothers passed their mutual enmity down to their many children, both legitimate and the bastards, the once-honourable words of Valencius discarded and replaced by the selfish and egotistical mottos of Federico and Armando, and so neither the lords of Crownhall nor those of Windwall Home were ready for the great calamity that descended upon them almost two hundred years later.

One hundred and eighty-nine years after Valencius Lazarro's passing, a calamity descended upon Vareste.

A horde of alchemy-borne monsters, twisted undead and flesh-crafted minions controlled by a cabal of necromancers swarmed through the Vareste marches, slaughtering all who resisted, capturing those who fled and raising the slain as fresh undead. At the head of the dark host was a singular figure, a tall silhouette clad in black robes and wearing a black veil, wielding immense magic power. The army of the broken and the dead blitzed through Vareste, taking Windwall Home and capturing many members of the Lazarro dynasty, before swinging around and besieging Crownhall. Neither the dead nor the alchemical monsters needed any rest, and so the ancient bastion was harried day and night by tireless assailants, while the necromancers stood silent watching from afar, and the lone silhouette gazed down at the defenders. For seven weeks, Crownhall held against the relentless horde, until a white flag was raised, and an envoy from the inside - a young man barely twenty winters under the belt, and thus expendable - was sent to meet with the leader of the besieging army.

For a single day, the hostilities ceased, and the dead parted to make way for the envoy. The meeting was arranged on a small hill half a mile away from the citadel, where the besieging army could be clearly seen surrounding the high walls. A tent had been raised, the envoy ushered inside. The necromancers stood by, some resting on the ground, some floating around and circling the castle. Soon after, the envoy ran back to the castle, and disappeared past the gates. On the next day, his broken and bloody shape was thrown into the undead host from the battlements. He was picked up by one of the dead and carried away into the darkness. A mere hour later, the sky darkened as the air shivered with gathered power, and the besieging army parted again, this time letting its leader through.

The person under the veil stood before the ancestral gates of Crownhall, and called out those who cowered behind them. The voice was that of a woman, sickly and broken and utterly enraged.

"SHAME !" she called.

"YOU FORGET YOUR ANCIENT DUTIES. SHAME ON YOU. YOU LIVE IN DEBAUCHERY AND BLIND YOURSELF TO THE FOES THAT LURK AROUND YOU. SHAME ON YOU. YOU FORSAKE THE BONDS OF BLOOD AND KINSHIP AND LET YOUR WRATH RULE YOU. SHAME ON YOU THRICE. I AM LUCRETIA, DAUGHTER OF VALENCIUS, AND I DECLARE YOU UNWORTHY ONE AND ALL. I REVOKE YOUR RIGHT TO RULE. I REVOKE YOUR RIGHT TO SIT A THRONE AND BEAR A CROWN. I CAST YOU ALL DOWN FROM NOBILITY AND DECLARE THE RIGHTS OF YOUR BLOOD AND BIRTH NULL AND VOIDED. OPEN THE GATES AND SURRENDER YOURSELVES TO ME, AND I SHALL BE CLEMENT. FAIL TO OBEY AND I WILL REVOKE YOUR RIGHT TO EXIST. THUS I HAVE SPOKEN."

Her words rang like thunder, and there was silence in their wake. As she'd spoken, gripping frost had spread from where she stood, icy winds and creeping white on the ground, emanating from her like magical radiation. In her hand was a long, dark scepter, holding power unimaginable. Lucretia slammed her scepter against the ground, and the sound was that of a bell, if only a thousand times louder and if a bell could sound like winter and like doom.

She waited, and all around Crownhall and most within held a bated breath for the lord's reaction. Then, in complete silence, a scroll was flung from atop the ramparts, bearing only two words.

"Fuck off."

For a second, everything froze. The air was taken with stillness and none dared even breathing as Lucretia's rage became a weight manifest. Then the spell broke as Lucretia breathed out shakily, and thunder roared in the clouds above. With a wild swing, Lucretia's scepter had turned into a dark shimmering spear that she flung at the gates of Crownhall like a bullet. The weapon, overcharged with magical power, bore through the solid steel like a flame through paper, casting down the gates and shattering them into a myriad fragments, then flew further and further into the castle, a loud detonation following everytime it pierced through a wall, before finally exiting on the other side and exploding in a geyser of ice.

After wreaking destruction upon the unworthy descendants of Valencius, Lucretia and her followers took control of all of Vareste, repairing the damage their conquest had done, and reinstating the border watch that was the duty of house Lazarro. Through the following decades, the two southern branches of the family remained cowed in fear of Lucretia's power, and house Lazarro gained a reputation as dark but grimly honorable. Dead soldiers in black armor stood vigilant day and night without needing rest, and the powerful magics of Lucretia and her retinue shattered the invaders that mere strength of arms could not repel.

