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Age: 20
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Gender: Male
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Occupation: Songweaver/Blacksmith/Adventurer?
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Made by @foresigh
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<— Return[/div]
[div class=descriptionItem]Appearance[/div]
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Description
Kel has long black hair, normally braided into a variety of intricate patterns, though namely a long fishtail pattern on the back that reaches to the small of his back, a dutch braid on top, and a couple of mini-braids on his bangs. He has somewhat tan skin, and his eyes are a pale yellow color. His veins match the color of his clan, orange, though his is a deeper, darker color that is almost red in appearance.
Height and Body Type
Kel stands tall at 6'3", though his build is somewhat lean- Thenari culture emphasizes grace and fluidity in combat over stockiness, though they do appreciate standing strong from time to time.
Distinguishing Features{/center]
Aside from his veins? Kel has an armsleeve tattoo on his left- his foci- arm. This spiraling tattoo looks very much like tree branches intertwining and weaving together.
Clothing Style
Kel generally prefers to wear dark or earthy colored clothing that's practical and comfortable for travelling; as such, he tends to go for coats, boots, and sometimes even lightly padded gambesons. He generally disdains the fancier clothing that these 'nobility' wear, and instead goes for the simpler, but sturdier, choice of clothing. That's not to say he disdains all displays of fine artistry, however. Besides, silver is a useful deterrent against creatures such as the wetiko.
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[div class=descriptionItem]Background[/div]
[div class="descriptionText descBackground"]Kelial, or Kel, as he prefers his name to be shortened to, was born in the idyllic village of Heimið Breahna'Skógar, or as it's commonly shortened to, Skógar, to a pair of hardworking, if somewhat overprotective, parents- Ettöaran Setereþ, his father, and Hälian Du'Setereþ, his mother. Kel was already destined to become a songweaver by dint of heritage; his mother was already quite a renowned Greenskeeper songweaver of both her original clan, Cænirn, as well as Setereþ. The art of songweaving was now part of Kel, and as such, spent much of his early life getting the mental tones and pitches of the natural world ingrained into his mind. Early in his life, Skógar's songweaver elder was a rather dull man, though he took great care to instill the fundamentals and basics in his pupils. He fervently believed that no one could truly cast songs if they didn't understand how the songs worked on a basic level.
In his early teens, Kel caught on to his profession when he became fascinated with the way his village blacksmith, Andaran Setereþ, worked the sheets of metal into elegant shapes. The elders noticed this, and worked with the blacksmith to take Kel on as an apprentice. You can bet that Kel was excited that he was going to learn how to make his own things, maybe even swords! Unfortunately, he was let down. Andaran did not make swords. Only tools and mundane things such as horseshoes and nails. Despite this letdown, Kel was still eager to learn how to forge.
When Kel was 15, Skógar's songweaver elder died, and was replaced by Orirodon Du'Setereþ. Kel doesn't know much about Eiadear Orirodon's past, only that he was adopted by Setereþ. What Kel does know about Orirodon is that he was an amazing songweaver- but not primarily in the enchanting of objects like a standard songweaver. No, Orirodon specialized in combat songs. He quickly took on the village's four Songweavers, and attempted to teach them with his methods. Only two were interested in his more rigorous exercises: Kel, and Iraëkas Setereþ. With those two, he trained them in how to use the common battlefield songs; how to use a kæhäos sword, and the various ways it could be implemented. Despite this, he never let up on their standard songweaving training- Iraëkas, for example, learned how to imbue books with song-enchantments of longevity, while Kel learned how to imbue extra strength and lightness into tools.
Fast foward four years. Kel was nineteen years old, when ætilae attacked his village. They kidnapped some of the elders, as well as some of the women and children. Orirodon put out the call for men to hunt down these ætilae, and Andaran grudgingly gave them something Kel never expected to see from the works of Andaran: weapons. Spears, swords, hammers, axes, and even a couple of kæhäos swords. You can expect that Kel was a bit... annoyed that Andaran kept this secret from him. But, annoyance was washed away in delight when Orirodon allowed Kel- and Iraëkas- to come with the party to bring the bandits to justice.
But killing a man wasn't as exciting as Kel thought. In fact, it was scarring, to put it mildly. However, Orirodon seemed to have expected that from Kel, and after a chat with him, Andaran, and Ettöaran, he came to terms with what he did. He may not like it, but he accepted it as nessecary. Now, with Kel's apprenticeship almost done, he determined that there was one more thing to do. After nagging Andaran for a couple of months, Andaran finally relented and taught Kel how to make weapons- namely, with the kæhäos swords. And so Kel spent his last two weeks in apprenticeship laboring over his own kæhäos sword; to wield something he could say he truly crafted. With that test done, all that was left was to go fulfill his role as a songweaver blacksmith. Yet it was here that Kel made the critical decision to go to Paradisia. He felt like there were too many metalsmiths in the Valley, and as such, going to a foreign city might be more profitable in the long run. And who knows? Maybe being an adventurer might appeal to him. Who knows? Kel certainly doesn't.
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[div class=descriptionItem]Personality[/div]
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Personality
Kel is a... complicated being. But, then again, isn't every sentient being complicated in it's inter-workings?
Kel is a somewhat quiet individual when you first meet him, though he warms up very quickly- too quickly, his elders might say. He can get very fixated on a task to the point of obsession, but the other option for him is that he constantly gets distracted by other, shinier things. It's generally one way or the other. Kel also enjoys jokes, though don't much satirical sarcasm from him. He mainly prefers banters and the hilarious things that life might throw at him. He's also fairly knowledgeable on a range of topics- not on the same level as Iraëkas; while Iraëkas can quote word for word on an ancient treatise, as well as date and circumstances, Kel would only remember that an important treaty was signed, and for a specific reason.
