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Fantasy .◦✧ another cliche character sheet ✧◦.

Lore
Here

spookie

give 'em hell, kid.

•THE RULES•

Read the entire lore thread before you post a character. Yes, I will know if you didn't... trust me. I already posted the rules in the interest check, but just to be sure, here they are again in plain text. Now you have no excuses.

This will be a multi-para rp, meaning 1 solid paragraph is the bare minimum and 2+ much preferred. I understand that post length can vary based on how much there is to react to and I'm not going to yell at people for the occasional single paragraph, but absolutely no one-liners, thanks.

Most of the characters will be humans. Magic powers are cool and to be expected here for many characters. Their strength and flashiness level tends to vary, but no one aside from Queen Vivienne, the evil king or a few (npc) big bads should be capable of going around levelling buildings.

Non-human characters are possible, but rare in this setting. If you want to create one please PM me first and tell me about what they are, what their species can do etc. so I can ensure they're a good fit with the story's plot. They should still look reasonably human-like however, nothing too dramatically odd.

Should go without saying but the usual rules still apply... no godmodding, killing or seriously injuring (anything more than a bruise or scratch) other people's characters unless both players have agreed on it, creating super op or ridiculous characters, and/or just generally being an annoying drama llama.

Characters do not have to be nice people with the purest of intentions by any means, but no insane, purely evil or murderous individuals, please and thank you. I've seen too many rps die from those type, so I'm going to have to ban them here.

You may make two characters to start off, one main and one side that you're welcome to kill off for dramatic potential if you so desire. As we'll be going through many interesting destinations, there will be chances to 'pick up' new travellers, as well as have old ones leave, so it'll totally be possible to switch characters or join the group later on.

If you want to leave the group, that's okay. Real life happens, I get it. Just please please PLEASE let me know or write yourself out first. If you don't, I'll have to either say your character left, or if that isn't possible in the current scene, maybe even kill them off. If you know you'll be away for a while, tell me, we can safely send your character away for a while until you're ready to return.

Codes are fully optional, but if you choose to use one, it MUST be mobile friendly! Some people don't like fancy code, so if you're using one with multiple scrolls and buttons, or one that isn't good on mobile, you will need to place a plaintext spoiler containing your reply after the coded version.

I'm not fussy when it comes to character images in a fantasy setting, realistic or drawn are both find so long as they aren't super low quality (think like stick figures or MSPaint 'masterpieces' lol). Also, keep in mind the setting... modern or sci-fi designs will look super out of place. Adding a written description is still encouraged however, as it can tell a lot of things a picture can't.

If you have any questions, want to share ideas or just chat about lore and the rp in general or want to run your character/idea past me to make sure it's accepted before you post it, send a PM. I'd be happy to talk to you!

Thank you for actually reading! Now we can get to the fun part...

•POTENTIAL PRE-DEFINED ROLES•

these aren't required, and you're welcome to create a character that doesn't fit into any of these cliche-on-purpose roles. i just added them for fun and to maybe spark some ideas if anyone is having trouble coming up with a concept.

I do need someone who can be the captain of the ship, however... but if no one wants the role then i'll just make an npc i guess.

—•—•—

•the anything-but-average heroic farm boy/girl. (open)

•farm boy/girl's dorky, loud but enthusiastic and well meaning childhood friend. (open)

•the spoiled and bitchy foreign princess who has a very secret heart of gold. (pending)

•loyal maid of the spoiled princess who's too kind and pure for this world and has a way with animals, kinda like snow white. (pending)

•the edgy secret prince who doesn't like anyone and might also be the unknown son of the big bad. (taken by me)

•the hardened and cynical veteran who's old enough to be everyone's parent and has seen it all before. (taken by ayama)

•the nerdy but not-so-brilliant magic user who's really nice but constantly messing up and causing accidental chaos. (open)

•the cutesy user of healing magic who's actually pretty sadistic. (taken by me)

•the morally upstanding young knight who's got a lot to prove and always tries to take the high road even if their morals come off as preachy and irritate everyone around them. (open)

•the big-talking 'soldier' who's actually kinda wimpy and way less experienced than they let on. (open)
 
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⋆☽CHARACTER SHEET☾⋆

PLACE IMAGE HERE
all image types are accepted within reason, but no stick figures, awkward selfies or mspaint 'masterpieces', thanks

•FULL NAME•
your character's full name

•NICKNAME/ALIAS•
what they go by and/or any extra names they've used

•SPECIES•
most characters are human, but if this one is not, list what they are here

•AGE•
your character's age... if they look older or younger than expected list that too, but no weird 1000+ year old girls that look and act 10 forever

•GENDER•
self-explanatory

•WHY THEY JOINED THE QUEST•
were they selected by the great seer of paradisia? ordered by queen vivienne herself? hoping to prove themselves or experience an unforgettable adventure? just after the life of comfort and ease promised to those who return victorious? explain their motivations here

•ROLE TYPE•
heroic farm boy/girl, bitchy princess, grizzled veteran... if you didn't pick out one of the classic archetypes listed earlier, sum up your character with a label like that

•WEAPON OF CHOICE•
think swords, a bow and arrows, axes, daggers and knives, a staff... no guns or anything like that. characters who aren't the type to have weapons can still carry things like a slingshot or small knife/dagger on them.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
again, nothing super crazy. i'd prefer each character to have a different power (if they have one at all), but two can have the same if both players are okay with it. describe what it does, what it looks like, limitations, anything required to use it etc. details are good!

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
describe their looks in more depth... the obvious, as well as details and things that stand out about them

•CLOTHING STYLE•
how they dress... is it functional or frivolous? flashy or plain? perfectly tailored, or poorly-fitted and worn?

•HEIGHT & BODY TYPE•
again, self-explanatory

•DISTINGUISHING FEATURES•
anything that's unique or attention-grabbing about them... scars? tattoos? odd or exotic features? dresses really weird?

—◦✧◦✧◦—

•PERSONALITY•
2+ paragraphs please. this is pretty obvious, but what is your character like as a person? how do they act in public, is it different from when they're alone? what makes them tick?

•BIOGRAPHY•
tell us about their past... 2+ paragraphs minimum

•STRENGTHS•
3+, their strong points... not combat or power related

•WEAKNESSES•
3+, their weak points... not combat or power related

•FEARS•
3+, even the bravest warrior has some...

•LIKES & DISLIKES•
optional, but interesting to read and know

—◦✧◦✧◦—

•OTHER•
anything that doesn't fit in another area, put it here

 


━glimmer━


━━━━━━❦━━━━━━
•FULL NAME•
Glimmer Lacrimosa

•NICKNAME/ALIAS•
None?

•SPECIES•
Human

•AGE•
He has never mentioned his age... but Glimmer appears to be in his early twenties

•GENDER•
Male

•WHY THEY JOINED THE QUEST•
He freely admits that despite being sent by Queen Vivienne as one of her advisors, he's really just in it for the fortune. Glimmer also hopes he'll be able to recruit at least one naive adventurer into his pyramid scheme, too

•ROLE TYPE•
The Trickster

•WEAPON OF CHOICE•
Glimmer is a talented user of throwing knives and sharpened cards, and often boasts about his deadly accurate aim... which, much to the annoyance of anyone listening, is actually a fact. He is also skilled with a dagger and his usual method of attack is to sneak up and kill a foe before it even realizes what is happening. He carries a jewel-encrusted sword as well as the weapons mentioned above, though he is only competent in swordplay and cares more for finesse and style than accuracy.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
A standard user of glamour magic, Glimmer possesses the affinity that allows one to manipulate how they appear to others at will. He is able to change his hair color and style, eye color, makeup and clothing/accessories to match whatever mood he's in with ease. Those who have the glamour affinity are masters of disguise, able to change and blend with any setting or stand out when they need to. Like all forms of magic however, the glamour affinity has its limits. Glimmer cannot change any of his facial or body features, only attempt to disguise them through the shifting of things like eyebrow shape, suntan, bulky clothing or fake scars/tattoos.

He also appears to have some skill with general illusions, a trait that is rare but not unheard of in those possessing glamour magic. How well Glimmer is able to use this ability is unknown.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
To describe Glimmer's appearance is difficult, since it changes as often as the weather. That being said, his 'default' look is long silken teal hair worn in a lavish updo and decorated with an assortment of fine clips and accessories. Of course, he never has so much as a single hair out of place... such is the nature of glamour magic. His eyes are usually a rich jewel-toned magenta in shade, though obviously, this can always be changed.

His face is equally striking, with attractive and vaguely cat-like features that are usually accentuated by his mischievous expressions and perfectly white teeth which feature two tiny and slightly pointed fangs. Glimmer's skin is quite fair, which serves as a good canvas for the vivid eye makeup he often wears. His signature look is shimmering multicolor jewels stuck beneath his eye, a display of both wealth and maximalist taste. He keeps his nails painted, usually either matching his hair or eyes in color.

•CLOTHING STYLE•
More is absolutely more to Glimmer, and his eye-grabbing costumes make this quite obvious. Perfectly tailored and ridiculously lavish, he loves wearing dramatic statement pieces like billowing capes or heavy jewelry, though he is also capable of blending in when he has to. Due to the nature of glamour magic, his over-the-top dressing doesn't hinder him while adventuring, as the grandiose accessories are all physical forms of an illusion and Glimmer will simply dissipate them if they're torn off or grabbed by an enemy. In fact, his actual clothing is both plain and functional.

•HEIGHT & BODY TYPE•
5'9, quite slender but with a hint of muscle tone

•DISTINGUISHING FEATURES•
This varies from day to day, but his jewel-encrusted makeup and colorful hair and nails tend to stand out amongst most crowds

—◦✧◦✧◦—

•PERSONALITY•
A sly and charming man with a sharp wit, people seem to either love or hate Glimmer. Those who like him tend to swoon over his honeyed voice and slick, oddly convincing words, but others find him fake and downright obnoxious. He can be pushy and brass, but usually chooses the route of sneaky and very quiet persuasion... Glimmer is a master of making others think that giving him what he wants was their idea all along. Easily bored, he will sometimes toy with a person if there is no other, preferred entertainment available. Glimmer flirts with and/or attempts to befriend both men and women readily if he thinks this will gain him any sort of advantage, but he is also respectful of their boundaries if they make it clear they aren't interested. That sentiment does not apply to his attempts at recruiting people into his pyramid scheme however, you'll be asked at least once a week if you want to start selling potions no matter how many times you've previously said no.

He is otherwise a good listener who is quick to offer any needed kind words or support, and Glimmer has a way of gaining the trust of even fairly suspicious individuals quickly... there are at least a dozen people in Paradisia alone that would claim he was their best friend.

•BIOGRAPHY•
According to Glimmer, he was born to once noble but now poor parents in a far-off foreign kingdom and spent most of his older childhood years as the apprentice of a travelling salesman, sending back whatever money he made so that his family could eat. Teenage Glimmer was a very good makeup artist and many wealthy ladies began to seek him out once word got around of his skills, and he even had the young princess of a small kingdom as his client.

The two bonded over time, with her noticing his charisma and gift of persuasion and requesting he be made a royal advisor. The king agreed, and supposedly Glimmer was good at what he did and well-loved by both the royal family and those close to them.

For a while he lived in comfort and wealth, but the tables soon turned when the castle was attacked and all its inhabitants slaughtered. The poor young Glimmer had been out gathering supplies while it was happening, and returned too late to possibly help. He did track down and slay a few straggling soldiers of the enemy, but the damage was ultimately done.

After mourning for a period, Glimmer returned to wandering different parts of the world and selling his wares. He came to Paradisia about a year ago, and somehow managed to charm Vivienne and return to his role of royal advisor. It's believed that his relation to Lucien, the captain of Paradisia's Royal Army, made this climb in status much easier.

•STRENGTHS•
Sly, perceptive, genuinely charming when he needs to be

•WEAKNESSES•
Selfish, frivolous, annoying

•FEARS•
An undignified death, becoming ugly, old age

•LIKES & DISLIKES•
Glimmer likes shiny things, partying and fine drinks. He dislikes cheap things, bleeding hearts and anyone who doesn't want to join his pyramid scheme

—◦✧◦✧◦—

•OTHER•
Runs a very unique method of potion sales! Buy stock now and resell for a profit... and even if you don't, the potions are guaranteed to cure plagues, turn ogres into fair princesses and reverse a century of physical aging! No, really... and if you're not satisfied? Well, then Glimmer will be conveniently missing!

━━━━━━❦━━━━━━


code by spookie spookie
 


━lucien━


━━━━━━❦━━━━━━
•FULL NAME•
Lucien Lacrimosa

•NICKNAME/ALIAS•
Sometimes called Lucy by the soldiers, but he does not appreciate this... and that's putting it lightly

•SPECIES•
Human

•AGE•
16, but looks a bit younger and more fragile than the average guy his age

•GENDER•
Male

•WHY THEY JOINED THE QUEST•
Ordered to by Queen Vivienne... she couldn't spare her entire army, but she was able to send its captain and arguably the best it has to offer. He is not exactly pleased about this mission, but Lucien does enjoy the idea of being able to push around most of the team under the guise of Vivienne's command

•ROLE TYPE•
The Secret Dark Prince

•WEAPON OF CHOICE•
A large and rather flashy sword that was custom made for him, though any blade that isn't too heavy for his rather delicate frame would be suitable. Despite his less-than-intimidating appearance, Lucien is a prodigy when it comes to swordsmanship and watching his speed and grace on the battlefield can be downright mesmerizing. Even the soldiers of the Royal Army will grudgingly admit this, but only when directly asked. Due to his small and lithe figure, he is able to perform tricks like dodging, leaping and even backflips with impressive efficiency. As he lacks raw strength, he plays with the elements of surprise and speed and uses them to his advantage against foe who are usually much larger and slower. Lucien carries a smaller backup sword and a dagger as well, and is equally good at using both.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Lucien does not appear to have an affinity, though there are dark and sinister rumors swirling around about one he may secretly possess...

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
Lucien more closely resembles a porcelain doll than a regular teenage boy, with delicate and androgynous facial features not helped by his large, glassy bluish-purple eyes and thick lashes. His nose, mouth and jaw are all delicate, and his brows thin and arched. This doesn't do much to soften his permanently cold expression, however. Lucien's hair is shiny and black, and often hides a fair amount of his face, sometimes even completely covering an eye.

He is obviously an attractive looking boy, but calling him handsome would feel odd... he better fits the description of beautiful. While Lucien's looks and skill in battle have captivated many a young maiden in Paradisia, those who experience his charming temperament firsthand quickly lose whatever crush on him they may have had.

Despite now being an adventurer, Lucien is fussy about his appearance and hates to get dirty so much that he might throw a bit of a temper tantrum over it. Luckily for those around him, this doesn't apply during battle. He paints his nails black, and has pierced ears.

•CLOTHING STYLE•
Lucien isn't always able to select what he wears, as there's a rather dressy uniform specifically made for the captain of the Royal Army. Said outfit has a full cape, fitted jacket with metallic detailing, slightly heeled knee boots and even ruffled gloves, among other fanciful details. Lucien is fine with dressing so formal, although he dislikes the whites and rich colors featured in the design.

When not wearing his uniform, Lucien strongly gravitates to cool shades of blue and purple as well as black. His taste in clothing is still on the fancier side, though not nearly as classically formal. Think long, swishing black coats, Gothic-inspired detailing and lots of straps.

•HEIGHT & BODY TYPE•
5'3, tiny, delicate and a bit underweight despite his rigorous training

•DISTINGUISHING FEATURES•
While he's a fairly unique looking individual, there aren't too many immediately striking features to note... his height or eye size and colour might be most noticeable to someone who hasn't met him before

—◦✧◦✧◦—

•PERSONALITY•
Frostbite on a frigid winter's day. Lucien is cold and aloof much of the time, rarely interacting unless it's to give orders or point out a flaw. He definitely runs more to ice than fire and will usually express his distaste through a single sharp line and blatant ignoring of whoever offended him, but Lucien does have quite the temper if you push too hard and he will snap. Woe be to any soldier who majorly screws up during an outing, their ears will be left ringing for at least half an hour. Unfortunately for them, the more they mock him for being immaure and having a terrible temperament, the worse it gets as he is hurt by their words and reacts through lashing out. A true lose-lose situation... needless to say, they won't be missing him while he's off looking for the Heart of Sabelina.

Why exactly is Lucien so difficult? A large part of it is the pressure of being chosen for such an important role while still quite young... Queen Vivienne meant well when she appointed him captain, but maintaining any form of order and respect from soldiers often double his age is difficult without an iron fist. Also, while Lucien attempts to hide it through his rather blatant acts of superiority, he is actually crippled by self-doubt and feels he'll never really be good enough for anything... his position of captain included. Afraid that it will be stripped away, he claws desperately at whatever he thinks will keep him respected and is always trying to prove himself and live up to his own obsessive perfectionism. He feels as though there are two versions of him... the brave, unfeeling captain he's adopted as his persona, and the lonely scared boy only glimpsed in secret.

While Lucien does not remember all the details of his childhood, he does clearly recall the booming voice of his father's disappointment as well as the intense verbal and physical sting given out whenever he would fail to impress the man.

•BIOGRAPHY•
The first eight years of Lucien's life are a mystery, he only partially remembers them and cannot seem to recall any details that would help figure out his true identity.

What is known for certain is that he was found by a member of the Royal Army, abandoned deep in the woods of a foreign country during winter's peak. The then-nameless and unconscious child was half frozen and had suffered fairly serious injuries, especially to his head. He was also burning with fever, having obviously been outside in the cold for at least a day. The Royal Army members gathered him up and cared for him as best they could during their return to Paradisia, though he never fully woke and could only be given sips of water to keep him alive.

When he was presented to the Queen, she immediately ordered him to be put in the castle's infirmary and summoned the best healers in Paradisia to work their magic. He did not wake for another three days, and most expected the child to remain comatose and die. Lucien's recovery was long and rather dramatic, but aside from his partial amnesia, he healed fully and had no other lasting effects from his ordeal.

His name was still unknown, though the soldiers had examined his old clothing while he was in the infirmary and discovered an empty locket with a foreign crest and the name 'LACRIMOSA' engraved into it, and most assumed that to be his family name. No trace of anyone using said crest could be found in any of Paradisia's historical libraries, so eventually the hunt for his true identity was all but forgotten.

He did not know his first name either, only that he recalled having heard "Lucien" spoken by an unknown woman. Vivienne thought the name suited him and Lucien did not object, so it was made official.

He was aloof even as a child, preferring to be left alone and hating any form of pity or fuss made over him. He respected and even seemed to adore Queen Vivienne, and tolerated the maids she assigned to his care, though he was not always polite. The only other individual he seemed to form an actual bond with was the mysterious Kitria healer, Luka, that had originally attended him during his illness. Queen Vivienne had always found the rather odd creature a bit suspicious, but though it was a love-hate kind of relationship at times, hearing the child spill his fears and secrets to him convinced her to assign Luka as Lucien's official servant.