In the rebuild throneroom of Crownhall, Lucretia built a tall throne of stark grey iron, binding it to the castle's defense mechanisms and linking it to the ley lines of Vareste, so that she could work her magic from afar as if she was on the battlefields up close. The depths of the three citadels were expanded and turned into vaults, ritual rooms and laboratories, allowing the mages to develop new spells, curses and dark creatures to use in the defense of Vareste and all the Calian League. This state of affairs would have lasted for many years more, if Lucretia had not been assassinated. One day, after she had repelled a particularly vicious raid of gnolls, Lucretia found herself weakened and vulnerable, and one of the descendants of her brothers, one of the nobles she had cowed into submission, took his chance and murdered Lucretia with a stolen spell and a magical blade. As Lucretia died upon her throne, her personal magical power was released in a blast of death magic, obliterating her assassin and killing a dozen or so of the people in the throneroom. Across Vareste, the ley lines shuddered as they were violently janked and overflowed with death magic, causing the undead throughout the land to go wild and rampage.

Bloody civil war erupted within the Lazarro dynasty once more, and when the dust settled, the scions of Lucretia were banished to the northern reaches of Palemoor Peak once again. The Tombstone Throne was claimed by Luigi the Black Hand, a descendant of Armando and a notable assassin ringleader. House Lazarro relapsed into hedonism, debauchery and depravity, although this time with access to troves of dark magic and alchemical secrets. For the next century, Vareste fulfilled its purpose as a frontier march for the Calian League... although it was because the warfare tearing through the land was so violent and steeped in foul magic and treachery that no invader dared set foot in the land, for risk of suffering bloody attrition.

The most sensible members of the family fled Vareste in the early years of the civil war, settling in the other provinces of the Calian League - hopefully outside of the reach of the madmen in their homeland. Among those who fled was Andrea Lazarro, a skilled duelist, who escaped the insanity of Vareste and went to live as a swordmaster in Tollidera, the City of Steel, renowned for its forges and its mastercrafted weapons. There, she married a swordsmith called Vitalis, and tried to put her old life behind her. She earned renown on her own merit in the dueling circuits of Tollidera, becoming a rising star in the city. A few years down the line, Andrea and Vitalis had a child, whom they named Vortigern, after a legendary Tollideran hero-conqueror.

Then, one day when Vortigern was 10, while he was at school, his parents were murdered. Details at the time were sparse but a group of cloaked figures was seen entering the family home, and minutes later sounds of battle resounded, before the house brutally erupted with viscous black flames that soon engulfed the entire city block, burning it down to the ground, leaving nothing but ash and rubble. That day, Vortigern swore revenge against his family's murderers.

With nothing but a rapier and piecemeal armor, he took to adventuring, walking the word and clearing the land of monsters and evil people. As he grew up, he earned better coin, and switched from a rapier to a claymore, from leather padding to full steel plate, and became renowned as the Black Iron Knight. Year after year, he assembled a party of reliable companions - Victor, a friendly bard, who made songs of Vortigern's adventures, Leona, a quiet alchemist who provided healing and support, and Cecilia, a vampire knight who was trying to earn deeds so that she would be accepted as heiress to the throne of Styria. The four of them grew quite close over the years, and Vortigern and Cecilia developed feelings for each other, although they wouldn't act on them for many more years.

They travelled to the east of the world, past the Vampire kingdom of Styria and into the untamed wastelands, and for lack of a better word went on a killing spree against the monsters of that continent. Rabid ghûls, poisonous hydras, packs of manticores... If there was a species of monster that lived in the wasteland, there was at least one corpse made by the hands of Vortigern's party. Then one day, they met the greatest enemy they would face in the wastelands. At the corner of a shattered mountain, the Black Iron Knight found the den of a dragon.

The beast was a hundred feet long, with two pairs of leathery wings just as wide, six powerful legs, a swinging tail with a tip covered in razor blades, covered in mossy green scale, and with a breath of corrosive poison that roiled out in thick oily clouds, ravaging the landscape around the beast. The battle was long and arduous, and for seven days and seven nights the party was on the brink of death, the dragon kept at bay simply by Vortigern's sheer refusal to die. For him, that was it. With the loot of this battle, he would earn the money to hire the best mage-investigator to tell him who killed his parents. He could not die when he was so close. And so he stood against the beast, as Leona did her best to keep him on his feet and Cecilia went for the killing stroke.

After the beast was felled, they dragged its corpse back to Hostea, the capital of Styria, and Cecilia was officially acknowledged by her mother as crown princess for the deed of slaying a dragon. Many songs were written about the party's victory, and Cecilia and Vortigern both received nicknames. People started calling her the Dragonslayer Princess, while Vortigern's epithet was much shorter, but also a boast in itself. He'd held off the wrath of a dragon for seven days and seven nights, staved off demise even as his armor was melting over him and he was corroded by draconic acid. And so there was but one word that the awe-struck folk would give to his name.

Deathless

Years later, he married Cecilia as she ascended to the throne, and she promised to help him in his revenge. They hired the best mages, the best spies, to use their powers on the ruins of Vortigern's home, and to find who had committed the murders. The black flames were tracked back to a group of assassins called Blackfingers. After Vortigern had a "chat" with them, they confessed to having been the ones who attacked his home, having been paid by a mysterious stranger and provided with the spells that caused the fire, only ordered to "tie the loose ends" and "make it messy". The money was tracked back to a dead man - Luigi Lazarro the Black Hand, passed away from old age. Torture of a particularly unlucky Lazarro who'd come wandering outside of Vareste revealed that despite Luigi's death, it was still a family policy to kill off all those who escaped, as the family leaders considered them leaks and didn't want a repeat of Lucretia's purge, and so they culled all those who wanted out, not letting them live and build up power. Sadly for Vortigern, Lazarro spies in Hostea noticed the abduction of the wandering fool, and so the Lazarro dynasty declared war upon Styria.

The forces of hell marched against the kingdom of vampires, legions of undead and hordes of alchemical monsters led by cabals of warlocks and necromancers, squads of assassins and poisoners, and the dreadlords of Crownhall and Windwall Home. Arrayed against them was the flower of Vampire chivalry, blood enchanters, wyvern riders, and the famed weather mages of Hostea, led by Vortigern and Cecilia. The armies of Vareste ignored every city or settlement in Styria, marching straight for the capital and laying siege to it with all their might. For days, for months, they besieged Hostea, bombarding it with curses, spells and poisons, trying to tear down its walls, to murder the commanders, to breach the gates so they could storm the city and kill everyone in it.

They did not succeed.

While Cecilia led the troops, governed the city and commanded the defences, it was Vortigern who threw the assailants into disarray. FIghting tooth and nail to push down every undead that tried to climb the walls, facetanking curses and attacks from siege engines that would have slain any lesser man, executing the assassins who tried to sneak into the city, and dueling to a standstill any of the Lazarro commanders who tried to levy their personal power against the city. And so, with the Cecilia's ever-sharp mind and Vortigern's undying prowess, the Lazarro forces were whittled down little by little into nothingness.

W.I.P.

 
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Name: Dr. Agatha Viluenze
Age: Unknown
Height: 168 Cm
Weight: 48Kg
Race: Strigoi
Gender: Female
Brought Race: Strigoi: Ancient race rumoured to have been cursed by the mother of nature for killing her child and eating its flesh. In reality, they are just elf-like beings who, under the influence of living in areas with little light and certain dietary influences, evolved into the Strigoi race.

Characterized by their pale skin and often pointy dentures these beings tend to remain to the darker parts of the world and will rarely traverse into the light of the sun. Contrary to popular belief, the Strigoi is not weak to sunlight. Although due to a lack of pigment in their skin they are prone to develop skin conditions if they are in the sun for an extended amount of time and due to their nocturnal eyes they are easily blinded by bright environments.

Strigoi are primarily carnivorous. They are known for their need to consume blood on a regular basis for health reasons. The strigoi lack the ability to produce Ferothalan in their body which is an essential chemical for the maintenance of the central nervous system. The only way as far as known to the Strigoi to get the chemical is through the consumption of fresh blood. The Strigoi need to consume around a pint of blood each week to maintain a healthy Ferothalan level in their body.

Known abilities of the strigoi are dark vision due to them living in dark areas. Heightened affinity for magic (although their homeworld did not have any magic), especially to shadow, nature and holy magic and the ability to smell spilt blood in the area they are in. And part to accommodate their sanguine diet Strigoi are often rather resilient to diseases or other virulent effects.