Lucien remained in the castle until he was made captain of the Royal Army at the ridiculously young age of 15 and was moved to the captain's manor on the barracks. Even when living in the castle however, he rarely left his quarters during any free time. If Lucien believed no one to be around, he would sometimes sneak into the castle's music room and play the most beautiful but heart-wrenchingly sad music Vivienne had ever heard. Lucien was gifted with both piano and violin, though he vehemently denied this and would not perform in front of anyone despite many requests to do so. Most days were spent outdoors practicing with a sword, rain or shine. He almost never missed a day, and would spar with anyone who asked, often guards and soldiers who would attempt to offer him training. His natural talent blossomed under such rigorous practice, and even those who found the boy's sullen behavior obnoxious had to admit he was exceptionally gifted.

When the old captain of the Royal Army died unexpectedly, Vivienne nominated Lucien to replace her and he was able to pass all the required tests despite his amazingly young age. Even now that he's earned this enviable rank, he refuses to stop practicing and improving... almost as though he's still determined to impress his long-lost father.

•STRENGTHS•
Independent, dedicated, brave

•WEAKNESSES•
Cold, standoffish, highly pessimistic

•FEARS•
Humiliation, rejection and/or failure, the night terrors of his father that still haunt him

•LIKES & DISLIKES•
Lucien likes solitude, nighttime Queen Vivienne and rainy days. He dislikes weakness in himself or those around him, travelling by sea, overly friendly people and those who view him as too young or inexperienced

—◦✧◦✧◦—

•OTHER•
Oh man, this guy is one of my oldest rp characters... the nostalgia is real! Can you guess what his supposed secret power might be?

━━━━━━❦━━━━━━


code by spookie spookie
 
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━luka━


━━━━━━❦━━━━━━
•FULL NAME•
Luka (Kitria do not have last names)

•NICKNAME/ALIAS•
None

•SPECIES•
Kitria; a small cat-like species of humanoid with strong blood-based magic. Kitria are very rare, and most will never cross paths with one. They have extremely long lifespans, show affection by gifting shiny (and sometimes worthless) objects instead of compliments and often refer to themselves in the third person. As much of their unique culture has been lost to time, those that remain often try to adapt better to the human methods of doing things

•AGE•
Kitria do not physically age past young adulthood like humans do, and it is impossible to tell how long one has lived by looking at it. Due to his immature actions, Luka appears to be on the younger side

•GENDER•
Male... though like most Kitria, his gender isn't immediately obvious

•WHY THEY JOINED THE QUEST•
Ordered to by Queen Vivienne, as he is Lucien's servant and also a gifted healer. Luka is a very curious individual and doesn't really mind, though he dislikes actually healing people

•ROLE TYPE•
The Cute but Slightly Sadistic Healer

•WEAPON OF CHOICE•
His magic or claws, but barring that, a small sword will do. Kitria generally fight with claws if they don't intend to kill, or by using their unique blood magic if they do. Luka is no different, although he has learned the basics of swordfighting from his master Lucien and is able to defend himself adequately that way, though he is a bit clumsy and reckless with a blade.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Like all Kitria, Luka is a user of their unique blood-based magic. His is of the healing variety, meaning that he is able to mend grievous wounds with an application of his own blood. The worse the injury, the more of his own blood Luka will have to sacrifice to repair it. Though very effective if used right, Luka can only close over an injury or restore general physical damage... if the target of his healing magic is poisoned, has already lost too much of their own blood, is sick rather than hurt or actively dying, he won't be able to help. Drinking Luka's blood can temporarily reduce symptoms and halt progression of poison or other illnesses, but it won't cure the problem or reverse damage already done, either.

If injured, Luka will heal completely within an hour no matter how severe the wounds. To kill him, one would have to stab him directly through the heart or fully decapitate him.

Though his specialty is healing, Luka is also able to use a weaker form of blood magic in combat, and is capable of forming his own blood into a sharpened blade or even a thin but extremely strong rope to bind someone, though he will first have to injure himself or pull blood from an already existing wound to do so. All Kitria are technically also able to use their opposite's magic as well (opposite meaning the other variety of magic, Kitria are either born with the healing or combat variant and none truly have both), but to do so uses up their life energy and can take years off their existence. As such, doing so is an absolute last resort and most Kitria do not even know how to properly wield it as they cannot practice.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•
Kitria are generally considered to be adorable and Luka is no exception, though he can also look a bit creepy to some. The color of hair, ears and tail varies by individual and mimics what is seen in actual cats, with tabby and black being the most frequently seen. Luka's feline features are all pure white, as is his more human-like but fluffier than normal hair. His skin is also extremely pale, save for the upper cheek area, lips and joints which all appear blushed pink... another trait seen in all fair-skinned Kitria. Luka's eyes are huge, expressive and bright cherry red, surrounded by perfectly curled eyelashes and featuring the unique pupil shape of a cat.

His facial features are soft and slightly round, and he has a notably small mouth which contains an obvious set of fangs. Luka also possesses claws rather than nails, and he'll happily sharpen them on your expensive couch just like any other feline.

Standing at 5'0 even, he's actually quite tall for a Kitria and likes to remind Lucien of said fact whenever the boy points out that he's, technically at least, taller.

•CLOTHING STYLE•
Kitria as a species adore lace, ruffles and all things cute or pretty regardless of gender, and simply cannot get enough of these items when it comes to clothing themselves. They'd all be happy to spend their lives dressed in the finest of ballgowns, but this is obviously not at all functional or possible and so Kitria settle for 'regular' clothes with plenty of frills and pretty details.

Luka has a particular love of ribbons, and will gladly spend an hour or more batting at the ones on his clothing if not interrupted or scolded for doing so.

•HEIGHT & BODY TYPE•
5'0, with a thin upper body and powerful, wider hips/legs... Kitria are runners rather than wrestlers

•DISTINGUISHING FEATURES•
His ears and tail are the obvious ones, but the vivid red shade of his eyes is also quite noticeable and a bit eerie

—◦✧◦✧◦—

•PERSONALITY•
Luka is an extremely expressive creature, everything he's feeling will be immediately obvious on his face and he has a very hard time hiding any sort of strong emotion. He lives on high and feels everything intensely... joy, sorrow, rage, boredom, he is never just a little bit of anything. In many ways, Luka remains childlike and even innocent, finding great delight in simple things such as seeing a pretty butterfly or being given candy. His attention span can be pretty bad, and if bored he has no problem wandering off without a word to look for something more exciting.

Though some might call him ditzy, he is certainly not stupid and has both an impressive natural sense of intuition and a photographic memory. Luka holds grudges almost as well as his master, but gaining his forgiveness is generally far easier and can often be done with a heartfelt hug or offering of candy.

Most of the time he's sweet and even affectionate, but Luka also has a more sadistic streak which becomes obvious when fighting or being asked to heal someone. He'll keep stabbing a fallen enemy until called off or required to attack another one, and when this trait is paired with his battle-crazed and vivid red eyes, he can horrify even an experienced warrior. Luka will heal a person with only slight complaint if they are seriously wounded, but he refuses to help with more minor injuries and will laugh and tell you to stop being such a baby.

Though he is closer to Lucien than anyone else, they often argue and Luka will happily complain about his master to anyone in listening range. That being said, he would also lay down his life to protect the boy if he absolutely had to.

•BIOGRAPHY•
No one knows who Luka truly is or where he came from. Even if asked directly, he will simply respond with a few cryptic words and then wander off or change the subject. Luka came to Paradisia alone on a tiny and barely seaworthy vessel just over a decade ago, where he first served as a healer in the city and then for the Royal Army until he was eventually transferred to a cushier life as Lucien's personal servant.

•STRENGTHS•
Curious, intuitive, playful

•WEAKNESSES•
Stubborn, easily bored, can be sadistic

•FEARS•
Being force-fed vegetables, Lucien's temper tantrums, large dogs

•LIKES & DISLIKES•
Luka likes sugary foods, ribbons and seeing new places. He dislikes boring people, having to be too serious and using his healing ability

—◦✧◦✧◦—

•OTHER•
Luka here was heavily inspired by the personality of my actual childhood pet cat

━━━━━━❦━━━━━━


code by spookie spookie
 
1581386962460.png

•FULL NAME•
Filomena Isolde McCleod

•NICKNAME/ALIAS•

Mena, The Siren
•SPECIES•
Human

•AGE•
28

•GENDER•
Female

•WHY THEY JOINED THE QUEST•
Filomena is a bard by trade, and the only way to be able to craft enchanting tales of heroic exploits and make a name for herself is by traveling with heroes to recall their deeds in song. Oh, and there were pretty women involved. That usually makes her choices for her.

•ROLE TYPE•
Cheerful and womanizing bard

•WEAPON OF CHOICE•
Her charming wit is her best weapon of choice along with her lute, but she does carry a small blade in her boot just in case. There have been times that she needed it when she hit on the wrong man's lover.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Song magic, she can uplift her companions with her song and help to invigorate them to bring them to victory.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Filomena is an attractive young woman who has a regal air about her. There's always a spark of mischief in her amber eyes, and she always has a bright grin on her lips even when she might be in mortal danger. Her skin is fair, and she has golden blonde hair that is usually braided to keep out of her way. If she didn't braid it then it would become a massive lion's mane since it tends to get curly toward the ends when she keeps it long.

•CLOTHING STYLE•
Filomena dresses to impress. Who cares about a bard who is dressed in rags? No, people pay more attention to the dapper bard..and not to mention that it made wooing the ladies so much easier when she wears her best clothing.

•HEIGHT & BODY TYPE•
Filomena is 5'10 and slim of frame

•DISTINGUISHING FEATURES•
Filomena is very flashy and dresses just as elegantly as a member of the noble class. She doesn't wear a dress, however. She favors the attire of noblemen instead since it is so much easier to travel in..and it seems to catch the attention of the ladies a little more than when she used to wear dresses.

—◦✧◦✧◦—

•PERSONALITY•

When there is a time of despair, one can always count on the music of Filomena to brighten the atmosphere and bring cheer back to those around her. She is a very outgoing and charismatic woman who absolutely craves the adoration of a crowd. In fact, she can't seem to get enough of that praise nor can she leave an attractive lady alone. Why, it is her duty as a bard to make sure she sang the praises of every fine lady that crossed her path and took her breath away with their grace and beauty! Even..even when that meant that there was a brawl started due to her inability to notice (or care) if a lady was already partnered with someone.

But that was just what she seems on the outside. In truth, Filomena seeks so much praise and affection because her self-esteem is in tatters. Oh, she puts on a good show of nothing scratching the surface of that ego, but in actuality she can't stand to look in a mirror. The bard hates silence and tries to fill it wherever she can. Silence left her with her thoughts and allowed her true loneliness to sink in.

•BIOGRAPHY•
Born to a wealthy family, Filomena was able to have everything a child could ever want. At least, as long as it was material things. She had horses and puppies a plenty, the finest of gowns, what ever food she could possibly desire...yet she could never have the love and affection of her parents. They were always far too busy for young Filomena, so the young woman often sought the company of the maids. One in particular caught her attention, and the adolescent swore she was absolutely in love. It was not to be, however. Her parents eventually learned of the affair, and an argument ensued. Filomena was banished from the home, disowned for the disgrace she had brought upon her family.

Good thing for Filomena that she was born with a magnificent gift. The woman had been born with an affinity for music to the point where she could affect those around her with it. It was an uncommon gift, that was for certain, and she only knew that she had it when she began to gain popularity quickly once she began performing at taverns for a place to sleep and a meal to be had. Her renown grew, and so did the gold in her pockets. The first thing she did was invest in a better lute. After that, she began to dress in flashy clothing. 'The Siren' as she was called needed to look the part as well as sound it. She was getting close to being known throughout the kingdom, but she was running low on inspiration. An adventure is just what she needs.

•STRENGTHS•
Excellent communication, quick wit, optimistic,

•WEAKNESSES•
Insecurity, pretty women, stubborn

•FEARS•
Spiders, being alone, losing her voice and thus everything she worked for, love

•LIKES & DISLIKES•
Likes: fine wine, pretty women, a lovely feathered hat, enlightening conversations, dancing
Dislikes: dry literature, whiskey, arrogant men, bad musicians

—◦✧◦✧◦—

•OTHER•

anything that doesn't fit in another area, put it here
 
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[div class=container]
[div class=charContainer]
[div class=characterName]
MAYBE1.jpg
Mazi Medora
Race: Human
[/div]
[div class=charCard]
Age: 22
Gender: Female
Height: 5'7
Weight: 130lb


[/div]
[div class=charCard]
Role Type: Drunken Flirt, who is adept in physical combat
Weapon Of Choice: Scythe
Type of Power: Soaring wind.
(The ability to enhance her speed for a sort amount of time,
allowing her to move as fast as the winds.
Extremely draining on stamina, she can usually only use
it once per fight. She could learn to use it for longer and reduce the
side effect. But she refuses to train and study magic any further and
spends most of her time
training in physical combat instead... if shes not drinking.

[/div]
[div class=charCard]
Why they joined the quest?: To become a member of the royal guard
or become a grand adventurer and learn more about herself, her origin
and the world along the way.

[/div]
Made by @foresigh
[/div]
[div class=descriptionContainer]
[div class=return]<— Return[/div]
[div class=descriptionItem]Background[/div]
[div class="descriptionText descBackground"]Mazi was discovered as a baby left outside a church in a small farming village on the coast of the Isle of Paradisia, in a basket, Mazi was covered in a white blanket. She was raised by the church, spending most of her early childhood devoting her way of life to Sabelina. However as Mazi grew older a lot of new things began to spark her interest and curiosity. Despite the churches efforts, Mazi couldn't seem to care about religion, growing more and more bored as she got older, acquiring a rebellious attitude at the beginning of her teenage years. When Mazi turned 14, she ran away from the church and little village she grew up in, deciding that life had more adventure to offer. She decided she would go to the City of Paradisia, however, as peaceful as life is in the city, being a 14 year old with no money, food or a place to stay proved to be difficult. While sleeping in the streets, young, frail Mazi was approached by one of Queen Vivienne's royal guardsmen, who after hearing her story took pity on her. This Royal Guardsmen was named Randolph and would become an important figure in her life. He gave her a place to stay, fed her, and even trained her in sword to sword combat. Mazi seemed to be naturally adept in physical combat. She found a love for the art of combat, training with Randolph when he had spare time. Mazi devoted the rest of her life to become apart of the royal guardsmen, starting out in the queens army, Mazi was taught how to use her magical ability, although she doesn't have much interest in magic, she toughed it out and study/trained anyways learning how to briefly use it, furthering to slightly improve as she got older. At the age of 18, Mazi was exploring the city and discovered a blacksmith claiming to sell a weapon that no other can match, however it was incredibly hard to master. A scythe. Using the money she'd earned from the Queens Army she purchased it, training in the combat arts of using a scythe ever since. Mazi is now 22, still apart of the Queens Army, slowly moving up in the ranks. Working towards joining the queens royal guard, but truly wanting to be a grand adventurer. Wanting to figure out more about herself, her origin and the world in the process.
[/div]
[div class=descriptionItem]Personality[/div]
[div class="descriptionText descPersonality" style="margin-top: -20px"]Naturally curious, Mazi is a rebellious girl with a deviant mind that has a love for adventurer and...drinking, If she isn't training, you can usually find her relaxing with a beer in her hand. Mazi is mature, a lady, with a sense of purpose, or she can appear that way. If you're even the slightest bit attractive, male or female, Mazi will definitely flirt with you, especially if she is drunk. Usually gets up to no good and flirts her way out of it, if she can. Outgoing and sometimes loud, despite it all, she is hardworking and seriously wants to make something of herself.[/div]
[div class=descriptionItem]Skills&Weaknesses[/div]
[div class="descriptionText descSW" style="margin-top: -35px"] Strengths/Skills: Smooth talker, hardworking, fast and agile, adept in the art of combat, she thinks she is a master of the scythe and although she is talented, she still has a lot to learn.
Weaknesses: Easily manipulated if you mention beer or alcohol, too curious for her own good, although she has some kind of control over her magical ability she isn't really interested in mastering it.
Fears: Dropping her beer, the dark, spiders, bees
Likes/Dislikes: Likes beer, sleeping, training, flirting, adventure, animals. Dislikes: being sober in relaxed environments, liars, bugs, girls prettier than her [/div]
[div class=descriptionItem]Extras[/div]
[div class="descriptionText descExtras" style="margin-top: -55px"]Appearance Description: Long, fluffy, blue hair, brown eyes, soft smile that can be deceiving, kind of tall and slender, skinny, hardly has any fat as most of it is muscle.
Clothing Style: Relaxed, yet fashionable and practical. She can usually be seen wearing a loose brown fur coat, with a blue one piece shirt, red pants and a yellow belt that has a sideways triangle pattern, tall black boots and various jewelry. Such as a necklace choker with a silver circular piece of jewelry accompanying it, a silver bracelet
[/div]
[/div]
[/div]

(If this isn't mobile friendly, let me know. It should be though!)
 
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1581395048161.png 1581390128938.png

•FULL NAME•
Jyoti (jee-yoh-tee) Trynd

•NICKNAME/ALIAS•
Jay, Tinderbox

•SPECIES•
Human

•AGE•
24

•GENDER•
Female

•WHY THEY JOINED THE SHADOWMASTER•
He offered her a position and a way to heroize her name should he succeed, so Jyoti would finally get the respect she yearns for. In exchange for her aid, of course.

•ROLE TYPE•
The Ostracized Fire Mage

•WEAPON OF CHOICE•
Mainly her magic, but she has a small knife in her boot, coated in venom.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Fire magic - She mastered fire magic at a young age and was once known as a prodigy. Jyoti is comparable to a fireplace. If she hasn't used fire magic over a 24-hour period, the orange color and the flames inside will die down until she looks normal; her dormant state. Depending on how powerful and how much Jyoti uses it, she will slowly glow orange. The more the fire inside grows, the more powerful her magic is. When her hair and eyes glow a bright orange like in the picture—her ignited state—she is at her strongest, able to cover a squad of men in scorching flames.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Upon first glance, Jyoti would be seen as the silent, pretty lady with a troubled past. Jyoti has long, slightly wavy black hair. Her lips are a dark red, almost always in a frown. She wears a hunter's tunic, thick enough to protect from small knives and the like. It's sleepless and lightweight, allowing air to move through. If you were to first see her in her ignited state, however, you'd get the impression of a sadistic arsonist who bathes in the thrill of battle. Her eyes and hair glow orange, emanating a fiery glow. Being in her ignited state is the only time she'd genuinely smile, as if the adrenaline of battle isher only stimulant.

•CLOTHING STYLE•
Jyoti is mainly in her hunter attire's tunic, the only unscathed object she has from her village. It's sleeveless but provides just enough protection. She prefers wearing clothes that allow her to breathe easy, like feeding oxygen to fire.

•HEIGHT & BODY TYPE•
5'8 and athletic

•DISTINGUISHING FEATURES•
When using her powers, Jyoti has orange, glowing hair and eyes. On her hand is a silver ring, a vine design around the middle which is lined in gold, given by her late fiance.

—◦✧◦✧◦—

•PERSONALITY•

In public in her dormant state, Jyoti's tone of voice is all business. Any flirts are met with a punch to the face, and most likely a burn mark across their body. She won't care for a person's sob story, only wanting to know what they want by talking with her. While alone, Jyoti reminisces over old memories from her village and of Malaki, her late fiance. Loud, eccentric people bother her, but she can control herself enough to not start anything. Jyoti is a power-hungry visionary who believes that a grand future for herself is in store as a means to make up for her past. She will spend most of her free time at some random tavern, chugging down alcohol and the like.