Most of the Strigoi are religious and either worship the Nature mother (Yldis) or the night Sister (Lunakuu). There are also a very small number of Strigoi that follow a pagan religion that worships the blood queen (Snagebath). Followers of this blood cult believe that the Strigoi are the true children of the blood queen and that man is but prey whose blood must be harvested to honour the queen. These fanatics are universally despised by all races for they have no respect for the lives of others but themselves. These zealots are commonly called “vampires”. the composition of how many of the Strigoi worship which deity it is 60% Nightsister, 30% Nature mother, 1% Blood queen and the remaining 9% is not religious or worships another deity.


Brought Beasts:
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Treants:
Spirits of nature. These creatures take the shapes after foliage in the area they sprout in. They are held as the servants of the Nature mother. Treants can come in any size from small sprouts to trees as big as buildings. They do not bother by the whims of man and unprovoked will remain neutral to them. The only thing the Treant is bothered by is the state of nature and will react to protect it when it is threatened. This can often lead to them harshly lashing out with brute force to any creature that seriously showed the intention of harming nature even if it is for a good cause. On the other hand, the beings can be convinced to help or allow the harm of nature for a good cause (woodcutting for example) if one shows respect for nature and pays a tribute to her so she may grow strong again.

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Corvovaris:
Giant crow-like beings roughly the size of a dog. Their feathers are as black as night and their eyes glow like the moon. These Nocturnal creatures are associated with the Night sister and are often worshipped by her followers. They are scavengers that feast on the kill of others. but if no-kill can be found they are more than capable to hunt themselves. Hunting often in groups they will find a weak and/or injured prey upon which they will swarm and rip it to shreds with their talons and razor-sharp teeth before feasting on its flesh or dragging it back to their nest. legend has it that the Corvovaris were created by the nature mother from the blackbirds of the night sister. She made them into these monsters to punish the Strigoi for their transgression by devouring the prey before the Strigoi could nourish themselves with its blood. But the night sister put her light in the corvovaris’s eyes so she could watch with them and judge whether the punishment was justified or not. Their nests are mostly built-in high and shadowy places like in caves or in the nook of buildings. A simplified synonym for Corvovaris is “Corpse eaters”

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Solabas:
Small flying insects appear as small gaseous lights that float around. They are often found in forests in damp areas or near stagnant water like marshes. They got their name (meaning death’s light) from the rumours that with their aerial dance they lure unsuspected victims into the shallows of the marsh where they find their demise. The luminous light that they produce is from hot gasses that come from their bodies which they can launch in a small burst towards potential dangers. Therefore it is highly discouraged to touch these creatures with your bare hands lest you want to get yourself burned. The creatures are non-aggressive and are often caught and put in lanterns as a nature-friendly alternative to fire or torches.

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Brought Place: Dunkelwald:
Roughly the size of central Europe. This area is known for its forest. a forest wherein the most part of it barely any light is able to pass through the thick canopy of the trees. The forest housed many races and unique flora and fauna that we're able to grow and prosper due to the low light environment. surrounding the forest is a high mountain range that separates it from the areas around it. The wald has three major rivers (The Lebbensquele from the west, The Lorelai in the centre and Toddenstrom in the east) that all come together in a big lake at the north of the area (Loch Athbhreithe) from which it continues as one big river (Geata Athbhreithe) to the north into the next area, This would lead to the Ebenverdure, a massive plain of grassland, but this land is of no importance as it is not taken to this world.
In the west of the land grows a giant tree, one of the seedlings of Yldris that could be found around the world. Near the tree, a major city has been built among the trees. This is the biggest settlement in the Wald. This city was known to hold the biggest Dryad (a race of plant-related people) population of the higher lands of the world. In The centre of the woods lies a mountain. lower than the ones surrounding the woods. The mountain has a valley on the southwest side with many caves lining its walls. This valley is a major Corvovaris breeding ground and a place where the followers of Lunakuu often go to bring honour to their goddess. Although the forest is really dense, there are small clearings where trees don’t grow and where even the Treants will never venture. No one knows for certain why these clearings appear but this phenomenon is rumoured to be caused by a certain type of black rock that is found only in these clearings. The biggest of these clearings is Nachtrock spire in the northwest. many scholars have examined this spire and till this day its secrets are still unknown. although the black rock does seem to emit an electromagnetic field, scholars do not think this has anything to do with the phenomenon.
In the east, along with some offshoots of the Toddenstrom there is a swamp area. Agatha can’t say she knows much about this area besides it’s a swamp.