In her ignited state, Jyoti is more active in that she would gladly toss in a snarky remark as she torches someone to death. She talks more than usual, acting more overconfident and allowing her sadistic tendencies to shine. She loses self-control in this state, scorching people for so much as glaring at her. Jyoti doesn't feel exhaustion in this state, at least not until the lack of sleep is enough to make her pass out. If she's kept from cooling down to her dormant state for long enough, she will pass out suddenly despite how active she would be at the moment.

•BIOGRAPHY•
Jyoti lived in a remote village outside of Paradisia. She was always viewed as an outlier by the closely-knit community, having gossip be spread behind her back and nobody in the hunting parties wishing to team up with her. This was due to the fact that her mother was a skilled fire mage that pillaged nearby villages up until she was found out and executed at the cost of a dozen knights, and that Jyoti's father allowed it to happen and vanished as soon as her mother was caught. This all happened when she was only eight-years-old, and she grew up in a run-down orphanage that treated her like filth. As she grew older to the age of 17, she joined the hunters to gather food for the village. Nobody wanted to party up with her, and so she would hunt by herself. She wasn't upset by this, as it allowed her to practice fire magic, as the other villagers had feared she would be just like her mother.

One day, a newcomer had arrived into the village. He was some cousin of one of the inhabitants; his name was Malaki, an 18-year-old boy who came to live with them. She didn't bat an eye at him at first, but the same couldn't be said for him. Despite what everyone, including his family, said about her, Malaki couldn't help but take a keen interest in Jyoti. He joined the hunters and attempted to join her party. Not having any experience in people asking to work with her, Jyoti rejected the offer instantly, as practicing fire magic was more important to her at the time. Thankfully, he wasn't deterred. He tried the next hunt. And the next, and she finally grumbled a "yes."

In their 20s, Malaki proposed to her. The village had started gossiping about him as well, but none of that mattered to him. He was empathetic, and was the first and only person to genuinely love Jyoti. Even if nobody would show up to their wedding, it seemed that they would love each other forever.

Then, in the middle of the village, where all eyes laid, Jyoti charred someone who punched Malaki. All around her, the villagers would mutter out their suspicions. Children would hug their mothers tightly, and men were running back to their homes to retrieve a weapon. Malaki lay on the floor where he was striked, wide-eyed. Eyes and hair glowing a bright orange, Jyoti yelled, darting out the village and into the woods she hunted in. She ran until she ran out of breath, only stopping to cry. She stayed there for hours when someone gently put their hand on her shoulder. Taken by surprise, Jyoti prepared to blast who she thought was an attacker. In fact, it was none other than Malaki, who chased her down out of genuine concern. Even if the villagers believed themselves to be right, he would need to see it with his own eyes for it to be true.

The couple would slowly walk back to the village, a whole day having gone by. It was midnight when they returned... to see the village in ruins. A group of bandits had raided it in the time they were gone. Malaki had his crossbow and sword, which he was experienced enough to use in battle thanks to his hunting experience. Jyoti relentlessly used her fire magic, taking the bandits by surprise. They were leaving no survivors, taking advantage of the women and slaughtering the men and children. They bagged every valuable they could, setting fire to the houses after they were done. However, the bandits could not defend themselves against a fire mage prodigy, who burnt them to ashes, appalled by their actions and using that as fuel to her flames. Malaki would shoot at the bandits who tried attacking at one of her blind sides, striking with his blade at those who tried going after him.

At last, when all bandits were thought to be defeated. All the villagers were already dead, whether from shock or lethal wounds. Malaki's family was dead as well. Jyoti would turn to look at him from afar, eyes widening as a bandit he believed he had killed rose from the ground behind him. She yelled, but it wasn't enough to save Malaki from the blade impaling his stomach. She rushed at the bandit, ending his life once and for all. Coughing blood, Malaki would only smile at Jyoti, telling her that she can live without a reckless twerp like himself. When she said she didn't know what she would do without him, he told her to do whatever she thinks is right. His head dropped to the floor then and there, and Jyoti collapsed onto his body in tears.

Shaken by the death of her fiance, the only person that truly cared for her, Jyoti began to view the world as marred and distorted. She believes that after everything it's done to her, a time where her desires will be fulfilled will arrive to balance everything out, and she gladly took to helping it arrive quicker, running attacks against those she deemed putrid to the world whether it was true or not. She began to become known as the Tinderbox, the same alias her mother went by. It was then that she crossed paths with the Shadowmaster. Unlike the others she met, he genuinely smiled at her, though a more scheming one. He let her in on his plan, striking a deal with Jyoti. He knew of her notoriety, her power, and how it could be used for his grand scheme. She decided that this was what the world had in store for her, to make up for everything it has done. She gladly accepted his deal.

•STRENGTHS•
-Sees plans to the end
-Never backs out of anything
-Great liar

•WEAKNESSES•
-Way too overconfident
-Insulted easily
-Blames others before herself

•FEARS•
-The ocean
-Heights
-Being wrong

•LIKES & DISLIKES•
Likes: Strong alcohol, being respected, and feeling superior
Dislikes: Being underestimated, rain, and lucky people (people born into a high place)

—◦✧◦✧◦—

•OTHER•

Theme:
 
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  • Kar
    “I've seen it all-
    It was enough."​
    [class=tabs] line-height: 1; margin: 20px auto; text-align: center; width: 100%; color: black; display: inline-block; font-family: 'Times New Roman'; [/class] [class=tab] box-sizing: border-box; cursor: pointer; display: inline-block; padding: 10px 0; width: 45%; [/class] [class name=tab state=hover] background-color: grey; [/class] [script class=tab on=click] hide tabsContent set currentTab (getText) if (eq ${currentTab} Basics) (show tabsContentInformation) if (eq ${currentTab} Persona) (show tabsContentPersonality) if (eq ${currentTab} History) (show tabsContentAbout) if (eq ${currentTab} S.W.A.P.) (show tabsContentOthers) [/script] [div class=tabs][div class=tab style="border: 1px solid black; margin: auto"]Basics
    [div class=tab style="border: 1px solid black; margin-left: 10px; margin-top: auto; margin-bottom: auto; margin-right: auto"]Persona[/div][div class=tab style="border: 1px solid black; margin-left: auto; margin-top: 10px; margin-bottom: auto; margin-right: auto""]History[/div][div class=tab style="border: 1px solid black; margin-left: 10px; margin-top: 10px; margin-bottom: auto; margin-right: auto"]S.W.A.P.[/div][/div]
    [div class="tabsContent tabsContentInformation"]
    Full name:
    Askar Milwr

    Alias:
    The Woodsman

    Species:
    Human

    Age:
    Forty-eight

    Gender:
    Male

    Height:
    5'8

    Weight:
    162lbs

    Hair color:
    Brown

    Eye color:
    Brown

    Body type:
    Stocky

    Clothing style:
    Padded and practical

    Distinguishing features:
    A scar above his left eye
    [/div] [div class="tabsContent tabsContentPersonality" style="display: none;"]
    Personality:
    Hardened, cynical, grumpy- this veteran soldier is everything you could expect from this trope. He's generally mistrustful of people's honor and intentions, and frequently makes unpleasant comments about their motivations and presumed sins.
    He has a dark, twisted sense of humor, likely to be jarring to anyone with a more sheltered upbringing, and a grating, gravelly laugh that sets your teeth on edge. Underneath it all, he's still a big softie, and has a fatherly protective streak a mile wide, which manifests most often around those younger than himself.


    Likes:
    - Children
    - Animals
    - Stew

    Dislikes:
    - Bad guys
    - Dark magic
    - Inauthenticity

    Fears:
    - Evil
    - War
    [/div] [div class="tabsContent tabsContentAbout" style="display: none;"]
    Biography:
    Kar's story is fairly typical: youg boy grew up wanting to be a knight, joined the army, made a good soldier. Made such a good soldier, in fact, that when his friends and comrades were being either killed or promoted left and right, he just kept on going, through campaign after campaign, fighting in every major battle in the country's recent history. About eight years ago, having had his fill of death and violence and even more death, he took his commission and left the army for good. Now, he lives in a cabin in the forest and is basically a hermit.

    Why the quest:
    Since he was one of the best her army'd ever had, the queen requested him for it personally, as his tracking skills and knowledge of the land are fairly invaluable to assuring the mission's success.
    He could not refuse- not when it was Vivienne asking and knowing the future of the world is at stake.


    Role type:
    The Hardened Veteran
    [/div] [div class="tabsContent tabsContentOthers" style="display: none;"]
    Abilities:
    Kar is gifted with weak Earth Magic.

    Weapon of choice:
    A small axe (more like a hatchet). Though he also still possesses his longsword from his days as a soldier.

    Strengths:
    -Tracking: Kar has traveled extensively, and his knowledge of the land, combined with his time as a soldier and, afterwards, as a woodsman, make him invaluable as a tracker and as a guide.
    -Fighting: His training and experience as a swordsman make him an opponent to be reckoned with in any fight.
    -Brute force: His build and sheer muscle mass make him impressive in hand-to-hand combat, despite his age.


    Weaknesses:
    -Magic: He's not that good with it, and is even worse at fighting against it.
    -Speed: His build and aging body contribute to slower action and reaction times.
    [/div]
    [/div]
    codedbycrucialstar | click boxes and hidden scrolls
 
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Aurora Paisley Terra || The Nature Maiden || Alias: Aurora, Miss Terra
7b51dc91bf943bc4d60302b30eec6bb4.jpg
Age: 24 || Gender: Female || Height: 5'5 || Body Type: Slim figure/Lean and physically weak.
Why they joined the quest: She wants to travel and believes her skills and knowledge will be of use along the journey to the others.
Weapon of choice: While she much prefers to avoid violence, she does carry stun/sleeping potions, poison, and several small daggers if the need arises. Her arm as well if she swings it hard enough.
Gift: Florakinesis: "User can create, shape and manipulate flowers, they can cause flowers and parts of the flowers, including petals, stems and pollen, to grow and bloom, move/attack, mutate flowers by rearranging DNA structure, and revive withered or dead flowers." (- Superpower Wiki) Aurora mostly uses this on her arm, feeding her energy into it, allowing it to be able to function just as well as a normal arm would(read appearance for more in depth.) Other wise she uses it to grow the plants needed for her research and potions. Her limits include needing a source (an existing plant, soil, or seeds) and knowledge of what she is growing. (ex. she has to have seen/touched a basil plant to be able to reproduce it from memory. ) She also needs concentration and fire is an obvious weakness as plants are typically highly flammable.
Fears:Fire, Darkness, Losing her connection with nature, and claustrophobia.
Strengths: Skilled with her ability, Her arm (great defense against weapons), herbalist, potions, medicine, sewing, swift
Weakness: physically weak, her arm (very flammable, needs to constantly feed off her energy/mana, heavy if not pouring energy/mana into it), easily startled, socially awkward, and trust others easily.
Likes: Nature, studying, gardening, traveling, books, spring, sewing, peace.
Dislikes:Winter, violence, war, dark areas, fire, tight spaces, situations where she is put on in the spotlight, liars, comments on her arm.


Personality:
Aurora is smart and creative. She is open to new experiences and tolerant of different types of people. She likes the idea of travelling to exotic places. She is quick-witted and able to think on her feet, and approaches problems from an unconventional point of view. She is an eccentric. Her ideas can be too quirky and different and this means that she is prone to failure. She likes alternative culture and has a unique sense of style.

Aurora is neat and hard working. She pays a great deal of attention to detail. She is image-conscious and dresses in nice clothes. She looks after her diet and likes to keep healthy. She has a clean and tidy home. She likes to save money and set aside for her future. She works much harder than other people, and often overworks herself. She is prone to perfectionism and is her own worst critic. She is always punctual and finds it hard to take a break. She prefers clear boundaries and tends to act with consideration.

Aurora is quiet and reserved. While she loves to travel and meet others she is very awkward in social situations. She likes nature and animals. She spends a lot of time thinking, so when she does talk, she usually says something interesting. While she is independent, she isn't very assertive and tends to withdraw when people cross her personal boundaries or put her in the spolight. She can struggle to summon enthusiasm, especially regarding social events. She is happy in her own company but enjoys the company of others to, as long as she isn't forced to hangout or talk.

Aurora is polite and compassionate. She often puts the needs of others in front of her own needs. She would make a wonderful parent or a nurse. She is able to empathise with others, and has a strong protective streak. Though feelings often drive her, if she is able to take a neutral stance, she can be an effective negotiator between people. Because she values politeness, she can take offense when others are not polite. Sometimes her compassion can be a problem when she directs it towards others who need to stand on their own two feet. She can do too much for people and smother them with her kindness. She is prone to being manipulated and taken advantage of, because she always wants to help.

Aurora is emotionally stable and rarely suffers from negative feelings. She is largely content with life and tends to take bad news in her stride. Her ability to cope well makes her a stabilising force for others. Sometimes she can get into trouble because she does not sense danger and assumes she is safer than she really is.
Appearance: Aurora stands at a pretty average height of 5'5 and has a skinny/lean build with little muscle. She has short white/blonde hair that she uses or styles to cover over her more pointed/elf-like ears which is a genetic trait that all her family has. Her clothing style consist typically sleeveless shirts that are flowy/loose fitting, loose pants, sandals or boots, a belt holding herbs/potion vials and her knives, and a bracer on her right arm. Her style consist of neutral or autumn colors. She has a few scars on her scar and often paints her face (like in her picture). Her most obvious and notable feature is her wooden left arm. Made from oak wood, her wooden arm replaces the one she lost. It requires her to constantly pour her energy into it to use, and becomes very heavy if not putting energy into it. She can detach it if it becomes to heavy for her or she doesn't need it. She also carries a few pouches on her belt holding her herbs/supplies for potions and a leather satchel that carries her research.

Biography: Born to a seamstress and a farmer, Aurora is the eldest of two. She has a younger brother named Aiden. Aurora had a pretty well off life despite her family being on the bit less fortunate side. She helped out on both the farm and with sewing, and with what little free time she had she studied her grandmother's research journals. Before her health got the best of her, her grandmother had been skilled with medicine and using/making herbal remendies. Aurora took a lot after her grandmother and wanted to follow in her foot steps. By the time she was sixteen she had read over every last one of the journals and research notes. She could identify many herbs and plants and name their usage in medicine and potions.

She later discovered her gift that year and became thrilled, growing her own little garden of plants and using them to create potions or medicines she'd sell to help out her family. Well she made her mother sell them since she didn't like crowds or social situations. She also helped out people in need of medcine and couldn't get it, since making it cost her very little. Her knowledge and collection of plants grew and so did her ability. She could grow plants from memory, revive them, or if she really really tried she could mutate the DNA. Their farm grew as well with her help. By 19 many people knew of her and her family.

At the age of 20 she would go out and travel helping the less fortunate. She had been returning home from a trip when tradgey struck. There had been a bad house fire on one of the neighboring homes and Aurora had rushed to help. She managed to save the owner but her arm suffered severe burns and by the time the healer on the scene managed to get to her, her arm was no longer able to be saved. With little choice, her arm was amputated and carefully healed and watched over to ensure that there was no further risk. After she was cleared, she went home just....stopped. Losing her arm and the memory of the pain weighed her down and she went into a depression like state. At first she tried to do things, but she found it to be difficult. The blacksmith designed her a metal armor like arm, but it was merely decorative. It couldn't function. It was her father who designed and carved a branch of oak and fashioned it onto what was left of her arm. At first it was merely decorative as well. Until she had been using her ability to revive its withering branches. She discovered that she could manipulate it and make it funtion by storing her magic in it. At first she could only manage a few minutes before she became exhuated. Through practice however she became able to pour constant energy into it for 1-2 days at a time and use her ability for other things before blacking out as long as she took short breaks.

So finally after 2 years of silence, she returned. Her arm draws a lot of attention to this day, but she knew without it she probably be withering away in her room. She retunred to what she loved and now at the age of 24, she joined the adventure. Her skilled knowledge in medicine, potions, and plants she hopes will be beneficial to the team.


 
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Basics
Name: Cynthia Adstrum
Nickname/Epitaph: None
Gender: Female
Age: 19
Species: Human
Role: The Bubbly Wizard
Appearance

Description
Cynthia is a shorter girl standing roughly 5'5 in height. She has a rather voluptuous body, though she tends to be one who usually hides it away with her choice of garments. She isn't particularly muscular being on the more frail side over-all though not to an unhealthy degree. She has brown eyes that occasional glimmer with a certain green hue at times particularly while utilizing her magic. She has long brown hair that extends down halfway down her back. She typically has her hair up in braided pig tails in front though she does rarely have her hair up in different ways.

Clothing
Her outfit is meant to be more 'scholarly'. Her outfit is rather nicely made being created from high quality material despite not designed to look overly lavish. A black shirt covers her frame being typically a bit more loose on her body though not to the point of getting in the way. She wears a black skirt varied in length based off where she goes though its typically of a bit shorter nature extended just a bit beyond halfway to her knees, with a knee length variety and finally a pair of nice black pants for colder weather. She wears a black cloak with white embroidery around the edge with a red fabric lining the inner portion of the cloak. She has a thicker variant that is longer in order to cover up her body and consisting of thicker material as well. She tends to wear a belt around her waste to keep her cloak in place as well as to help keep her shirt a bit more confined as well as acting as a place in which she hooks her tablets onto for easier access. She wears primarily a pair of nice black boots. For her hair she tends to prefer using red ribbons in order to help keep her hair braided.

Height: 5'5
Weight: 116 Ibs

Distinguishing Features
Her small colored tablets (her focus) align attached to the belt to her left side hanging by a small chain attached to a special clip that allows for them to be easily pulled off and snapped back into place. Her choice of outfit does stand out being rather lavish looking yet not very showing considering. While rare when her eye tint a green color when using her magic can stand out to those who catch it.

Personal

Personality
Cynthia is a rather upbeat and kindhearted girl. She has a great deal of love for learning often spending a lot of her time with her head buried in books. When it comes to a chance to learn something new she will quickly jump at the opportunity with little hesitation. She enjoys spending time around others despite a bit of natural shyness. She tends to be a bit more upbeat often to the point of trying to keep optimistic despite the situation at hand. She is rather forgiving not being one to hold deep grudges against someone, often viewing it to be possible for anyone to be redeemed if given the chance and the will for them to change. She doesn't judge a book by its cover being willing to give anyone a chance despite their background.

She can be a bit of a clutz at times fumbling about when she is deep in thought. While she shows herself to be optimistic she will often use it to hide her own unease attempting to suppress her own negative feelings. She can be a bit soft spoken, often shying away from voicing her own opinion on a situation if someone else already puts their own ideas forward. She lacks self-confidence often doubting her own knowledge and capabilities. Cynthia is quite easy to get flustered up not really being able to handle being complimented or praised very well. If put on the spot she has a tendency to become more self away often resorting to becoming rather shy compared to when she openly speaks up herself. She feels the need to try and prove herself although she can be hesitant to act on her own particularly if it might involve her doing something that might be questionable. She can be rather naive at times when it comes to interacting with others.

Strengths
Has a great understanding about magic and the world in general
Very intelligent
Inquisitive
Upbeat
Can Read/Write several languages including several ancient languages

Weaknesses
Can be a Klutz at times.
Lacks Self-esteem
Very naive
Physically Weak
Horrible liar

Fears
Upsetting Others
Dishonoring her family legacy
Darkness (the unknown)

Why She Joined The Quest
In order to help and try and put a stop to the Evil King and live up to her family name.

Likes:
Books
Festivals
Ancient Ruins
New Discoveries

Dislikes:
Sour Foods
Spicy Foods
Being the Center of Attention
Disappointing others

Combat

Power/Gift
Arcane Amplification
A trait passed down through her family. Arcane Amplification allows its user to effectively boost all magic that it interacts with increasing its power. While the power can be used innately with any magic, how effective if is relies heavily on the user to understand how the type of magic works in the first place. The more familiar the user is the better the magic is able to both suppliment a spells strength as well as reducing the over-all cost on the user to boost it.

While generally the user can use the power on even magic they are not familiar with, certain types of magic can instead react negatively and instead cause it to disrupt the spell instead likely to an negative result. It is possible for the user to accidentally use the power when in contact to some magic device or object unintentionally should it be too unstable requiring the user to be careful in the proximity of more unstable sources of magic. While the particular power has incredible potential, on its own it leave the user with no magical capabilities on their own, requiring the use of a catalyst or magical object in order to invoke the power.

Focus
The focus are objects specially made in order to encompass a particular element into them. Existing as tablets reflecting their individual element, they often posses a few particular spells scripted upon them by users of that particular element. The tablets themselves can only be used by someone possessing that particular element or in the case of USER the Arcane Amplification channeling through the script allowing it take on the traits of that particular element. The user can recite a few magic words of which that particular spell will be called upon and the user can use a free hand or a speicial object/weapon of which the spell can be channeled through. Spells requiring no specicific target such as effects applied to oneself can be applied simply be reciting the words although letting go of the Focus will cause its effects to quickly dissipate.

Ferox Ignis
The tablet of flame. The tablet has a rich red hue to it.

|Spell| Pila - Creates a ball of concentrated flame. Upon impact the ball bursts errupting flames in an area around where it struck burning those caught within its radius both friend and foe alike.
|Spell| Lucerna - Creates a small red flame that hovers in the air. The flame itself emits light allowing the user to see around the area of the fire. The flames can also be used as an attack in a way like wisps floating over in order to seek out and strike its target causing light damage.
|Spell| Viribus - Utilizes the essence fire to spark a flame within the person targeted by the spell. The users physical strength increases allowing them to inflict more powerful blows or to accomplish feats such as being able to lift heavier objects or lesson the stress of doing so. While an effective temporary effect, it has the side effect of increases the users body temperature which can cause them to burn out quicker or simply overheat.

Altum Aqua
The tablet of water. The tablet is a deep blue color.

|Spell| Scatebra - Creates a condensed jet of water that can be fired out from the user. The spell can be channeled longer in order to up the pressure and the strength of the jet..
|Spell| Purgo - Uses the element of water in order to cleanse an object or person. The effect can go so far as to cleansing effects of toxins and poisons with enough concentration, albiet it requires the user to generally have an understanding of such a toxin in order to effectively remove it. While it can be used quickly as to do something simple as remove dirt, more complex tasks require concentration and time for the user to channel and effectively use the spell.
|Spell| Gelus - Creates a a wave of cold wet air in a particular direction. The moisture in the air freezes as it travels encompassing anything in its direct path catching any object or any part of a person that might be in its way. The ice itself can remain in place for up to a minute depending on the strength applied to the spell. The ice itself can be shattered with enough force.

Volu Ventus
The tablet of wind. The tablet is a light green in color.

|Spell| Volitant - Casts a spell with the aspect of air around the user allowing them the ability to float in the air. Depending on the strength it can cause the user to fall much more slowly or potentially slowly rise up into the air. The user under its effects generally lacks control of the direction they move more so just controlling how slow they fall or if they keep lifting up. The spells strength varies as well based off the weight of what is being floated. Can be cast on self or others.
|Spell| Venti Impetus - Creates a strong gust of wind in a certain direction. Can be used in a sustained manner though it becomes rather draining to use in such a way quickly.
|Spell| Sinum - Creates a pocket of air that can be kept contained seperate from the surrounding area. The pocket can allow for breathing in areas in which oxygen might be limited such as high altitudes or under water, though the time allowed is limited to the oxygen trapped in the pocket. If breached, the air pocket will simply form around the piercing object keeping it from losing air.

Fortis Terra
The tablet of earth. The tablet is dark brown in color.

|Spell| Obice - Channels the element of earth causing the earth to jut out from the ground in thick sturdy sheets of earth meant to act as a shield.
|Spell| Motus - Sends a wave of earth up from the ground in a straight line causing it to become disheveled and uneven.
|Spell| Fundati - Casts a spell of earthen aspect that causes the user to lock onto the ground helping to stop disruptive effects to balance or to stay locked onto surfaces they might not otherwise be able to stand on. Can be used on self or cast upon others.
Background
Backstory
Cynthia Adstrum was born the only daughter of Carolyn Adstrum. Her mother unfortunately was reported to of perished giving birth to her. She spent much of her younger years under the care of a maid named Apate who helped to take care of her and raise her often in her mothers stay. She would often times get caught exploring her large home that acted more like a miniature library seeking out books of various topics on a whim treating it in many ways like an adventure. She rarely got the chance to go outside her home being kept within the confines in order to keep her safe. Apate always attempting to keep the girl cheerful always picking up books to read or other material to help keep her distracted should she ever be down teaching her the importance to always put on a smile no matter what not just for her sake but for the sake of others.

When it came to her education she relied on learning from a man named Dolus. Dolus tended to be rather strict keeping Cynthia in line making sure she focused on her studies. While she could be a bit too excited, she was very quickly taken in by her studies finding a great deal of love for learning things being compared quite similar to her mother. Despite coming off rather firm, Dolus was a rather great teacher always willing to indulge Cynthia on her random thought tangent and further encouraging her intellectual persuits even if it wasn't necessarily the type of material he was suppose to teach her. She fell excelled for those typical of her age. Upon reaching the age of fifteen she was put into a special university with many other gifted students like herself.

Upon interacting with others she found herself a bit of an outcast. She was a little socially awkward at first lacking such conditioning for being kept locked away for so long. While many others attending were more prudent about their studies and furthering their own achievements Cynthia was more concerned about if she could help others often being far too docile and meek to push her own opinions. While she adjusted more over time, and she continued to show her talents in her studies even managing to stand above others in her class it still reflected poorly on herself. She managed to graduate at the age of 18 doing so ahead of many in the school. Unfortunately by that point it was clear she wasn't going to be able to live up to her mothers name.

Cynthia was chastised for being far to meek and not serious enough. Despite her attempts to promise she would try harder there was a great amount of doubt placed upon her to be capable of living in her mother's footsteps. She felt devastated that she might be a let down to her family's name. Fortunately for her, Sir Godan was willing to help her coming up with a way in which the other scholars may be willing to embrace her as a p[roper heir to her family name. Should she accompany the queens group acting independant of any of the scholars in order to try and put an end to the evil king by seeking the heart. If she could accomplish that there was no way the others could question her resolve.

Finding it to be the only way to help maintain her family name, Cynthia snuck out working her way over to become part of the group in order to seek out the heart. For her it was a duty first... one that she guiltily felt a bit of excitement to be able to see the world first hand she had been kept away from for all her life.

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Cynthia Adstrum
 
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Montmorancy

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•FULL NAME•
Montmorancy

•NICKNAME/ALIAS•
Monty, Momo, Sparkles

•SPECIES•
Human
•AGE•
25

•GENDER•
Female

•WHY THEY JOINED THE QUEST•
A representative from the central church. Though, even without an official order she would do anything if it's for Queen Vivienne.

•ROLE TYPE•
Enthusiastic priestess

•WEAPON OF CHOICE•
A pewter staff

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Light magic. The user can conjure and solidify light.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

A gentle-looking girl with short amber hair. She always strive to make herself presentable and as such, she's rather aversive of unnecessary filth and carries multiple handkerchiefs just in case.

•CLOTHING STYLE•
She wears a modified garb assigned by the church. It has no excessive clothes and is padded in some places, making it more suitable for long journey while still looking good. A pale blue diamond-shaped rosary is hanging on her neck.

•HEIGHT & BODY TYPE•
5'4, average

•DISTINGUISHING FEATURES•
When she's excited she'll unconsciously use her magic and has these literal sparkling eyes.

—◦✧◦✧◦—

•PERSONALITY•

Montmoracy easily impressed personality gives her this vibe of a naive village girl. Though it less of her being naive and more of her trying to keep everyone around her happy. She's also generous with her praises and quite observant when it comes to people.

She's pretty popular in the church for both good and bad reason. The good reason is her magic is flashy and good for raising the morale of the masses. The bad one is, she's rather a bit too obsessed with the queen, it is a well-known secret among the people of the central church that her room is filled with Vivienne plushy dolls that she made herself. Who know what other stuffs she secretly pulled so she could catches a glimpse of their beloved queen.

•BIOGRAPHY•
Along the coast of the mainland, far to the north of Paradisia, there's a coastal industrial city named after the tyrant family that ruled it for generations, Holrus. Burstling with activity, yet stuffed with poverty. Momo spent her early life working in the mine while her parents work in the factory. At one point her mother died from an illness. Stricken with grief, the father determined to gives at least his daughter a better life and tried to bring the 10 years old Momo out of the city.

The father didn't even make it out of the city entrance. His involvement with the Holrus is too deep, his debt can't be repayed anymore that he's immediately captured and then hung in the plaza as an example to the public for anyone who tries to escape from the Holrus's clutch. Momo, however, is finally able to escape as a stowaway in a cargo ship. She got caught, but was safed by a priest who paid for her ticket. Realizing that the kid has nowhere to go, he brought Momo into Paradisia.

The city of wonder, brimming with beauty and happiness. Young Momo never thought that the place was real, but here she was. Since that day Momo always idolize Queen Vivienne and devoted herself to Sabeline to express her gratitude. Her commitment later was acknowledged by the queen herself when she prevented a charity event from going haywire and was blessed with an affinity for light magic.


•STRENGTHS•
- Observant
- Hard worker
- Energetic

•WEAKNESSES•
- self-loathing
- easily impressed
- reckless

•FEARS•
Holrus, mines, hated by Vivienne

•LIKES & DISLIKES•
Likes: Vivienne, work, sweets, meat.
Dislikes: idleness, stale air, dark places.

—◦✧◦✧◦—
 
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    Basic Information

    FULL NAME: Riven A. Siegler

    NICKNAME/ALIAS: The Adder

    SPECIES: Human

    AGE: 21

    GENDER: Male

    WHY THEY JOINED THE QUEST: Riven likes to say he answered the Queen’s call simply because he had nothing better to do, but in truth he’s been going stir-crazy cooped up in Paradisia and is itching to take to the seas once more. Of course, the promise of adventure and immense wealth upon their return is also a major boon.

    ROLE TYPE: Cheerful nomad with dubious (Occasionally disturbing) moral values
    Appearance

    APPEARANCE DESCRIPTION: At first glance, Riven’s appearance might be best described as scrappy. From the faint scars across his right eye to the perpetual five o’clock shadow framing his chin, the man’s features whisper tales of a rough, harrowing life. Within minutes of being introduced however he’ll crack a wide grin, joke about how he got those scars (A grumpy old tomcat clawed him, supposedly), and his features quickly soften to fit someone younger than his years. Despite his humble beginnings, the young man prides himself on maintaining his 'dashing good looks'- His facial hair is regularly trimmed, brows kept in tidy, well-defined arches. The long locks of dark-brown hair are usually kept back in a braid, and he always carries a collection of creams and lotions to keep his skin smooth and soft.

    His physical demeanour often serves to reflect his mercurial nature. One minute he’s leisurely strolling about the alleys, and in the next his movements become animated, almost childish, as something dazzling catches his eye.

    CLOTHING STYLE: Riven enjoys wearing tasteful, well-fitted clothes which are equally attractive and functional. Tunics and pants of airy cotton are his primary attire, coupled with boiled-leather boots and a silvery cloak of silk. While most of his wardrobe consists of muted/ neutral tones, the man regularly incorporates bold, flashy colours in some manner. Sashes of marigold and magenta, brilliant turquoise tops, and crimson scarves are but a few of the plethora of vibrant articles he keeps on hand.

    HEIGHT & BODY TYPE: 5’7, gangly looking limbs, wiry frame with a somewhat softer gut.

    DISTINGUISHING FEATURES: The scars along the right side of his face are his most unique feature. They’ve faded with time, but are clearly visible at a close range.
    Personality

    PERSONALITY: An energetic, enthusiastic young man, Riven is one who appreciates all manner of pleasure, no matter how great or small. Most of the time he’s a curious, talkative fellow, the sort of person keen to try any and all experiences, even if it means poking around places which are best left undisturbed. These traits make him a keen conversationalist and frequent guest at social gatherings, but admittedly he’s an acquired taste, as some find his exuberance exhausting. In good company he always offers encouragement and praises the successes of those around him- those he dislikes are typically snubbed or ignored. The kind of man to offer a favour while expecting to be repaid with interest, the nomad looks out for himself first and foremost, unafraid to cross ethical boundaries in order to do so.

    Those who spend a length of time with the drifter may come to find his words and gestures disingenuous. In truth, beyond making acquaintances and maintaining beneficial ties, Riven avoids forging meaningful connections with other. More often than not he finds people boring and tedious, and it’s only when he finds their potential usefulness outweighing these perceived flaws that he’ll make a consistent effort to be ‘nice’. Even so, once said individuals have served their purpose, he feels little remorse in discarding them to find something better. As for those who try to pry and seek to push their presence on him, he switches at the flip of a coin, revealing a colder, more insensitive side. If you were to ask him the reason for his actions, he’d likely huff that most people are just as phoney in their own way and he’s simply following suit. At the heart of it though, he feels most people judge his actions as wrong, even though they themselves are (in his mind, at least) just as conniving and selfish. It’s far easier to disregard their words if you don’t let them get close to you, or so goes his reasoning.

    The ones who often find themselves earning his respect are those of genuine conviction who act on their values. Even if he doesn’t personally agree with them, he’s more willing to give his trust to them than false-faced hypocrites. If he judges the happiness and well-being of others and finds it resulting in his own satisfaction, Riven will go out of his way to make it happen for them by any means necessary.

    STRENGTHS: Adaptable, Clever, Easy-Going

    WEAKNESSES: Materialistic, Callous, Self-Deprecating

    FEARS:
    Heights, sharks, rejection, a slow death

    LIKES: Skewered meats, live music, theatre, beautiful trinkets

    DISLIKES: Eggplant, swamps, getting his clothes dirty, needy people
    Background

    Riven’s earliest years were spent in a caravan, bouncing on his young mother’s lap as the troupe snaked along the Mainland’s coastline. They were merchants by trade, exchanging spirits, elixirs, and herbal remedies for any goods the villages had to barter with. The child’s father had been a carpenter who travelled the roads for a time, but had long since exited their lives, and so the mother and child coped as best they could. From a young age, Riven learned to be self-sufficient, and always looked to help and cheer up his sombre mother. Life did not grant them many luxuries, but the boy seldom wanted for anything. When not under his mother’s care, the days were spent playing with the kids of the towns they passed through or tending to the animals. Riven’s education was a patch-work of lectures and hands on lessons from the ever-shifting cast of travellers who accompanied them, but all the same he was a quick-witted lad and picked up new skills with ease.

    Soon after his tenth name-day, his mother married a fellow merchant, one whose hands were as tender as his heart. Riven was skeptical of the man, but it was evident that the two cared deeply for each other, that they made each other laugh, and so tried to be understanding… as well as a pre-teen boy can be, anyways. After a year, his mother bore a daughter, a tiny little thing name Mina. The lad was enamoured by the oft sickly babe, and in-between his chores spent much of his time caring for the infant. The small family eventually set aside their carts and established a trading outpost in one of the towns. The novelty of living in one set place was intriguing at first, but after a life on the road such an existence seemed monotonous in comparison. When the adults were busy working the shop or out of the house, he care to his half-sister, while every moment the parents were home was spent tending to their bundle of joy. At first he understood it as being only natural, especially given her fragile nature. As she grew into a toddler and then a child, the family continued to dote on the girl while the boy felt ignored by comparison. He tried to put it aside, but as time went on a pit began to grow in his chest, becoming bitter and frustrated with each passing day.

    He was fifteen, almost a man grown, when he left home on the back of a caravan. There had been a fight between him and the grown-ups, though these days he scarcely remembers the details (Or else simply prefers to not dwell on them). Hastily packing a handful of possessions in a rucksack, the boy rushed from the house and to the village plaza, where a troupe of performers had sent up camp. He struck a bargain with the head of the group, working to setup and tear down after their shows in exchange for a ride, and never looked back. Since then he’s been wandering the world as he sees fit, spending a few weeks enjoying the sights and splendours of one locale before moving on. From running racketeer rings to sailing across the Sea of Dreams, Riven’s acquired a collection of curious tales that he loves embellishing and regaling to anyone who will listen. Mind you, he’s also gotten into his share of predicaments along the way with local authorities and noble-folk, but there’s yet to be a dilemma he can’t wriggle out of. Going forth, he hopes that this next quest will be his greatest endeavour to date.
    Skills

    WEAPON OF CHOICE:
    A pair of hand axes are his primary weapon, though he’s just as likely to jump into a brawl fists blazing. Riven relies on his agility and dexterity above all else in combat, using the natural landscape to his advantage and weaving around his opponents to evade their strikes and slowly cut them down. Besides short-range combat, he’ll sometimes throw an ax to stun or finish off a nearby target, though his accuracy is far from perfect. Additionally, the man hides a dagger in his boot as a last-resort weapon.

    TYPE OF POWER/GIFT:
    Wolfbane’s Blessing: Rooted in nature-based magic, the user emits a toxic mist from their mouth which lingers in the air a few minutes before dissipating. The user may circle about to roughly cover a 2m radius, or else fire a concentrated plume with a maximum range of 4m.

    Victims who breath in the poison experience a variety of symptoms based on quantity inhaled and proximity to the user. Those caught in the periphery may experience slight numbness and slower reflexes, while those caught in the cloud may also suffer muscle spasms. Continued exposure or a concentrated dose induces paralysis for a period of time.
    Misc

    Relationships:
    Ferra: The pair have known each other for over four years. While initially meeting under less than ideal circumstances (The latter catching the former stealing previously seized contraband from the city guard), for a time they both served one of Paradisia's wealthy nobles. Though having since gone their separate ways, the pair have developed a strange camaraderie in spite of their contrasting world views. If there’s anyone that can make him pause or rethink his actions, it’s the shield maiden.

    Misc Facts:
    -Enjoys shopping, dice games, and meeting lovely women in his free time.