Home World: Mundus Tarrae: Your standard fantasy world. various different biomes and a lot of different creatures that inhabit it. It has a bit of a modern steampunk setting with areas being well developed in technology and other areas that are still holding on to the old ways. The world is unbeknown to magic, although some ancient races claim that some among them can practice it. But this has already been disproven or is disproven by proxy for magic is nothing more than something science has yet to prove. Despite being a world that values the work of scholars. Most of the people are still religious. The religion of Tarrae worships a pantheon of deities that each is linked to a certain part of nature.
Some Notable deities are:
Yldis: Nature mother
Luunaku: Night sister
Solaire: Brother of days
Thanamort: The guide to the other side.
Grimatell: The king of the mountains
Ulimesia: Lady of the rivers/lake
Conscienta: Sage of knowledge
Posantes: Father of the seas
Ramulus: Lord of storms

Chosen Power: Blood Magic
Backstory: Agatha was born and raised in the city of Corbeau. a city lying close to the Ravenmountains where the corvovaris breeding ground was. She grew up as a follower of Lunakuu and had visited the breeding grounds on multiple occasions during her youth to bring honour to the night sister.
She was ever the studious type. fascinated by the knowledge of the world and the beings that inhabit it. She spends many a day reading or Exploring the woods around the city.
When she came of age and she had to choose a path to follow in life she chose the path of the doctor. She had set her mind on finding a cure for the Strigoi curse. that her people could one day live without the need for blood consumption. She studied hard, even got accepted into Valeditunarim university in Lowenhig (Capital of the Empire of humans) the most prestigious university when it comes to the medical arts.

Over the years Agatha has become a well-respected doctor. Still working at the university she was considered one of the best doctors and the absolute best when it came to haematology (the science of blood), some claiming she could taste and determine diseases from tasting a patient’s blood (partially true. Some conditions can give blood a distinct taste but most of the time she can sort of recognizing symptoms and from there she figures out what the overarching condition is). Sadly for all the renown she had, she was nowhere nearer to her ultimate goal. It is rather difficult to synthesize ferothalan in a stable condition outside of extracting it from blood. But this did not hold her back. She was on the trail of a potential method of activating the ferothalan production in the strigoi body itself. But prognosis shows this will most likely be a temporary activation and it is bound to have some unforeseen side effects. disregard, this would be a breakthrough and if anything a stepping stone to an actual solution. If it would have worked then the next thing that must be done is to see if the side effects can be eliminated while retaining high treatment effectiveness.

But before she could make any advances to this treatment the war started. The 3rd Titan war. a war between The Stoneward Federation and the Alliance of Solviera (an alliance of which the Empire of humans is part). A war over territory and belief, it was going into the history books as one of the bloodiest in history with heavy casualties on both sides. Agatha was called to the front to help treat the wounded that came from the battlefield. With her medical knowledge and skill in field medicine, she has saved countless lives that should be lost. Sadly she was not blessed with the opportunity to see the war to its end. roughly a year before the war would end the field hospital where Agatha was stationed got hit by a mortar bombardment. In this bombardment, the doctor got severely wounded. but rather than saving herself, Agatha tried to save as many of the patients from the hospital as she could before she ultimately collapsed and passed away.
 
Name:Hyacinth Maiyulix
Age: 42
Height: 167 cm (5 foot 5
Weight: 140 pounds
Race: Human
Gender: Yes.
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Brought Race: Automata
An evolution of golems, with their own will and belief. they range widely in appearance and skills and strength. They were a new race made by the Dawi and these undead creatures of all people teaming up. They were amazing soldiers, with strong loyalty and rigid personalities. They power themselves by passively absorbing mana from the area around them. Many commonly hunted beasts to absorb their mana as well. Terrifying Military force, as they rarely would retreat from battle unless ordered. Their abilities can varied widely depending on whatever they've modified themselves with. some were even capable of memorizing magic circles and manually constructing them from raw mana to forcibly cast spells.
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Brought Beasts:
Atlas tortoise: Ancient beasts of eld. Old as even the gods themselves. They wander the land continously, witnessing the history of the star. they care not for the actions. They merely observe, so too do they care not for those who build upon its back. For it shall survive any war. While those upon its carapace shall not. While nobody has known for sure. They are said to possess psychic strength that rivalled that of lesser gods. But nobody knows if that is a mere embellishment.
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Beetle Bison: Large carapaced bison from which are easily tameable. their shells provide good defense and their sturdy backs make for excellent power in the fields and transportation. Some have even seen war as living battering rams. Yet those would live grisly fates. THey are peaceful by nature, but with strong herd instincts shall trample anything that threatens them.
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Death barghest: Faithful hounds who died protecting their owners. Their souls filled with strength and loyalty, they refused to pass on. For they have not yet finished their debt to their human partners. Wandering the places of where they passed. They are everfast guardians in the shadow. Protecting humans while trying to not be seen, for even in their form driven by pure emotions. They know their form frightens man. To see a human safely exit their domain is what they strive for. And they shall gladly fight until their very soul extinguishes to see that happen. Ever a warrior. They are what hunts that who lurks in the dark.
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Brought Place:
Tiozaq's Scar: A giant scar upon the earth itself, where the wretched, the desperate, the cruel and the insane gather. Upon this field once stood a man named Tiozaq. Who split open the earth, over a mere gamble. And from this act he declared three sacred rules of the scar. "1. Do not be shackled by rules or laws of kings high and mighty, or governance of cowards. Let those brave enough to gamble their very life to rule this scar make them, and if you disdain them, gamble your life to take their place. 2. Turn away no soul. Be they the holiest of paragons. Of the evilest of sinners. Be they beast or monster. Demon or god. For upon this scar, we are all but animals giving into desire. 3. That which takes place in the scar, shall never leave the scar. Let this be your sanctuary. Let this be your fester. For upon this scar do I decree, you all enter equal. It is up to you, to leave equal."
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Home World: Extolia, a land of gods, magic, and creatures beyond our understanding. races of every kind could be seen here. All corners of the world. Filled with lesser gods as well, a land rife for turmoil
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Chosen Power: Life Gamble. User can sacrifice a portion of their own life to mark a target. From their they must kill the target within a time limit or else they shall permantly lose that portion of life. If they succeed in killing fast enough. The user shall consume part of the targeted life force.
Backstory: Hyacinth or whatever they went by in those days long past. Was born but a child to a brothel Matron within The scar, raised upon the scars sinful wisdom and boons. Hyacinth quickly became a gambler, a skilled manipulator. and A being with a lust for power, And so Hyacinth journeyed the world. To the ancient ruins of the those before him. To the neveredning spires of tomes and knowledge from the races of magic. And within those ruins, those broken cobbles and those papers of dust. They found it. The method to achieve what none before them could. And so it began, A bribery here, a seduction there. A whisper into this mans ear, a letter to this woman, Set about a grand scheme of manipulation that the world was never prepared for... and plunged it unto war. No race was spared the horror, no kingdom innocent from the persecution of others. As kingdoms fell the lesser gods had to descend, only to be dragged into the war by mortals themselves. With the very balance of the world in shaken question. Hyacinth enacted their plan, kies here, misinformation here, systematically letting the world kill itself infront of their very eyes, They but merely had to watch, the fires had been stoked, and the raging pyre could not be quelled. And uponn the planets precipice of death, upon its final pulse of life, Hyacinth took it, That chaos, that bloodshed, that suffering and agony laid upon the earth and sky. And coalesced it. Divinity, true divinity unlike those mere lesser gods, An absolute existence of this star. And yet, before they could take it..... their life was robbed from them, by their very own daughter. A mere pawn in their schemes, a puppet to relay their will and company for the fireworks, she had been waiting, waiting this whole time, for this one moment, to get the greatest revenge upon her parent. And with that, she obtained divinity, letting Hyacinth bleed out, burning the image of their daughter becoming what they aspired to be. And passing with pride.
 
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WARNING: THE FOLLOWING CONTAINS SPOILERS FROM THE CRITICALLY ACCLAIMED MMORPG FINAL FANTASY XIV, WHICH HAS A LOGIN CAMPAIGN EVENT THAT ALLOWS YOU TO LEVEL TO SIXTY AND PARTAKE IN THE BREATHTAKING EXPANSION HEAVENSWARD

Reader Discretion is advised, and I take no responsibility for those who have subjected themselves to spoilers.



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Name: Sanna Fluorite
Age: 15
Height: 5’2

Weight: 120lbs

Race: Au’Ra

Gender: Female

Brought Race: Amaurotine
Towering over the more modern races of Etherys, the Amaurotine were self-declared protectors of the world that once was, wielding the Creation Magicks which gave them the power to bring conceptualization into reality. The Amaurotine of her world stood as tall as twenty feet, wearing naught more than simple black robes and hoods with masks to obscure their facial features. Many would believe this to be a shame, as of yet there had been no knowledge of an Amaurotine that didn’t look stunningly pleasing to the eye.
Some had found this to be a trivial matter, as those capable were able to identify others by the colour of their soul rather than any physical, corporeal features they might possess. Those of the Amaurotine race had exhibited an almost unbelievable level of Aetherial control and power - which had no doubt impact upon their Creation magicks and other spells, and was likely known to be reasoning for their more academic focus rather than that of simple military prowess, though there were no doubt many among them well-practiced in the art.
Her choice to bring the Amaurotine race back from the dead was simple in itself: Many had been robbed of their chance to grow and to learn, and believed wholeheartedly they deserve yet another chance.