 
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•FULL NAME•
Artorius Aurelius

•NICKNAME/ALIAS•
Artorius the bloody

•SPECIES•
Human

•AGE•
23

•GENDER•
Male

•WHY THEY JOINED THE QUEST•
Artorius's main goal in life is to atone for his past sins, hopefully completing this quest will help in that path.

•ROLE TYPE•
The somber warrior

•WEAPON OF CHOICE•
Artorius sticks with his trusty longsword, he's used it for as long as he can remember and he's grown a melancholic attachment towards it. Just from looking at the blade you can tell how used it's been, nicks across the flat end and all across the crossbar. The pommel slightly misshaped and with a hint of dried blood from a battle long ago. Although rusty, his skills with the weapon are quite good, albeit he rarely fights with killing intent anymore. Even without a weapon, Artorius is a formidable foe. He's always been good at hand-to-hand combat, but in his travels, he's started to develop a non-lethal style which focuses on incapacitating opponents. Artorius also carries a small knife on his mostly for utility, but it can still be used as a weapon.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Artorius was not born with any magical talent.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Artorius has a rather polarizing appearance with sharp and noble features all around. He'd be a handsome fellow if it weren't for the scars on his face, the two most prominent are one across his nose, and one starting on his right cheek and running down to his jawline. Battlescars that would make a man look intimidating, although some maidens might find it alluring. But Artorius's eyes tell a different story, they're a soft blue, they have tranquility in them with a hint of sadness. His hair is thick and black and it's usually tied back into a ponytail. The number of scars on his face pales in comparison to the countless scarred on his body, hidden by his clothes. from cuts done by swords and axes, stabs done by spearhead, or smaller ones done by arrows

•CLOTHING STYLE•
Artorius often dresses in well worn traveling clothes. They consist of a tan tunic under a black light gambison jacket with dark brown trousers and finished off with some scuffed boots. A sturdy leather belt wraps around his waist to keep everything together. Attached to his hip is a leather loop to sheath his sword, and on the back of his belt, there's a scabbard for his knife.

•HEIGHT & BODY TYPE•
5'10, lean and muscular

•DISTINGUISHING FEATURES•
Definitely his scars, not only the ones on his face but also the ones on his body if someone manages to see them.

—◦✧◦✧◦—

•PERSONALITY•

Despite his somewhat intimidating appearance, Artorius is a friendly and extroverted man. He always feels at home in the company of good people. An optimistic and focused fellow, as well as being an honest man, not afraid of telling people of his past and what he's done. If they hate him for it then that's fine, it's what he deserves but for those who accept him, even after everything he's done then Artorius would do anything for them. Mostly he's a relaxed individual, albeit a himbo as well, lacking a lot of social ques. Seriously you can hit on the guy and it would go right over his head. Though in the wake of his denseness he's quite the sharp lad (not book-smarts, boy can't read) but growing up on a battlefield makes a boy very observant of his surroundings. You'll never know when someone will try and stab you in the back, or if a stray arrow has your name on it.

Other than all of that Artorius has a general hatred for himself, he sees himself as a murderer and a monster. He'll never tell anyone this, of course, even the most honest of men must hold secrets. At night Artorius will often have nightmares, reliving his time as a soldier and what he did. Because of this, he doesn't get much sleep, sure after 4 years he's gotten used to this lack of sleep, but don't be surprised when you see him wandering around in the middle of the night. But overall this guilt ways heavy on Artorius, he wishes to atone for the lives that he's taken but he really doesn't know-how. He's turned to the goddess and the church but nothing really helped. So now he wanders aimlessly in hopes of lifting his heavy burden.

•BIOGRAPHY•
Artorius's early life is a blur to him, he remembers a farm. Not sure what they grew there or even how big it was. His parent's faces faded and twisted through the passing of time, Artorius himself isn't even sure if this was his home or some delusion. But one thing was true, he was born into a war-torn kingdom far beyond the peaceful shores of Paradisia. Through one way or another, the flames of war had orphaned the young Artorius, a common occurrence none of the less. With a surplus of young orphans, the kingdom put them to use, as child soldiers. Most had no names to them, no family to return to, and most of them had a burning hatred for the enemy for burning their homes and killing their families. Of course, they were nothing but fodder, either sent on suicide missions or to endlessly throw themselves at the enemy. Artorius was one of the orphan's who wanted revenge, he wanted to make those bastards pay for what they've done. He wasn't prepared for what was going to happen. War is a dangerous place, it was even more dangerous for a child. After going through some basic training at the age of 12 Artorius went into his first battle, and that was the first time he took another man's life. It was another solder, his face hidden under his helmet as he looked in terror as he saw a young boy with a sword amidst a bloody battlefield. Soon that boy's sword was stuck in the soldier's gut. It was a terrible feeling, taking another life, but battle after battle Artorius became numb to it and soon it didn't even faze him. Artorius gained the nickname "The bloody" after coming back from battle with his blade red in blood.

When a child soldier proves themselves enough reaches the age of 17 then they are given the surname "Aurelius" meaning "the golden one" and they're made full-fledged soldiers in the main army. Only a handful of orphans made it this far, and Artorius was among them. Though even with his new "title" the war still felt the same, same battles of just cutting down soldiers, as much as he hates to admit it now it was the only excitement he felt. Any time spent outside of battle was just marching or at some dirty camp. It wasn't until they sieged an enemy city that things started to change. After the gate was broken down the soldiers were ordered to kill everyone inside. Artorius didn't think much of it at first, probably just more soldiers. But was he wrong, there was only a small number of actual enemies held up in the city, the rest were civilians. It was a massacre, and this was when Artorius finally realized what was wrong with war. Kicking down a door and cutting down a defenseless man inside he was a woman held up in the corner, a knife in one hand and a small child huddled in her other arm. That's when it hit him, that boy clinging tightly to his mother was just like Artorius was a kid when he was orphaned. Looking down at the now dead man on the floor froze with fear, how many fathers has he killed? How many brothers, husbands, sons has he cut down without a second thought. Did he not value a human's life? He was in shock, and as his comrades rushed past him to finish the job all he could do was watch in horror. That was the last life Artorius has taken, and shortly after that battle, he deserted, trying to get as far away as possible. And now after 5 years since that day, he's still wandering hoping to come to terms with what he's done.

•STRENGTHS•
Tough as nails
Impressive endurance
Observant

•WEAKNESSES•
Illiterate
Self-Hatred
Crestfallen

•FEARS•
Taking another innocent life
Never being able to atone for his sins
Reverting back to his old self

•LIKES & DISLIKES•
Likes:
Helping others
Traveling
Warm food

Dislikes:
War
Killing
Authority figures

—◦✧◦✧◦—

•OTHER•

Artorius has terrible manners, as he's never been taught any. He's got a bad habit of sloppily eating with his hands, and he often forgets to say stuff like "please" and "Thank you".

Theme:
 
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•FULL NAME•
Alvaro Wardell

•NICKNAME/ALIAS•
Ward, Seer

•SPECIES•
Human

•AGE•
29

•GENDER•
Male

•WHY THEY JOINED THE SHADOWMASTER•
Alvaro's radical ideologies coincided with the Shadowmaster's and he found it beneficial to work for him and ensure his plans run smoothly.

•ROLE TYPE•
The Puppeteering Overseer

•WEAPON OF CHOICE•
Alvaro has a sheathed sword by his side which he can use moderately. He mainly uses his magic, sending flocks of ravens to tear apart a person beak by beak.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
Raven Manipulation - He can control and look through any nearby ravens. Their minds are taken over by Alvaro, obeying his every command. If he wants them to dive, they dive. If he wants them to bite, they bite. If he wants them to eat, they eat, human meat or not. He can control up to 20 ravens max, able to put them in different states of activity like follow, stay, or patrol. The ravens still need food and water to eat, and still have natural predators. They can passively flee, but more often than not they get caught by the predator. If he wishes to look through them, he must draw a magic circle and meditate in it for about 10 seconds to transfer his sight from his owl to one of the ravens. He can only look through one bird at a time. Ravens under his control would caw more frequently, circling like a vulture unlike a regular raven.

Also, Alvaro is blind and can only see through his pet owl, Higgs.
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—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

Besides the blindfold, Alvaro looks like a regular, young man. His hair is short and messy, and he has a skinny frame. Unbeknownst to anyone, he wears the droopy robes to make himself seem less skinny. He wears gloves all the time so Higgs can have a place to perch on and act as his eyes. A blue lantern dangles around his hip, making it seem like he's glowing in a blue aura. Underneath his very conspicuous robes are clothes of a commoner boy, a brown and white tunic. If it weren't for the clothing, he'd seem like a happy-go-lucky type of person.

•CLOTHING STYLE•
Dark robes that blend in the night and cover most of his body. Other times he would wear a regular villager's clothes, but he always wears the blindfold.

•HEIGHT & BODY TYPE•
5'7 and lithe

•DISTINGUISHING FEATURES•
Always wears a black blindfold. He has a blue lantern with him at all times, and his owl's eyes are glowing blue.

—◦✧◦✧◦—

•PERSONALITY•

Alvaro's mind is always running rampant with schemes and backup plans. Almost always calm and collected, Alvaro can keep a straight face even in the most threatening of situations. He only yells if people mess up, ruining them immediately after. Once he sets his sights on somebody high in power, he will get in contact with them within days, already taking the strings controlling them like a puppeteer. It is with his calculative mind that he proves a useful asset to the Shadowmaster, making things all the easier for him. He wishes no harm upon people unless they prove unreliable or a nuisance. Despite his cold demeanor, Alvaro has a soft spot for animals, particularly Higgs. He spoils his owl with many toys and treats.

When making connections with people, Alvaro always has ulterior motives save for the Shadowmaster and his underlings. He does not believe in Sabelina after witnessing the world's many faults outside of Paradisia. He questioned why humanity would easily toss away others' lives for their own sakes, and his questions soon turned to beliefs. Believing that the only way humanity could be repaired was through strict rules and use of power—totalitarianism—Alvaro came to find the Shadowmaster as the fixer of the world. Now, he gladly serves him and works to bring his desired world ever so closer.

•BIOGRAPHY•
Alvaro was born blind, his eyes replaced by black voids, and his tears a cold, black fluid. That was the curse bestowed upon his parents, renowned criminals who thought they could escape from pillaging a village run by a rumored sorcerer without consequences. He cursed the mother and removed their child's sight so "he will never bear witness to your atrocious crimes." They promptly retired from the life of crime when they saw their baby.

Throughout Alvaro's life, his parents would keep the blindfold on him, and the blind child had to grow up with only his parents' voice to keep him company. One night, Alvaro snuck out of his home in the dead of night, curious what the outside world was like. He stumbled around aimlessly, feeling the mud and grass of his parents' farm. Soon, he stumbled into their shed, a crude wooden structure no bigger than a chariot. Alvaro fell to a crawl, now feeling odd symbols and lines carved into the ground. He'd unknowingly found his dad's magic circle, used by him to tap into his magic—animation of inanimate objects.

Alvaro crawled into the circle. It was then he heard something flutter into the window. Alvaro turned to the source of the noise, focusing on the animal. His father, sensing his magic circle's use, burst into the shed. There, he found Alvaro holding a baby owl. The owl had unnaturally blue, glowing eyes, and everywhere it looked, Alvaro would look. He would tell his parents that he could see; see through the owl's eyes. He named the owl Higgs, after the hero in the storybooks his mother would read him. They let him keep the owl and using its eyes he could see all that was hidden from him. Into his teen years, Alvaro would come to realize just how much his parents had kept secret from him. It wasn't the fact that his parents had killed countless innocent people; it was the fact that they allowed the sorcerer's curse and a baby to stop them.

Learning from the storybooks from his childhood, Alvaro once viewed humanity as people who never gave up until their desires were fulfilled, and the world became a better place thanks to them. Even the villains fought for their dreams until the bitter end. But in the end, Alvaro still loved his parents, just not enough to keep him from packing bags and moving out as soon as he became a young adult. He attended an academy where he excelled among the highest of students, remembering even the smallest of details. He especially took interest in a historical figure who was arrested and executed for voicing and acting upon his ideas; a form of government that prohibits opposition parties, restricts individual opposition to the state and its claims, and exercises a high control over public and private life. Few in his audience would agree, and he was executed for fighting with all he had for his desires.

Alvaro took inspiration from his ideals, believing that he was smart enough to see what was really needed to keep order in line. Using the eyes of ravens, he could spot dozens of unruly acts occurring in the town he lived in. He learned why his parents were Unbelievers; if there really was a goddess like Sabelina, none of this would be here. Disgusted by what he saw, Alvaro left the academy and packed his bags. He formulated a plan, since nobody but him was willing to establish order in Sabel.

His first "heroic act" was sending a swarm of ravens at a corrupt noble, pecking his flesh away while a group of freed criminals diverted his guards. His second act was appearing to a low-class noble that vied for power. He built up a scheme with the noble, making a deal. The feudal lord was overthrown once evidence of foul play and embezzlement appeared—all of which were false. The once low-class noble shared the same ideologies as Alvaro and establish totalitarianism. Alvaro left the foreign city, satisfied with his work. Two years later, it collapsed into ruins and anarchy. Similar cases would happen to other towns and cities outside of Paradisia before coming to an abrupt stop.

Alvaro had a chance encounter with the Shadowmaster, and after discussing business and plans, made a deal. Alvaro started looking up to him as the one true person to repair humanity, who would establish his ideologies and turn Sabel into an orderly, united kingdom.

•STRENGTHS•
-Cunning
-Conniving
-Strategical
-Silver tongue

•WEAKNESSES•
-Can only see through Higgs
-Can't handle criticism
-Pessimistic

•FEARS•
-The death of his owl, Higgs
-The wrath of the Shadowmaster
-Fire

•LIKES & DISLIKES•
Likes: Higgs, birds, totalitarianism
Dislikes: Loud noises, rats, disagreements

—◦✧◦✧◦—

•OTHER•

Alvaro hides out in an abandoned library where he keeps lists of every piece of info he's collected.​
 
Yael "Maggie" Zyonn || The Hot-Headed Pirate|| Alias; Captain Zyonn, Maggie, Zyonn the Exiled
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Species:Triton - Basically human except they live in the depths of the ocean. Age wise they mature by the age of 15-17 and can live up to be 200 yrs old. Magic wise they can use the element of water or air. Other things include being excellent swimmers, able to communicate with Sea creatures (she can get them to understand what she says, but struggles to understand them at times), breathe both air and water, natural understanding of all languages, and immune to cold (they live in the depths of the Sea. Harsh conditions such as cold and pressure aren't a problem for Tritons). She basically an amphibious human with a long life span and odd looks.

Age:33 yrs old, looks 19-22ish (Triton's stop aging around the age of 15-17) || Gender: Female
Height: 5'3 || Build: Lean/slim
Why did she join the quest?: One reasons: The fame and money. She heard there was a need for a captain and she's one of the greatest, knowing the sea like the back of her hand, and joined out of the greed generosity of her heart.
Weapon of Choice: She is skilled with three weapons: The Rapier, The Cutlass, and Daggers. Daggers/Small Knives can be found in several sheaths hidden on her (she has at least 4-5 on her at all times), her two cutlasses are on both sides of her hips, and her trusted rapier stays in her belongings. She alternates from wielding her cutlasses and her rapier, but always has several knives and spikes hidden on her.
Type of Element: Water - Her draw backs is her concentration and need for a source. The longer she has been away from a larger body of water will weaken her connection to the element making it increasingly harder to use it. After roughly 3-4 days she won't be able to use it effectively. She typically uses it to keep the seas calm and safe for the vessel she commands or make seas rougher for enemy ships when in battle. While she is cable of conjuring whirlpools, walls of water, and large waves to crash into ships; these all drain her rather quickly and can cause her to blackout. She can manipulate water, throwing water balls to knock enemies overboard and etc.
Appearance: Every thing stands out about Yael. She has a very distinctive appearance as most Tritons do among the land dwellers. While her kind isn't to common to find on land, staying in the depths of the ocean, there are a few that do come to interact with the land dwellers (mostly Triton nobles). Her cyan (blue-green) skin tone, grey-ish scales, pointed ears, and teal hair are her most notable features and the most obvious. Tritons are typically shorter than most humans, standing at an average of 5ft tall, so it's no suprise that Yael stands at 5'3. Her attire is typically dark in color and always functional, you will never catch her in anything fancy or 'girlish/girly'. Skirts and dresses just aren't her cup of ...water..? Most of her pants and shirts are light and have extra padding for armor, as any other armor feels to heavy and weighs her down. Being a pirate on the seas you can't afford to be weighed or slowed down. A more strange thing about her attire is her boots. A common item among the Tritons, are her boot made of stones found deep in the ocean floor. They may look heavy but to her they are very light to wear and she refuses to wear anyother type of shoe. It's either her boots or barefooted. Besides the many sheaths hidden on her at all times, and alternating cutlass or rapier, she also has a small pouch on her hip that holds some money, small vials/bottles of water, and very basic first aid.

Personality:
Maggie as a captain and toward her crew is completely different than how she is with outsiders or the general eye. When in command she is very hard-working and decisive, especially in a fight. She is eerily calm and very assertive. Once the danger has passed and things have been taken care of, she will always tend to her trusted crew as they are the only family she has since her exile from her own people and rejection of land dwellers. When not with her crew or needing to command, she comes off as a lot different. More harsh and cold, and to be fair she has the right to be.

Maggie has a good attention to detail. She isn't that concerned about her appearance to others. She isn't very good at drawing boundaries and doesn't think things through before speaking. Maggie is rarely driven by appeals to emotion. She is not very sympathetic towards others and expects people to look after themselves, as she looks after herself. She can be rude, though she is easy to tolerate as long as she isn't angry, most of the time. Sometimes she appears to be cold, and she does not go out of her way to do things for others unless there is an incentive. She finds it easy to say no and tends to judge those who can't say no as weak. Sometimes she can behave in a predatory manner towards vulnerable and easily manipulated individuals. She finds it easy to stand up for herself, and rarely takes notice of public judgements.

Maggie is emotionally unstable and suffers from a lot of negative feelings. Sometimes that manifests as anger, bitterness, or resentment towards others. Sometimes it manifests as depression and self-hatred. She is stubborn and often easily irritated or angered. She does not deal well with bad news and can become vulnerable and fragile when pushed beyond her coping abilities. Her tendency to sense danger has helped her to avoid serious trouble on several occasions. She knows her physical limits and rarely goes beyond them.

Biography: Yael was born to a noble Triton couple, the youngest of 5. Two older brothers brothers, an older sister, and a twin brother. All her siblings were perfect examples of Tritons. Peaceful, noble, righteous, and blah d blah. Yael was nothing like that. She wasn't a lawful good person, more of a neutral. She was a trouble maker from the start much to her parent's dismay. It was pretty easy to point Yael out compared to others her age because of her trouble making. Everywhere she went whispers and stares followed. Her parents did their best to raise her and correct her path but to no luck.