Brought Beasts: Chocobo
Standing at eight to ten feet tall, the Chocobo is a yellow-feathered, flightless avian creature with powerful legs which allow it to move at rapid speed for long periods of time. Within the world of Etherys, Chocobos -as most all things - were known to gain the ability of flight via the use of Aether Currents, which would be scattered all around any given area one could perceivably be in that wasn’t a large city.
Alongside being a form of locomotion for travelers and adventurers, Chocobo are also known to be able to haul large merchant caravans with ease as well as serve as stalwart companions and steeds for knights and mercenaries alike, their extremely tough beaks and sharp claws serving as devastating natural weapons - though one wouldn’t credit such a creature as a fierce beast given their normally jovial and calm appearance.
Sanna, who served as a First Lieutenant in the Grand Company of the Twin Adder before her death, had one such stalwart companion by the name of Aiko who had served alongside her through thick and thin, from the moment they were paired to their eventual death - both now have statues of their likeness within each city-state of Etherys along with her pup for their noble sacrifice to save the star, though Aiko had died from heartbreak rather than the wounds its partner had sustained in the end. https://static.zerochan.net/Chocobo.full.877280.jpg

Moogles:
“These mysterious beings tend to flock around humans, closer to man than beast. They communicate via their network Mognet and their distinctive cry of 'Kupo!' and fluffy appearance endear them to all… Do not be fooled by their winsome personae, for moogles are a highly intelligent race of creatures capable of creating utter chaos with the unique brand of elemental magicks at their disposal. For the most part, they are content to keep to themselves, choosing to roam the Twelveswood hidden behind glamours rendering them invisible to all but the most spiritually acute.”
(Source: Moogle (race))
Moogles of Etherys were known to be fairly friendly creatures, with tiny wings which were capable of supporting their body in flight as well as off-white fur and a pom-pom which extends from their head attached to a semi-stiff cord-like appendage. These creatures are non-dimorphic; determination of gender is entirely by the appearance of dress that they may choose to take upon themselves. Otherwise, these creatures seem to not have a difference between the sexes. Regardless of this, one moogle can always tell the gender (but not sex) of another moogle by mere instinct.
Moogles, lending to their more cherubic appearance, were no more than three feet tall - somewhat shorter than that of a Lalafell - and those who weaved themselves into the society of the Elezen, Hyur, and other races were known to take on helpful jobs such as delivery personnel. Others, who lived within the regions of Dravania, kept to themselves high in the mountains and atop floating islands to dwell within fairly comfortable caverns.
These creatures are fully capable of speaking with humanoid races in a myriad of languages, and some have even been known to summon a Primal - a vastly powerful being considered a God by the tribal races of Eorzea and beyond, though their rituals were twisted by the corrupt machinations of a cult who hid deep within the shadows. Regardless of the technique that had been used to summon their god - Good King Moogle-Mog the Twelfth, this alone is just a single example of the amount of power a tribe of Moogles may wield, and are not likely to be trifled with when they become more serious, for like other sentient, powerful races, Moogles as well can harness the powers of might and magic in a myriad of “classes” as Etheryans called them.
(Example of a Moogle using a caster/melee mixed class, known as Red Mage: https://art.ngfiles.com/images/697000/697961_ivelischpfuli_moogle-red-mage-old-work.png?f1543999474_

Petalouda:
These, considered the ones most simplistic in their beauty, are what a more simple description would be an “oversized butterfly”, but hold something more of an elemental affinity which can be determined by their either simple or mosaic-like winged patterns. These creatures, though widely known amongst those of modern Etherys, were originally created by the Amaurotine like so many other native beasts of the planet.