She was 19 when things went south fast. She had been traveling to the land with her family, as they always made routine trips for trading, but before they reached land they spotted a ship that threw insults at her family and tried to provoke them into fighting. While the rest of her family remained calm, Yael couldn't control her anger and as she had just developed her water connection only a year prior (late for a Triton) she had little control over her ability when she got angry. So she lost control and conjured up a whirlpool that sucked down the ship and drown the sailors. She passed out for three days and woke up in a cell. Two days later a terrified Yael stood trial and was convicted to 100 years of exile. As guardians of peace, killing those that aren't an enemy is a crime and have severe punishments. Even more severe as she had used her element/ability against them. She was lucky to just get exile.

Banned from the only home she knew, unable to go to any Triton tribes, she was forced to leave and go to the land. She faced a lot of rejection and judgement. Not only that but living on land was entirely exhausting and everything was hard. Walking was hard for a while as her legs weren't used to walking. Her first two days she was like a baby deer. After a horrid 2 years of living on land and struggling to survive, she returned to the water unable to handle it anymore. It was then she encountered a pirate crew that took her in. Yael quickly adapted to her role as a pirate. it was like everything had fallen in to place and it felt like her calling. It was her mentor gave her the name Maggie, since Yael was unpronounceable in common tongue. She quickly mastered sword fighting and hand to hand combat, then worked on mastering her ability using it to keep the ship safe. She rose quickly through the ranks and after a while she was given the role of captain at the age of 27. It the time from then to now (about 6years) she has gained an infamous reputation that she upholds. Her crew respects her and the outsiders are wary of her. She joined the adventurers not long after hearing about the quest. The rewards offered being a big incentive. Taking two trusted and skilled members of her crew with her, she left her second-in-command in charge during her absence.


Theme:
- Zyonn is the last name of her mentor, Maggie took it after her death when Maggie was 25.
-Exiled at the age of 19. and has roughly 86 years of exile left.
 
Harmony Io Aragon, The Femme Fatal ('Dangerous Woman')
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Alias: She has used many names, but prefers to be addressed as Harmony or Madame Harmony.
Age: 27 || Height: 5'7 || Build: Skinny/Lean/Dancer Build
Reason for Joining: Unknown. Is she in it for the money or does she have another agenda?
Weapon of Choice: She will use any weapon or object at her disposal. Ranging from poison to the candle holder, it doesn't matter. Her preferred weapons of choice however are the ones she had designed: Her dual bladed fans and multi functional parasol. Her fans are always strapped in place on her hips, blending in with her outfits. Her parasol however is typically always in hand, functioning as a normal parasol. The other functions it has include the removable rapier handle, the arrow tip (it acts like a grapple hook.), the bladed 'umbrella' part (the part that fans out is lined with sharp metal-like blade.).

Gift: Chameleon - She cant alter her appearance but she can change the color or style of her outfits and weapons, making travel a lot lighter since she doesn't need to carry around to many clothes. The clothes remain the same type (pants stay pants, dresses stay dresses, etc.), just the style and colors change. She can only use this on things she is touching. She cannot apply this to her tattoos, hair, or personal appearance.

Appearance: Harmony's attire changes at her will to fit whatever she is doing. From noble gowns, dancer's costumes, to armor, or assassins gear. She has no preferred style and is very flexible with whatever she wears. With no signature clothing items, it is easy however to note that she always has her weapons on her as accessories. Her parasol in hand and fans at her sides. She has long dark hair, typically always down unless braided for task where it being down would be a problem. She stands at 5'7 with a feminine and dancer build. Her only really defining feature is the tattoo on both her shoulders, barely visible but very much there.

Personality: Harmony is dependable, conventional, and down to earth. She is also neat, hard-working, and controlled. She is not creative, but good at taking on the creative work of others and acting as a stabilizing force. Has a high attention to detail and is very observent. Silver tongued.

She is outgoing, assertive, and talkative. She isn't one to make 'friends' rather allies she can depend on if needed or informants. Very independent and very judgmental of others. Especially those who are weak. Manipulative.

She dislikes being around people and leadership role, but because she is organised and hard working, she has some natural leadership skills. She is very blunt and independent. She isn't a pushover and can't be taken advantage of, and she won't do anything that takes her out of her comfort zone.

She values facts over feelings and her ability to detach herself means she isn't bothered by emotions and can get things done no matter the cost. She is stable and content. She is unaffected by unusual events and encounters, and adapts quickly. Quick witted and decisive.

Being organised and emotionally stable means she is rarely ever rattled by difficult situations and she tends to take big life-changing events in her stride. She rarely feels bad about her friendships and family relationships and because she is not sensitive, she bounces back easily from conflicts and difficult relationships. She does not concern herself with the needs of others and doesn't care what they think. She will sometimes provoke others just to get a reaction.

Biography:
Harmony was born to a noble mother and a commoner father, a scandalous affair considering her mother was married to a noble man. She was raised by her mother and‘father’in the life of nobility and luxury. Dressed in the finest clothes and anything she wanted at her disposal, she was very spoiled. She had a love for dancing at a very young age and was one of the best, performing for her father’s parties by the time she was eleven. A few more oblivious and happy years passed, until she was fourteen. Her mother and supposed father started arguing more frequently, and eventually the truth came out that she was not his daughter. Without any hesitation she was thrown to the streets, denounced as his child. Her mother managed to plead for her own safety, not for her daughter’s safety. Harmony was confused, lost, and burning with resentment toward both her parents. After a few days of starving, she managed to find her way to her true father by a letter her mother had given her before tossing her out.

Harmony discovered he had died of illness and his house was now inhabited by another family. They took her in out of pity for three years, and she did her best to return the favor by performing dances or street acts, giving them what little money she could earn at that age. It just wasn’t enough to convince them to keep her, as they had four children of their own to keep fed. So once again at 17, she found herself on the streets with the clothes on her back, her noble family crest, and a few coins she earned. As she roamed the town often would perform either on the streets or in taverns. Anywhere she could get an audience.

One day she had walked by a seamstress shop and saw the pretty clothes and it reminded her of the dresses she wore back when she lived with her mother. Her own tattered dress began to mend itself and change shape and color. Next thing she knew she was wearing an elegant red dress she had loved to wear when performing at parties. It became much easier performing at taverns, her new ability allowing her to create better dresses and costumes compared to the tattered one. By the time she was 18, she was a well known dancer and traveler.

Despite doing something she once loved, and now being able to support herself, she found herself still full of resentment and hatred that she couldn’t push away. It just built up inside her. While she had been performing at an Inn, she had her first encounter with a bounty hunter. He had been collecting a bounty on one of the men she knew had frequented the establishment. While everyone else cleared the area, she found herself drawn to watching. To her fighting seemed like a complex and exciting dance, each step calculated because one wrong move would be the end. It was a few days later when she killed a drunken pervert that cornered her in an darkened alley, did she realize how powerful killing made her feel. This began her path down a darker road.

Harmony began to take an interest in swordsmanship, but while she was gifted at it, she found it too awkward wielding a sword blade. They were often too heavy or too noticeable to hide. So she tried marksmanship instead, and it just didn’t work out, she didn’t have as much skill as she did with swords. It wasn’t until she was watching some other entertainers perform with fans did she get the idea for her weapons. After a year of designing both her signature weapons and practicing to perfect them, she joined the underground world through a few connections she had made during her performances. Harmony at the age of 22. became well known as a bounty hunter. There have been very few people who have escaped her. Many of those who escaped were Glimmer’s personas, and the others had simply been killed before she got to them. By competition or by illness.

The only question is: What is her true goal for joining the adventure and can she truly be trusted?

Fears: Being tossed aside or dismissed, failure, being looked down on, bring reminded of the scared and helpless child she used to be, being helpless.
Strengths: Adaptable, Agile, Swift, Flexible, Silver Tongue, close combat, and several connections.
Weakness: Unsympathetic, lacking in ranged combat, independent, untrustworthy, secretive, manipulative.
 
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•FULL NAME•
Tiana Evermore

•NICKNAME/ALIAS•
Tia

•SPECIES•
Human

•AGE•
20

•GENDER•
Female

•WHY THEY JOINED THE QUEST•
Tia had been arrested for trying to steal from the royal library. Actually, she had already done it before and gotten away with it but the Queen didn't need to know that. The Queen gave her a choice either to stay in the dungeon or join the quest. It wasn't a hard choice to make.

•ROLE TYPE•
The troublemaker theif

•WEAPON OF CHOICE•
Her fire magic and her combat skills but she does keep a dagger on her.

•TYPE OF POWER/GIFT (IF APPLICABLE)•
She can create and manipulate fire.

—◦✧◦✧◦—

•APPEARANCE DESCRIPTION•

She has Long black hair and red eyes.

•CLOTHING STYLE•
Shown on pic

•HEIGHT & BODY TYPE•
5'6"
Body type is shown on pic.

•DISTINGUISHING FEATURES•
None

—◦✧◦✧◦—

•PERSONALITY•

Tia is a total tomboy. Anybody who knows her know that she is not one to take likely. Her temper can be crazy and she can be a real trouble maker. She is also wild she likes to do anything that gets her heart racing except romance she can't stand it. It would take a lot to woe this girl. But she also has this look to her that says she isn't afraid of anything. Though that might not always be true.

She is very adventurous. Any adventure that comes up she is ready to jump into. She can also be a little goofy and loves to drink. She likes to party also. Any time she is in a bar/tavern you know a party is about to begin. She can be serious when its really needed. She can be rude and sometimes her drinking too much can cause problems. She doesn't really use weapons when she fights. She is pretty flexible and it good in combat and pretty acrobatic. She also tends to piss people off sometimes but she could care less.

Despite Tia's ruff exterior she's actually deep down kind natured even if she doesn't always show it and she's a lot more fragile then she appears emotionally and mentally.

•BIOGRAPHY•
Tiana was born into a very rich and noble family and Tiana never felt like she fitted in with them. When she was younger she was a very shy and sweet young girl. Wouldn't hurt a fly. She was quite talented as well. She could paint, play the piano and sing. But even so for some reason she never seemed to get the praise her older sister did. It was very clear her parents favored her sister over her. She was never good enough. While her sister was outgoing and very social. Tiana was the opposite she was very socially awkward. She preferred to stay at home and read. She even started to do her own writing which she enjoyed emensly. Tiana was bullied a lot by other girls, especially by her older sister. She never really had any friends the only person that seemed to understand her was Tiana's Grandmother. She was the light in Tiana's life until her grandmother died. She had gotten sick and couldn't get better. Which sends Tiana into a terrible depression. It didn't help that her parents continued to berate and call her worthless. Her sister and the other girls continued to tease and bully her and until one day Tiana snapped.

Before Tiana's grandmother had died she had been learning fire magic from her grandmother. Tiana seemed to have a natural ability for it. After her grandmother's passing a week later Tiana snapped something trigger to lose her temper. She had completely blacked out in rage and finally, when she snapped out of it she noticed the house was engulfed in flames.

She ran away from home that day knowing she could never go back. Tiana was 13 years old and homeless. From then on life didn't get easier in some cases it was downright a nightmare. Tia had to deal with a lot but as she got older she honed her magic and combat skills. And developed a drinking problem. When she was 18 she basically became a hired thief she stole things for money. It was interesting to see just how two-faced people actually were. Recently she had a job steal from Queen Vivienne. It wasn't the first time she had done this but unfortunately she had a un of bad luck and got caught. Now she has been given a choice. Either go on the quest or rot in prison. Hey sounded like one hell of adventure so of course, she's going.

•STRENGTHS•
Stealthy, Brave, Acrobatic, Singing, Combat, Fire Magic

•WEAKNESSES•
Drinking, Temper, Stubburn, secert Panic attacks

•FEARS•
Opeing up someone, intamancy, her nighmares

—◦✧◦✧◦—
 

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(I scroll!)
[div class=stoneBackground][div class=stoneBorder][div class=stoneScroll][div class=stoneCover][div class=stoneCoverText]
Wandering Sky

[/div][/div][div class=stoneText]
↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟​
↟ ↟ ↟

FULL NAME:
Wandering Sky

BIRTH NAME:
Sura

GIVEN NAME:
A'raenal Translation: Wandering Sky

NICKNAME/ANSWERS TO:
Sky, A'raenal, Wander

SPECIES:
Sylvernai
In their own tongue, Sylvernai means 'Forest Child'. They are physically almost indistinguishable from humans, except for more slender builds and slightly pointed ears; they closely resemble half-elves. Most Sylvernai have dark or bright (auburn, strawberry, hazel) hair and are very rarely blonde or fair-haired. What truly sets them apart from humans are the fact that almost all Sylvernai are capable of magic. Specifically, nature magic. With this innate power, Sylvernai can influence the growth and control over various flora. Such control ranges from the powerful Druids who can cause exponential blooms of strong lashing vines to the milder Frondweavers who weave clothing out of all manner of flowers.

Regarding themselves as keepers of the forest, their close proximity to wild creatures and magical nature also afford the Sylvernai some semblance of affinity towards fauna as well. However, this is mostly constrained to understanding and befriending animals. The tamer the animal, the easier it is to influence them. Sylvernai who whisper to animals are often highly regarded in their society. There have also been incredibly rare instances of Sylvernai having magical ability other than those stated above. These individuals are said to either bring great misfortune or blessing to their people.

Sylvernai communities are druidic, their main roaming grounds being a modest patch of forests named after them; The Sylvernai Glades. The glades are situated on the outskirts of Paradisia on the same island. They are friendly to outsiders, as long as they do not harm the land. Nonetheless, they generally do not like to travel out of the Glades especially into the 'Forests of Stone' and aren't comfortable being and living among other humans (in cities especially). The only exception being Queen Vivienne, whom they admire and the elders greatly respect. While they are a self-sustaining peoples, they do trade with the Queendom. Their primary export being Moonweave, exquisite cloths and clothes made out of Moonglimmer blossoms which are highly sought after by nobility for their vibrant colour and surprising durability.

At the centre of the Sylvernai Glades is the Gardens of Amithalaea, a grove sacred to the Sylvernai people. It is home to Amithalaea The Mother Tree, or Great Mother; a large greatwillow. Amithalaea is the largest tree in the whole forest and has stood there far longer than even the oldest Sylvernai memories. The stories go that Amithalaea sprung up from the first tears of the Beloved Goddess Sabelina, when she first beheld the pitiful hopelessness of mortal men. The Gardens of Amithalaea are where Nuel Spiritseeds can be found, an essential entity that forms a symbiotic relationship with all adult Sylvernai.

AGE:
"I am twenty four cycles and shall be wiser the next time the waters freeze over."

GENDER:
"I am of the fairer kind, though no less stronger!"

WHY THEY JOINED THE QUEST:
"Wise As An Owl bequeathed a prophecy when I first breathed air from my mother's womb. They say to travel beyond the Seven Stars and walk the distant lands is my purpose. And if I do not go, great misfortune shall be borne on our kin. I do not know of this purpose but I know I long to see life beyond the glades. My feet beg to walk on their own, even if I will myself to stay. I have seen the great Stone Trees of Paradisia and stepped through their hewn pathways. I have heard speak of trees and plants and rocks and people so different than what any Sylvernai could ever imagine. When Queen Vivienne, Blessed Be Her Name, sent an emissary to our people for this hallowed quest, we did not send our greatest Druids nor our strongest Guardians. We sent me.

And for this, my heart sings though it doth stumbles with trepidation. I am the eyes of my people to the world beyond. But will they see our people through me?"

ROLE:
The Precocious Outsider

—◦✧◦✧◦—

APPEARANCE:
Wandering Sky has long cascading strands of silver-blonde hair and bright cerulean eyes. Her facial features are well defined with a rather puckish outlook. People often quipped how Wandering Sky looks as if she were thinking about planning her next prank on an unsuspecting victim. In reality, she rarely does such mischevious behaviour and even if she did, it would more likely fail terribly.

HEIGHT & BODY:
Wandering Sky stands at 5'7 tall. She gains a little height in werewolf form to about 6 feet.

She has a lithe and taut frame, though with just enough curves to still appear feminine.

DISTINGUISHING FEATURES:
Three stripes in white are tattooed across her right cheek, a mark of blessing which she received before she was sent away from her people to join the expedition. Tattoos of vines and flowers in white trail their way over her back curling around to her ribcage.

CLOTHING STYLE:
When travelling or in any rigorous situations, Wandering Sky dons a raiment made of smooth yet tough plant stems and woven leafy fibres, courtesy of the magic from her Nuel. Practical yet vibrantly hued with the earthy colours of autumn.

Other times, she can be found wearing free-flowing gowns and dresses. Large billowy sleeves hold a special place in her heart.

—◦✧◦✧◦—

WEAPON OF CHOICE:
1. Nuel Living Armory - Whip and Javelin. More on the Nuel Living Armory in the power section. In summary, Wandering Sky can fight in the medium to short range. With a living barbed vine, she can distract, disarm, incapacitate or even kill smaller foes with the deadly crack of her whip. Whips are customary weapons of the Sylvernai Guardians, warriors of their society. Often it is paired with other weapons. In Wandering Sky's case, she is an adept spearwoman capable of accurately throwing her javelin or fighting with it in melee.

2. Herself - With her powers, Wandering Sky is more than capable of turning herself into a deadly weapon. More on this in the power section.

POWER & GIFTS:
1. Nuel the Spiritseed - The growth of all Sylvernai are marked by three different milestones. The first is a word of prophecy spoken at their birth. The second is the naming ceremony that marks the beginning of adolescence. The final milestone, called The Whispering, marks the beginning of adulthood. During The Whispering, prospective Sylvernai are brought into the Gardens of Amithalaea, a sacred grove in the centre of the Sylvernai Glades where a lush carpet of pellucid milk-white flowers bloom. The Nuels. The Sylvernai will walk among the delicate flowers, training the ears until they hear the call of one. The flower that calls to them will wilt upon approach, its translucent petals sent to the winds until eventually all that's left is a seed, hard as a gemstone. Nuel Spiritseeds are worn on the Sylvernai's being as amulets, rings and other such ornaments. From the Nuel, strong vibrant vines, bark and petals can be beckoned forth which the great Druids can harness for their floraspells and the Guardians to arm and armour their bodies.

Wandering Sky uses her Nuel to grow her whip and javelin, as well as provide a living bodice of armour that grows with her when she shapeshifts. Although the Nuel can be used to regrow new whips, javelins and damage to her armour, it is an ability that takes time and must be done uninterrupted and away from the heat of battle.

2. Morchiant - Wandering Sky is what her people call a Morchiant, or in commons, Wildwalker. Shapeshifter. An immensely rare magic among the Sylvernai, Wandering Sky gained the ability to shapeshift into a great white wolf whose coat is the colour of her platinum blonde hair. With considerable practise, she has managed to halt and alter her shifting mid way, assuming the form of a werewolf. As wolf or part wolf, Wandering Sky gains a respectable increase in strength and also the primal reflexes to danger. Nevertheless, as she has no mentors to follow or ask for guidance in regards to shapeshifting, her ability is still somewhat suboptimal. She can hold the form for at least fifteen minutes before the strain begins to weigh heavily on her energy levels. Each time she exits the shift, Wandering Sky will feel incredibly sleepy with body aches all over.

—◦✧◦✧◦—

PERSONALITY:
Wandering Sky wears her heart on her sleeve. If she's happy, you'll hear it, let alone see it. And if she's pissed, woe to those who are around to see the storm clouds brewing. For the most part, she is a bright-eyed precocious individual, with an immense interest in almost anything and everything considered new. Such curiosity, however, is not limited to just happy or lighter experiences. Darker and even dangerous instances attract her just as well, even if they terrify the sparkles out of her eyes. Wandering Sky is talkative, though not necessarily to others as she is known to voice her thoughts and emotions aloud.

Wandering Sky also possesses a restless spirit. While easily impressed, she rarely settles and regularly finds ways to gain new experiences or improve upon herself.

As is the nature of all Sylvernai, Wandering Sky's manner of speech often comes off in riddles or verbal illustrations. To say that it is raining is to say that the skies are in great sorrow. To tell of gladness when meeting a beloved someone is to say that 'one's heart sings for eyes have seen a lovely dream'. But as Wandering Sky is the most travelled of her people, having lived within Paradisia on a few occasions, her long-winded manner of speaking has been tempered considerably, though she sometimes reverts back to the tale-full speech of her people.

BIOGRAPHY:
She was the only daughter of Great As A Stag and Laughing Flower. Her mother, Laughing Flower, was the youngest sister of their clan's chieftain, Fearrless Bear. But as the Sylvernai people have no concept of nobility marked by blood, she was no 'greater' than any of the other dozens of children around her age.

She was given the name Sura at birth. Like all Sylvernai children, that name was not heard from any other but her parents and the elder that helped during her birth; and even then, it was only used in private familial settings. Birth marked her first milestone as one of her people, and as she had done for so many others, Elder Wise As An Owl spoke a prophecy over baby Sura, one that she would not learn of until much later.

Sylvernai younglings were brought up by the community, often playing together and educated by respected elders and masters of the clan. Since their birthnames were kept private, others had to resort to other creative means if they wanted to call out to an individual. Such instances would later come to influence the result of Sura's second milestone. Her naming. Always one with a myriad of questions and a boundless difficult-to-fetter curiosity, she was often caught wandering away from the group and heading off on her own. She would be found silently observing the Petalweavers sew Moonweave, or the Shapers carve and direct plants into tools or perhaps running off to chase after the elusive black-eared hoppers. So when the time came for her naming ceremony, she was given the name 'Wandering Sky' or in the Sylvernai tongue: A'raenal. For she was always wandering about wonders and her curiosity was as limitless as the skies.

As she grew older, she took on an interest in her father's, Great As A Stag, role as Forest Guardian. The Guardians were the Sylvernai's warriors who protect all the living beings within their borders from anything that threatens the tranquillity of the glades. Thus, began her training to become one of the fiercest warriors of the land. She was dedicated in her training and for a short moment in her life, her boundless curiosity took a back-seat in place of another trait that bloomed in the young girl. Restlessness. She wanted to be better, for every time she trained hard she could see progress in her abilities. She could feel it. And that feeling of becoming greater fed her need for new experiences just as well as any other.

But for all her effort, it never seemed to be quite enough; at least not for young Wandering Sky. She was strong, but there was always someone stronger. She was swift, but there was someone faster. She could work her spear with skilful precision, but there was someone deadlier. Though Great As A Stag and Laughing Flower could not be any more proud of their daughter, she herself grew restless.

It was during one of her training sessions, where she had wandered far off the normal path that changed the course of her life. Lost in her own thoughts, Wandering Sky was brought back to reality by the sound of a low growl. Looking up, she came face-to-face with a trio of larger than normal wild wolves. But as she stood frozen on the spot, something within her clicked and she suddenly felt her initial fright dissolved. Her eyes were drawn towards the glowing canine eyes of the largest wolf. Transfixed it seemed as if the animal's fierce gaze measured her worth, pulling her consciousness in with its predatory yet intelligent sights and she felt herself spiral down in a dizzying nauseous haze. The trees and world around her appeared to melt into a swirling pool of indistinguishable colour before everything faded into darkness. When she came to, Wandering Sky found herself alone. Shaking herself to clear her mind, she immediately set for home though she could not help but feel that something was very off.

The first person she met, was Laughing Flower. On the path leading to their treehouse, her mother turned at the sound of her steps and jumped with fright. Wandering Sky immediately dug her feet in and came to a stop, head tilting with her own startlement. Laughing Flower was a powerful druid and so when she caught sight of her mother beckoning forth her powers, her brows knitted together in more confusion.

"Ma?" Her voice came out strangely, hoarse and dry, almost like a growl. At the sound, Laughing Flower paused her guard, eyes staring intently at Wandering Sky for a moment that seemed too long. What was wrong? Didn't her mother recognise her?

"S-Sura?"

Wandering Sky drew back at the sound of her birthname, even more confused at her mother's uncertainty.

"Yesss." There was not hoarse growl again. Worried her mother could not catch her acknowledgement, Wandering Sky nodded her head for added emphasis.

Laughing Flower let out an audible gasp, slowly but surely stepping closer towards Wandering Sky. And as she drew closer, it was then that the young girl realised that her mother was oddly much taller than her. The Druidess approached her rather confused daughter with clear wonder, eventually kneeling down to draw her in an embrace. A whispered word passing from her lips.

"Morchiant... Sura... you walk with the Wild Ones..." Wandering Sky had never seen her mother look so amazed and fearful since that day the whole clan found out that she was a shapeshifter. A Wildwalker. Bringer of great blessing, or terrible curse. The prophecy spoke at Sura's birth had finally begun to make sense to Laughing Flower. A'raenal's place would not be with the clan. She was destined to sojourn under the distant stars. A foreigner or perhaps outcast, and by the end of her journey bring either doom or great joy to the Sylvernai.

Months later, Wandering Sky asked to accompany a trading merchant back to his homecity of Paradisia. It was then that she truly began to marvel at how much bigger the world of Sabel truly was. Nevertheless, every time she left she always returned. Until the day that the Blessed Queen sent out her summons was when the Sylvernai people knew that it was truly her time to part ways. For her part, Wandering Sky relished the opportunity to experience all that the world had to offer. But wherever she went, the ominous words of her birth calling was a perpetual shade at the back of her mind.

STRENGTHS:
Unbridled Adventuress - She may be afraid, uncertain or even disgusted. But if there is something new to try, or someplace to explore, you can be sure that Wandering Sky will be one of the first to volunteer.

Bright-Eyed Wonder - Brought up in a community that reveres elders and encourages responsibility and genuine intentions, one can be sure that everything Wandering Sky does is telegraphed, always for good; or at least, what she perceives as good.

Adaptable - A trait born out of necessity. Being an avid gallivant often puts oneself in unexpected situations. Constantly experiencing life out of her depth has trained Wandering Sky to be incredibly resourceful and adaptable.

WEAKNESSES:
Socially Naive - While big bads often come announcing their cruel intentions and is easy enough to identify, Wandering Sky subconsciously projects her own pure intentions into whichever society she's in. As such, she may find herself easily duped by crafty individuals.

Morally Colourblind - Life in a largely morally homogenous society often leads to clear black and whites. What's wrong is wrong, what's right is right. Exposure to moral ambiguity is rare or even unheard of. So when she eventually finds herself faced with morally complexed situations, she may end up frozen with inaction or forced into unpredictability. She would receive an immense morale drop if forced to do something which she determines is wrong, even if it was out of necessity or for the 'greater good'.

Untamed Curiosity- It is both an endearment and a curse. She probably has yet to hear of the saying, "curiosity killed the sky-'... wait... that's wrong. *cough*

LIKES:
Purple flowers (of which the Moonglimmers of her homeland top), shaping/weaving clothes, observing people's interests, sour drinks, cooking, self-improvement.

DISLIKES:
Careless cruelty against life, wasteful profligators, impassive people (mild dislike), her own naivety (she's been cheated before, but somehow can help it)

FEARS:
Very tight spaces or being constrained, losing control of herself.

—◦✧◦✧◦—

THEME:
Din Duin - Chant of the Sylvernai

[/div][/div][/div][/div]
Coded By & Many Thanks to: || @StoneWolf18


Wandering Sky Simplified:
↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟ ↟​
↟ ↟ ↟

FULL NAME:
Wandering Sky

BIRTH NAME:
Sura

GIVEN NAME:
A'raenal Translation: Wandering Sky

NICKNAME/ANSWERS TO:
Sky, A'raenal, Wander

SPECIES:
Sylvernai
In their own tongue, Sylvernai means 'Forest Child'. They are physically almost indistinguishable from humans, except for more slender builds and slightly pointed ears; they closely resemble half-elves. Most Sylvernai have dark or bright (auburn, strawberry, hazel) hair and are very rarely blonde or fair-haired. What truly sets them apart from humans are the fact that almost all Sylvernai are capable of magic. Specifically, nature magic. With this innate power, Sylvernai can influence the growth and control over various flora. Such control ranges from the powerful Druids who can cause exponential blooms of strong lashing vines to the milder Frondweavers who weave clothing out of all manner of flowers.

Regarding themselves as keepers of the forest, their close proximity to wild creatures and magical nature also afford the Sylvernai some semblance of affinity towards fauna as well. However, this is mostly constrained to understanding and befriending animals. The tamer the animal, the easier it is to influence them. Sylvernai who whisper to animals are often highly regarded in their society. There have also been incredibly rare instances of Sylvernai having magical ability other than those stated above. These individuals are said to either bring great misfortune or blessing to their people.

Sylvernai communities are druidic, their main roaming grounds being a modest patch of forests named after them; The Sylvernai Glades. The glades are situated on the outskirts of Paradisia on the same island. They are friendly to outsiders, as long as they do not harm the land. Nonetheless, they generally do not like to travel out of the Glades especially into the 'Forests of Stone' and aren't comfortable being and living among other humans (in cities especially). The only exception being Queen Vivienne, whom they admire and the elders greatly respect. While they are a self-sustaining peoples, they do trade with the Queendom. Their primary export being Moonweave, exquisite cloths and clothes made out of Moonglimmer blossoms which are highly sought after by nobility for their vibrant colour and surprising durability.

At the centre of the Sylvernai Glades is the Gardens of Amithalaea, a grove sacred to the Sylvernai people. It is home to Amithalaea The Mother Tree, or Great Mother; a large greatwillow. Amithalaea is the largest tree in the whole forest and has stood there far longer than even the oldest Sylvernai memories. The stories go that Amithalaea sprung up from the first tears of the Beloved Goddess Sabelina, when she first beheld the pitiful hopelessness of mortal men. The Gardens of Amithalaea are where Nuel Spiritseeds can be found, an essential entity that forms a symbiotic relationship with all adult Sylvernai.

AGE:
"I am twenty four cycles and shall be wiser the next time the waters freeze over."

GENDER:
"I am of the fairer kind, though no less stronger!"

WHY THEY JOINED THE QUEST:
"Wise As An Owl bequeathed a prophecy when I first breathed air from my mother's womb. They say to travel beyond the Seven Stars and walk the distant lands is my purpose. And if I do not go, great misfortune shall be borne on our kin. I do not know of this purpose but I know I long to see life beyond the glades. My feet beg to walk on their own, even if I will myself to stay. I have seen the great Stone Trees of Paradisia and stepped through their hewn pathways. I have heard speak of trees and plants and rocks and people so different than what any Sylvernai could ever imagine. When Queen Vivienne, Blessed Be Her Name, sent an emissary to our people for this hallowed quest, we did not send our greatest Druids nor our strongest Guardians. We sent me.

And for this, my heart sings though it doth stumbles with trepidation. I am the eyes of my people to the world beyond. But will they see our people through me?"

ROLE:
The Precocious Outsider

—◦✧◦✧◦—

APPEARANCE:
Wandering Sky has long cascading strands of silver-blonde hair and bright cerulean eyes. Her facial features are well defined with a rather puckish outlook. People often quipped how Wandering Sky looks as if she were thinking about planning her next prank on an unsuspecting victim. In reality, she rarely does such mischevious behaviour and even if she did, it would more likely fail terribly.

HEIGHT & BODY:
Wandering Sky stands at 5'7 tall. She gains a little height in werewolf form to about 6 feet.

She has a lithe and taut frame, though with just enough curves to still appear feminine.

DISTINGUISHING FEATURES:
Three stripes in white are tattooed across her right cheek, a mark of blessing which she received before she was sent away from her people to join the expedition. Tattoos of vines and flowers in white trail their way over her back curling around to her ribcage.

CLOTHING STYLE:
When travelling or in any rigorous situations, Wandering Sky dons a raiment made of smooth yet tough plant stems and woven leafy fibres, courtesy of the magic from her Nuel. Practical yet vibrantly hued with the earthy colours of autumn.

Other times, she can be found wearing free-flowing gowns and dresses. Large billowy sleeves hold a special place in her heart.

—◦✧◦✧◦—

WEAPON OF CHOICE:
1. Nuel Living Armory - Whip and Javelin. More on the Nuel Living Armory in the power section. In summary, Wandering Sky can fight in the medium to short range. With a living barbed vine, she can distract, disarm, incapacitate or even kill smaller foes with the deadly crack of her whip. Whips are customary weapons of the Sylvernai Guardians, warriors of their society. Often it is paired with other weapons. In Wandering Sky's case, she is an adept spearwoman capable of accurately throwing her javelin or fighting with it in melee.

2. Herself - With her powers, Wandering Sky is more than capable of turning herself into a deadly weapon. More on this in the power section.

POWER & GIFTS:
1. Nuel the Spiritseed - The growth of all Sylvernai are marked by three different milestones. The first is a word of prophecy spoken at their birth. The second is the naming ceremony that marks the beginning of adolescence. The final milestone, called The Whispering, marks the beginning of adulthood. During The Whispering, prospective Sylvernai are brought into the Gardens of Amithalaea, a sacred grove in the centre of the Sylvernai Glades where a lush carpet of pellucid milk-white flowers bloom. The Nuels. The Sylvernai will walk among the delicate flowers, training the ears until they hear the call of one. The flower that calls to them will wilt upon approach, its translucent petals sent to the winds until eventually all that's left is a seed, hard as a gemstone. Nuel Spiritseeds are worn on the Sylvernai's being as amulets, rings and other such ornaments. From the Nuel, strong vibrant vines, bark and petals can be beckoned forth which the great Druids can harness for their floraspells and the Guardians to arm and armour their bodies.

Wandering Sky uses her Nuel to grow her whip and javelin, as well as provide a living bodice of armour that grows with her when she shapeshifts. Although the Nuel can be used to regrow new whips, javelins and damage to her armour, it is an ability that takes time and must be done uninterrupted and away from the heat of battle.

2. Morchiant - Wandering Sky is what her people call a Morchiant, or in commons, Wildwalker. Shapeshifter. An immensely rare magic among the Sylvernai, Wandering Sky gained the ability to shapeshift into a great white wolf whose coat is the colour of her platinum blonde hair. With considerable practise, she has managed to halt and alter her shifting mid way, assuming the form of a werewolf. As wolf or part wolf, Wandering Sky gains a respectable increase in strength and also the primal reflexes to danger. Nevertheless, as she has no mentors to follow or ask for guidance in regards to shapeshifting, her ability is still somewhat suboptimal. She can hold the form for at least fifteen minutes before the strain begins to weigh heavily on her energy levels. Each time she exits the shift, Wandering Sky will feel incredibly sleepy with body aches all over.

—◦✧◦✧◦—

PERSONALITY:
Wandering Sky wears her heart on her sleeve. If she's happy, you'll hear it, let alone see it. And if she's pissed, woe to those who are around to see the storm clouds brewing. For the most part, she is a bright-eyed precocious individual, with an immense interest in almost anything and everything considered new. Such curiosity, however, is not limited to just happy or lighter experiences. Darker and even dangerous instances attract her just as well, even if they terrify the sparkles out of her eyes. Wander Sky is talkative, though not necessarily to others as she is known to voice her thoughts and emotions aloud.

Wandering Sky also possesses a restless spirit. While easily impressed, she rarely settles and regularly finds ways to gain new experiences or improve upon herself.

As is the nature of all Sylvernai, Wandering Sky's manner of speech often comes off in riddles or verbal illustrations. To say that it is raining is to say that the skies are in great sorrow. To tell of gladness when meeting a beloved someone is to say that 'one's heart sings for eyes have seen a lovely dream'. But as Wandering Sky is the most travelled of her people, having lived within Paradisia on a few occasions, her long-winded manner of speaking has been tempered considerably, though she sometimes reverts back to the tale-full speech of her people.

BIOGRAPHY:
She was the only daughter of Great As A Stag and Laughing Flower. Her mother, Laughing Flower, was the youngest sister of their clan's chieftain, Fearrless Bear. But as the Sylvernai people have no concept of nobility marked by blood, she was no 'greater' than any of the other dozens of children around her age.

She was given the name Sura at birth. Like all Sylvernai children, that name was not heard from any other but her parents and the elder that helped during her birth; and even then, it was only used in private familial settings. Birth marked her first milestone as one of her people, and as she had done for so many others, Elder Wise As An Owl spoke a prophecy over baby Sura, one that she would not learn of until much later.

Sylvernai younglings were brought up by the community, often playing together and educated by respected elders and masters of the clan. Since their birthnames were kept private, others had to resort to other creative means if they wanted to call out to an individual. Such instances would later come to influence the result of Sura's second milestone. Her naming. Always one with a myriad of questions and a boundless difficult-to-fetter curiosity, she was often caught wandering away from the group and heading off on her own. She would be found silently observing the Petalweavers sew Moonweave, or the Shapers carve and direct plants into tools or perhaps running off to chase after the elusive black-eared hoppers. So when the time came for her naming ceremony, she was given the name 'Wandering Sky' or in the Sylvernai tongue: A'raenal. For she was always wandering about wonders and her curiosity was as limitless as the skies.

As she grew older, she took on an interest in her father's, Great As A Stag, role as Forest Guardian. The Guardians were the Sylvernai's warriors who protect all the living beings within their borders from anything that threatens the tranquillity of the glades. Thus, began her training to become one of the fiercest warriors of the land. She was dedicated in her training and for a short moment in her life, her boundless curiosity took a back-seat in place of another trait that bloomed in the young girl. Restlessness. She wanted to be better, for every time she trained hard she could see progress in her abilities. She could feel it. And that feeling of becoming greater fed her need for new experiences just as well as any other.

But for all her effort, it never seemed to be quite enough; at least not for young Wandering Sky. She was strong, but there was always someone stronger. She was swift, but there was someone faster. She could work her spear with skilful precision, but there was someone deadlier. Though Great As A Stag and Laughing Flower could not be any more proud of their daughter, she herself grew restless.

It was during one of her training sessions, where she had wandered far off the normal path that changed the course of her life. Lost in her own thoughts, Wandering Sky was brought back to reality by the sound of a low growl. Looking up, she came face-to-face with a trio of larger than normal wild wolves. But as she stood frozen on the spot, something within her clicked and she suddenly felt her initial fright dissolved. Her eyes were drawn towards the glowing canine eyes of the largest wolf. Transfixed it seemed as if the animal's fierce gaze measured her worth, pulling her consciousness in with its predatory yet intelligent sights and she felt herself spiral down in a dizzying nauseous haze. The trees and world around her appeared to melt into a swirling pool of indistinguishable colour before everything faded into darkness. When she came to, Wandering Sky found herself alone. Shaking herself to clear her mind, she immediately set for home though she could not help but feel that something was very off.