Brought Place: Radz-at-Han:
“This bustling city on the Near Eastern isle of Thavnair is renowned as a prosperous trading hub and the birthplace of alchemy. Over the course of its storied history, it has produced countless influential figures and ingenious creations that have since made their ways to distant shores.
Perched atop a massive pillar of rock, its ornate buildings boast vibrant hues rivaled only by those of its locally produced textiles.”
While Doma may have been Sanna’s birthplace, she recognizes Radz-at-Han and the nearby Thavnair as her homeland, having been relocated to the area when the Garlean Empire moved into the Ruby Sea - and consequently the territories- in their campaign to conquer the known and unknown continents. Home not only to their imaginative creations, but also to Alchemists and Dancers - who had taken their profession and honed it into a combat class of its own, Radz-at-Han had much and more to offer to its people. Even the most venerable figure Satrap was a pure and adored puppet for an equally honorable and gentle Dragon who had called the land home long before civilization had taken hold.
It has seen its fair share of trials and tribulations, the most recent being holding off the hordes of Blasphemies that plagued their very people and celebrating as Sanna took off to save their world from its end. Unfortunately for them, Sanna, having overexerted herself and her growing body throughout the course of a year (That’s the canon bit apparently,) succumbed to grave wounds shortly upon returning to her home star. They had lost their very own hometown Hero of Legend, a price paid for their all-too-precious lives.
Before the prophesied Final Days, Thavnair and - of course - Radz-at-Han, was an incredibly vibrant and colorful area, filled with tapestries and winding roads, the many buildings a rainbow of glowing hues that lent itself to be called the “jewel of Thavnair.” It had rightfully earned its name with it’s beautiful vistas, breathtaking architecture, and bustling trade. It would likely not be long before the reconstruction is done and the city-state is back to its former glory, with a promised statue of Sanna, Aiko, and her loyal pup at her side. (Look, I dunno how to say this place is basically the not-Dubai of Etherys).


Home World: The proud and glistening planet of Etherys, the place I gladly called my home, and one I would sacrifice my all for once again if given the chance.
Chosen Power: Paradigm Shift, a very unique power to the Warrior of Light along with the echo, allows the wielder to switch between “classes” as they see fit, including but not limited to roles such as Healer, Tank, and Offensive Attacker (DPS). Sanna has elected to choose the “Classes” of “Sage:” A powerful offensive healer in its own right, capable of mending wounds on the fly and creating barriers to protect her, her friends, and the innocent alike while dealing a harassing flurry of magical attacks against her enemies; Gunbreaker, the stalwart, rapid-slashing Tank who tears apart all within their path while taking the pain and punishment for their comrades; the Samurai, a wandering Ronin who excels at both single and group combat, harrying and slaying their foes with lightning-fast attacks which are almost never rivaled in their lethality.

Backstory:
Sanna only remembers her life from the age of three, when Garleans had come to ruin her life and the life of all of those within the borders of the Ruby Sea’s Islands, including the Azim Steppe, which had been a horridly bloody show of violence - as the tendency of the Steppe is that strength was shown frequently in a contest of rulership. While her mother and father, one Au’Ra and the other Raen (both are within the same species, technically), had been slain in the ensuing battles, Sanna was whisked away to the far-off Radz-at-Han, where she was raised by gigantic elephant-like people called the Araksodara. It was from here, and the contributions of a sickeningly wealthy anonymous benefactor, that she was given the chance to study in Sharlayan, but would visit what she considered her homeland of Thavnair frequently.
Still, the ever curious girl with only the clothes on her back - having refused the vast majority of the money in trade for schooling - and her mother’s Bow couldn’t be sated with just reading about the world, and one day had an excuse. She had a dream. A dream of a soothing feminine voice reaching from the stars to her ears, pushing her ever forward to “Hear, think, feel,” explore, and learn all she could. It pressed her gently to go forth into the world, and upon learning the identity of the woman was none other than Hydaelyn, she was all too ready. With that, it was nothing to simply bid her parents farewell before setting sail to Gridania, where her arduous journey would begin.
…. It had only taken a year. At fifteen years old, with the best, brightest, and most capable of companions at her side and behind her back; those who had been through everything with her from the time she had strode into the Twelveswood to this very moment, had go on to unite Eorzea, end an endless, bloody, unnecessary war between Dragons and Mankind, liberate a country from it’s oppressive Garlean invaders, and even save another reality entirely apart from her own, it was time to travel to the very edge of the universe to save her own star and all the lives who waited with baited breath on Etherys….
She had been gravely wounded in the final moments, as she contended with the most ruthless of her nemeses, giving just as much as she took before the both of them fell. It wasn’t until she made it back to Sharlayan, her wounds finally taking her only a week later. Her everlasting companion, Aiko, her trusty steed and fastest and closest of friends, had followed suit not too long after, succumbing to sickness and heartbreak as it laid close to her grave. Aiko and her pup were soon buried with her, and statues of these three were erected in all City-States as a testament to their unwavering determination and noble sacrifice. Etherys lost its champion all too soon at the young age of fifteen, but from her death had sprung a new chance for the star, and a far brighter future. Many remember her as the girl who could overcome even the end of the world, and those who follow in her footsteps strive to master her gifts of quick-learning and determination, but overall, her ability to do what was required for the greater good while never sacrificing the innocent in the process.
 

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