The first person she met, was Laughing Flower. On the path leading to their treehouse, her mother turned at the sound of her steps and jumped with fright. Wandering Sky immediately dug her feet in and came to a stop, head tilting with her own startlement. Laughing Flower was a powerful druid and so when she caught sight of her mother beckoning forth her powers, her brows knitted together in more confusion.

"Ma?" Her voice came out strangely, hoarse and dry, almost like a growl. At the sound, Laughing Flower paused her guard, eyes staring intently at Wandering Sky for a moment that seemed too long. What was wrong? Didn't her mother recognise her?

"S-Sura?"

Wandering Sky drew back at the sound of her birthname, even more confused at her mother's uncertainty.

"Yesss." There was not hoarse growl again. Worried her mother could not catch her acknowledgement, Wandering Sky nodded her head for added emphasis.

Laughing Flower let out an audible gasp, slowly but surely stepping closer towards Wandering Sky. And as she drew closer, it was then that the young girl realised that her mother was oddly much taller than her. The Druidess approached her rather confused daughter with clear wonder, eventually kneeling down to draw her in an embrace. A whispered word passing from her lips.

"Morchiant... Sura... you walk with the Wild Ones..." Wandering Sky had never seen her mother look so amazed and fearful since that day the whole clan found out that she was a shapeshifter. A Wildwalker. Bringer of great blessing, or terrible curse. The prophecy spoke at Sura's birth had finally begun to make sense to Laughing Flower. A'raenal's place would not be with the clan. She was destined to sojourn under the distant stars. A foreigner or perhaps outcast, and by the end of her journey bring either doom or great joy to the Sylvernai.

Months later, Wandering Sky asked to accompany a trading merchant back to his homecity of Paradisia. It was then that she truly began to marvel at how much bigger the world of Sabel truly was. Nevertheless, every time she left she always returned. Until the day that the Blessed Queen sent out her summons was when the Sylvernai people knew that it was truly her time to part ways. For her part, Wandering Sky relished the opportunity to experience all that the world had to offer. But wherever she went, the ominous words of her birth calling was a perpetual shade at the back of her mind.

STRENGTHS:
Unbridled Adventuress - She may be afraid, uncertain or even disgusted. But if there is something new to try, or someplace to explore, you can be sure that Wandering Sky will be one of the first to volunteer.

Bright-Eyed Wonder - Brought up in a community that reveres elders and encourages responsibility and genuine intentions, one can be sure that everything Wandering Sky does is telegraphed, always for good; or at least, what she perceives as good.

Adaptable - A trait born out of necessity. Being an avid gallivant often puts oneself in unexpected situations. Constantly experiencing life out of her depth has trained Wandering Sky to be incredibly resourceful and adaptable.

WEAKNESSES:
Socially Naive - While big bads often come announcing their cruel intentions and is easy enough to identify, Wandering Sky subconsciously projects her own pure intentions into whichever society she's in. As such, she may find herself easily duped by crafty individuals.

Morally Colourblind - Life in a largely morally homogenous society often leads to clear black and whites. What's wrong is wrong, what's right is right. Exposure to moral ambiguity is rare or even unheard of. So when she eventually finds herself faced with morally complexed situations, she may end up frozen with inaction or forced into unpredictability. She would receive an immense morale drop if forced to do something which she determines is wrong, even if it was out of necessity or for the 'greater good'.

Untamed Curiosity- It is both an endearment and a curse. She probably has yet to hear of the saying, "curiosity killed the sky-'... wait... that's wrong. *cough*

LIKES:
Purple flowers (of which the Moonglimmers of her homeland top), shaping/weaving clothes, observing people's interests, sour drinks, cooking, self-improvement.

DISLIKES:
Careless cruelty against life, wasteful profligators, impassive people (mild dislike), her own naivety (she's been cheated before, but somehow can help it)

FEARS:
Very tight spaces or being constrained, losing control of herself.

—◦✧◦✧◦—

THEME:
Din Duin - Chant of the Sylvernai
 
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Sage Xerion


"Fine, if you want me gone, send your entire army after me. I'll die...but I can't wait to see your face from the depths of hell when you see only two men return..."


Real Name: Xai Agness Daliath(Known by Very Few People)
Race: Human
Gender: Female
Age: ??? yrs (Only she's kept count)
- Mental Age: 19
- Explanation: After having dunk a particular potion that allowed immortality(To an Extent), Sage has been alive far longer than she's supposed to be. However, she has to continue to drink the same elixir every couple of days, lest she'll risk regressing to her original age.(Ending in death of course)

Appearance:

Height1581826273971.png
- 5, 4
Weight
- 145

Build
- Fit
-Lean

Hair
- Thick and dark brown
Style
- Braided to one side
- Length goes down to her shoulders

Eyes
- Blood Red
- Caused by a disease called albinism

Features
- The strands of her braids are near completely covered in golden brackets and rings
- A large tattoo lays on the side of her temple, it runs all the way down her face, to her hips. She doesn't talk about it, then again, no one has the courage to ask

- A large number of her teeth are malformed, they have a peculiar sharp edge, and are angled in hideously arranged directions. Caused by a disorder called Hypohidrotic ectodermal dysplasia.
- Due to this, she usually covers them

Clothing Style
-
Black cloaks, hoods, & pants
- Steel chest plate, gauntlets, & greaves
- Bronze plated pauldrons
- A dark purple ebony assassin mask
- Black leather boots


Personality:

- Sage is a person of great secrecy and seclusion. She separates herself from even the mere thoughts of relationships. She wants no friends, needs no friends, and has no friends. Or so she says(despite having a few). The only thing she needs from someone else is their cooperation, and promise to stay out of her way. However foolishly, break that promise, and her enemies are only hurting themselves. Obviously, she can be seen as a restless, untrustworthy, and even an evil killer; having no remorse for sorrow or pain of others, and sometimes, All of that is true. But, not everything on the hard tip of the iceberg is what it seems to be. Sage remains in her teenage years, meaning, she has no idea who she is, or what she might grow up to be. She’s immature, convinced that her skills and intelligence can go against anything and anyone single-handedly. Not only that, but she even refuses to grow the skills of her own magic that lays within her. Sometimes, Sage has so much knowledge and wit, that she's too smart for even the simplest of things. She'll overlook things that may need more observance, but when it comes to complicated mind-boggling situations, she always seems to have a solution in mind. Often times, her wit and arrogance collide, and when those times occur, she tends to make the worst of decisions.
- However, Sage isn’t as bad as she wants to seem. She’s soft on the inside, only wanting to protect herself and her close ones by all means. There are even times where she might even save others. Holding no shame, nor regret, but only the will to do what’s right. When she finally finds out who she wants to be, instead of believing a hired assassin is all she is made for. She will realize she does not belong casted away in the darkness. But a blinding light in the darkest of shadows.


Background:

- Apart from Sage's very complicated and very LoNg uncharted life prior to, Sage has scene war, betrayal, hysteria, slavery, cruelty, tyranny, and all of the above. She lost her faith and hope in the world a long time ago, and has given up on trying to do any good. However, if you confront her, she'll say she's not part of the problem if she's the one killing the criminals. Despite....being one. Having been adopted by a highly notorious assassin's guild, she learned at a young age that there's no one but her in the world, and she was the only one she could count on. Betrayal and delusions were behind every corner, and Sage had to be the one to attack first in order to arise victoriously.
- After finally getting out of her guild, she made a life for herself as a mercenary/bounty hunter. SHe'd travel across continents just to find one lonely man who didn't want to be found. Trek the hardest of terrains, just to cause homicide to a measly old city. But, Sage will do practically anything if it can be worth her while. Just recently, she received a job from an old client of hers who wants her to take care of the Princess of Analierrha. Expecting to be paid a simple 200 gold, she didn't mind babysitting a princess. However, she was surprised when he offered 600 for a simple journey across the land. He didn't tell her why he was putting so much on the table, but arrogance got the best of her, and she didn't even bother giving a second thought. Now leaving the dry plains of Sundry, she's on her way to Analierrha, to pick up the princess, having no idea what she's in for. Then again, she may not even care.


Likes:
-
Playing/Listening to string music(Especially the violin/fiddle)
- The color purple
- Cornbread
- Sour things
- Liquor (Favorite: Lemon Amaretto)
- Leather
- A star-filled sky


Disikes:
-
Most Animals
- Most People
- Other Assassins
- Being too far From the Exit



Why Did You Join the Quest?
"Well, I need money somehow...this ridiculous wild goose chase of an expedition is just something I'm going to have to endure. Ah well...I'll get paid soon enough..."


Abilities
Shadow Fire
(Not much skill in this ability)

- A mostly invisible dark purple flame that attacks the nerves of the victim and creates mas distress, pain, and even burning from Inside the body
- Limitations: At her current level, attacks by Shadow Fire only cause light painful internal burning(Feels like stepping on a tack. Some Numbness may occur as well)

Ghosting
- An art of turning one’s self in and out of a physical state (Hince “Ghost”)Can turn herself into a plume of fog for about 5-15 minutes without rest
- She can turn parts of her body in and out of bodily states
- Sage can turn herself into a bigger form of fog (For example: A large cloud of fog that covers an entire room) The bigger her form, the less amount of time she can be in it
Limitations: Being hit by any kind of bright light(Fire, Bright sunlight, etc) will cause her to quickly regress to her material form Note: It takes more mana to turn between forms rather than just staying in one form

Skills
- Convincing/Persuasion
- Acrobatics
- Concealment/Stalking/Stealth
- Swords&Daggers
- Withholding her word
- Violin
- Loyalty
- Resilience
- Knowledge/Street Smart/ Intelligent
- Alchemy

Weaknesses
- Lying
- Strength
- Temper Management
- Trusting
- Arrogance
- Self-Esteem

Fears
- Water (lakes, rivers, large amounts, riding in ships)
- Losing a battle (she rather live to fight another day)
- Losing her close ones

Appliances
- Two Short Swords (Two behind her back beneath her cloak[Concealed])
- 4 Daggers (Two on each hip, two in her boots)
- Utility Belt containing different mixtures of sand and plants, and other common thievery items (Rope, lockpicks, smoke rocks, etc.)
- Most Used: A sack filled with the "Devil's Breath," a drug that causes burundanga poisoning(Leaves victims in a willing zombie-like stat)




"It's not my fault your heart got in the way of my blade..."



 
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Princess Ishani of Alalierrha


"Just because I allow you to remain within my 10-foot radius, doesn't mean you get the privilege of speaking to me..."

Real Name: Ishani D. Phobian
Race: Human
Gender: Female
Age: 21

Alignment:Chaotic Good

Appearance:1581975212785.png
Height
- 5, 7
Weight
- 139

Build
- Solid
- Fit

Hair
- Course and semi-thick
- Light Brown
Style
- Mostly free
- Golden bands wrapped around occasional strands of hair
- Reaches the middle of spine

Eyes
- Emerald green


Clothing Style
-
Usually wears long light-colored robes
- Affinity for loose overtrousers(Swishy pants)
- Golden necklaces and bands around her wrist
- Colors and fibers the color of creamy white, gold, and sparkly grey



"Don't worry your peasant little self, I'm worth it...”

Personality:
-
Ishani is as the rumors say, spoiled, sassy, and bitchy. She cares very little for others, from what it seems, and constantly acts as if she owns everything. Heck, she'll claim she owns you if she has enough reason. With the education she has, the ego she gets from her father, and the ignorance she's developed, Ishani comes forth as the classic arrogant princess with no concern for the troubles of others. However, despite controversy, she still has a heart. Ishani never puts herself in others' shoes, it's why she doesn't understand, but if for one moment, she'd get the feeling of starvation, for just a moment. She would have pled for her father to take action on it. But all her life, she's been kept behind solid stone, learning of the outside, but barely going out to experience it.
- Despie Ishani's sheltered life, she's actually proven time and time again that she's actually very smart. As she works a lot in the court, Ishani is most of the time, taking the lead of strategic planning. Something that's actually done the kingdom loads when it comes to trade and war. But with all the intelligence she has, she has a lot of trust in people. Thinking that just because she's royalty, people are going to blindly do her bidding, she believes everyone is in her corner. It'll be hard times when she finds out that more people are against her, than with her.


Background:
- Born into immediate royalty while being given everything she could ever want, gave her the liberty to act in such a manner. She steps out her own castle doors for an average of ten steps a day, and even then, it's only to pluck a few flowers. Ishani may be very knowledgeable of the things other people deal with, but she's one of the people who learn more through experience. Ishani never really paid attention to the hard troubles of the lower working class, and frankly, she didn't care. As the years passed, her education started to narrow down more on the aspects of magic and foreign intelligence. She knows a lot about magic, though the only kind of magic she has in her is a small form of light magic. Something she didn't really care to grow into, the kingdom never really had to deal with a lot of invasions and wars.
- However, among all the kingdoms that Alalierrha has relationships with, it never really had a good affair with the kingdom of Paradisia. Trade went well, but King Gynthr and Queen Vivivieene always seemed to butt heads. The kingdom of Paradisia is known as a well-protected and powerful kingdom, not rich but not poor either. To settle the awkward frenemy relationship the two kingdoms had, King Gynthr sent his daughter to help with the journey for the crystal. Something she has no intention of doing, but she seems to have no choice. Then for good measure, the king requested one of his advisors to find a perfect royal guard for his daughter on her trip.

Likes:
- Dancing
- Cooking
- Archery
- Sparkly things
- Getting Dirty

Dislikes:
-
Unmoralic Ideals
- Disrespect
- Feeling Hopeless
- Low life criminals




Why Did You Join the Quest?
"
My father wants there to be good feelings between him and Vivienne, so...I'm here to make a good impression. Don't scoff at his decision!! Just be glad I haven't called her out on her horrible haircut..."


Abilities

Illumination Magic
- Ishani can make parts of her body glow for a good amount of time
- At some instances, her light can be blinding to the eye

Skills
- Foreign Knowledge
- Acting
- Forcive Persuasion
- Aggressive

Weaknesses
- Gullible
- Ego
- Careless
- Unskilled

Fears
- Bugs (Creepy Crawlies)
- Being too far from home
- Someone dying because of her
- Loss of Wealth

Appliances
- Bow (Main)
- Quills
- 3 small throwing knives



"Stop slouching! Soon enough you'll be stuck looking like a humpback. Not only is it ugly, but how will it feel to breathe out of collapsed lungs?"



 
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Mikah H. Unari "The Upbeat Tinkerer"
Other names: Mister Unari, Mika, Jack of All Trades, Old Man (He will hit you if you call him this, just saying)
Weapon of Choice: From ranged to hand and hand combat, Mika's profession has allowed him to master or at least become proficient in many styles of fighting and weapons. Besides being able to use any weapon at hand to level the playing field, he also uses several trinkets and gadgets. Notably, his two personal weapons he carries are his gauntlet with a retractable blade and a pocket staff/compact bo-staff he keeps in his pocket. His gauntlets are always on, but the blade is retracted until he needs it, with a mere flick of the wrist he can switch from hand and hand to melee combat with ease. However unless he is intending to seriously harm or kill he doesn't use the blade. He relies on his staff and hand to hand fighting style.

Why did he join: Requested by the Brat Lucien and Queen Vivienne (due to Lucien's recommendation).

Ability: Dimensional Storage: Mika can put items into a separate dimension for safe keeping and can summon them back with relative ease. Absolutely useless without his gloves or if his gloves are ripped, because they are how he can access the dimension. The dimension is small and has a weight limit. Going over that limit will physically cause Mika to be weighed down, slowing his movement dramatically. Therefore he keeps only his tools, some supplies needed for repairs or maintaining, a few small trinkets, and 1 wooden toy. The bare essentials. No, he cannot put anything living inside the dimension. Unless you wish to return dead, then perhaps...?

Appearance: Mika stands at a considerably towering height of 6'1, a practical giant compared to the rest of the group. His height and his clothing choices being the most distinct of his features. Typically wearing well fitted and slightly fancy attire (but practical), often stained with oil and Goddess knows what else, his signature round glasses, white gloves underneath his gauntlets, and his tool belt. He has blonde hair and greyish blue eyes, paired with a confident smile (or scorn if training with those who purchase his weapons). Mika has a slightly frail-ish or lean build, however don't let this fool you. He can strike you down with ease, with any weapon or fighting style. He wears a simple chain necklace with two metal rings, tucked under his clothes. He also carries around a simple wooden toy in the pocket dimension as reminders of what drives him and those he loved.

Personality: Mika is smart, creative, and unconventional. He is also neat, hard-working, and controlled. This means he is highly productive and driven creatively. He is able to follow through and complete creative projects with relative ease. He is outgoing, assertive, and talkative. He can make friends easily and has friends from many different backgrounds, he is able to get along with almost anyone. He likes being around people, and because he is organised and hard working, he has some natural leadership skills. He is confident, blunt, and independent. He isn't a pushover and can't be taken advantage of, and his intelligence allows him to spot when people are being manipulative.

He values facts over feelings and his ability to detach himself means he has natural skills in science and engineering. He likes to interact with people and gets his energy from being around others. Lots of father instincts that come out. He often finds himself in a dominant position because he won't compromise or because of his perfectionist nature. He is emotional and anxious. He is aware of his tendency to be nervous and unhappy, and does his best to avoid situations where it would have effect on others. Though he enjoys the company of others, because he is prone to negative emotions he can become nervous without reassurance. He can be argumentative and stubborn, though fear and negative memories drives most of his instability.

History: Mikah was abandoned as a child, left at the steps of a weaponsmith. The couple that lived there took him in as their own, with no idea where the child came from. No name. No letter. Nothing was left with the child other than the blanket Mika was wrapped in. Despite not being his actual parents, Mikah grew up loved by both of them. His father was a member of the royal guard and his dad was the weaponsmith that found him and took him it. (yes he had two dads. you can fight me.) Growing up the young boy would spend most of his time watching his dad craft weapons and tinkering with whatever scraps of metal his dad gave to him. When his father was home from his duty and had time to spend, he trained Mikah in swordsmanship, which Mikah became skilled in at an early age due to his Father's guidance.

As a teen whatever free time he had was spent at the local library where he could study to his heart's content. From Alchemy to the inner workings of weapons and ship building. It was around this time he met the love of his life, Alexandra. The two bonded over their studies in alchemy and eventually had a more close and intimate relationship. At the age of twenty he and Alexandra had a child named Kai. Alexandra passed away due to complication in childbirth, and Kai followed his mother only two years after. The deeply affected Mika and it also stills has an effect on his personality today. It's why he's prone to unhappy or anxious moments. Eventually after a a few years he returned to working with his dad as a weaponsmith. Combing both his creativity with what he already learned, he became quite skilled in created weapons, some even more advanced than that of what had ever been made. Such as Harmony's multi-functional parasol or Lucien's sword.

Ever since his dad retired and he took on the title of weaponsmith, he's been engrossed in his work. Tinkering and creating all kinds of creations from advanced weaponry to some ..... very unstable weaponry that often exploded in his face.....but hey, he is alive and still kicking. Due to his father being in the Royal Guard, Mikah often makes, repairs, or enhances the guards equipment. He also often takes small jobs, such as repairing ships or houses when he is needed.
 

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