And that's one important thing to note about Kel: He's a very cause and effect kind of person. He always looks for a reason why actions are done. Sometimes, he likes to puzzle out cause and effect, but most of the time, he wants to know from the lips of others. One thing Kel loves? Good food. Even in Aæliys Valley, with its excellent food, Kel ate a lot. Granted, he practiced and blacksmithed a good deal as well, so that might explain why he has an appetite.
Kel also has all the personality quirks of a standard Thenari: He enjoys walking through nature, he has an overwhelming fear of hurting others with his natural pyrokinesis, and he's generally afraid of the ocean, though not rivers or lakes.
Fears:
-Vel has a very real fear of burning others, as stated previously.
-This also applies to the ocean; Thenari are not a naturally seafaring people.
-Vel is also deathly afraid of people coming to raze his hometown. (There are legends about it..)
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[div class=descriptionItem]Skills&Weaknesses[/div]
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Strengths[/div]
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-Jack of All Trades: Vel, while mainly focusing on blacksmithing, has had a history of interacting and learning from all other sorts of people; as such, he is competent in a wide variety of areas.
-The Game's Afoot: Once Vel's got the bit in his teeth, he won't let go. And his penchant for guessing cause and effect make him a formidable detective.
-Blacksmith: Vel's main trade, aside from both kæhäos swords and spellweaving.
Weaknesses
-Master of None: While Vel is competent in many things, he is not skilled by any means. Any dedicated specialist can beat him when it comes down to it. Vel relies on his versatility, not his dedication to a single aspect of life.
-Mr. Imagination: Vel, while good at figuring out cause and effect, can sometimes get too into figuring it out, and can sometimes have an overblown, rather failure of a simulated scenario. Overthinking is a real problem with Vel.
-Fear of Burning: Vel has an overwhelming fear of using fire against other beings. As such, he will never use any form of fire against said organic, even when it would be in his best interest to do so.
Weapon
Vel is proficient with the kæhäos sword. What is a kæhäos sword?
Well, it is a long sword- nearly classifiable as a greatsword; however, the blade is just short enough so that you can wield it like a regular one handed sword; furthermore, the blade is very thin- while it still retains an excellent cutting edge, it is primarily meant for stabbing. Furthermore, the handle, while designed like a short hand-and-a-half handle, has a blunt metal spike protruding off of it; this spike is half again times the length of the handle, and serves as extra handle space, a blunt spike to pierce an enemy with, and a counterweight to the long blade of the sword.
These swords are traditionally made from a ðirnau-steel-silver alloy that allows them to keep the edge of a regular steel sword, but also slightly lighter, while being able to contain specific Spellweaves for as long as the alloy lasts- traditionally, a lighter weight and more durability are the only Spellweaves that the sword can accept, though more powerful spellweavers have made it so that the swords can also take elemental enhancements.
As such, these swords can be held one or two handed; like a spear or a sword, and some maneuvers even look like quarterstaff flourishes.
Power/Gift
-Spellweaving: Kel is proficient in the Thenari art of spellweaving; namely, in the specializations of both Steelbracing and Battledancing. Concerning Steelbracing, he knows the standards of it: Lightening the weight of the weapon, as well as making it more durable. Furthermore, he has some skill in providing elemental enhancements to weapons, though he is by no means advanced in that practice. Concerning Battledancing, Kel knows some purely magical attacks, as well as electrical elemental songweaves. For defense, he mainly knows personal shields, and is not good at barriers. As for phasing? Phasing is a master's art- however, Kel was lucky enough to be trained by a master. However, Kel cannot phase much, as well as not for long.
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Extras[/div]
[div class="descriptionText descExtras" style="margin-top: -55px"]I apologize about this specific, out of order format. I took this free code (Thank God for free code!), and whenever I tried changing things up, things didn't work. So I decided to keep this simple... well, as simple as coding can be. V:
Almost done! I just need to finish the encyclopedia...
In fact...
Encyclopedia:
Thenarian Human:
A Thenarian human is a sub-race of humanity that have lived in the Aæliys Valley for generations; this valley is home to five shield volcanoes, and as a result of this, is filled with a contrast of blackened rocks and abundant forest life. Furthermore, the valley has a few unique plants that offer effects different than standard alchemical reagents. As such, living in this enviroment has given the Thenari traits that differentiate them from other humans. These traits include:
-Glowing blood: Thenar blood is very rich in energy, and as such, produces a distinctive glow. Furthermore, this causes the veins to appear as if they are glowing on their skin. The color tends to vary per clan, and the shade per individual.
-Slight photosynthesis: Thenari can absorb nutrients from the sun; however, it is not total, like a plant. They still must eat and drink in order to sustain themselves; furthermore, they do not need the sun to survive, though they are a bit sluggish without it.
-Natural Pyrokinesis: Thenari can produce a flame naturally without relying on magic; It is a natural alchemical reaction that when exposed to air produces a blue flame. (Based off a real substance:
Diethylzinc) They can sustain this flame for up to five minutes, if healthy and exposed to constant sunlight.
-Self Restraint: Thenari have an almost overwhelming aversion to burning other living things. As such, most Thenari limit their abilities to working with non-organic materials, or for those with more willpower, planting and fertilizing the ground. This aversion extends to even they weave their songs- No Thenari would ever take a weapon that has a fire enchantment on it, for example.
-Slow Regeneration: Thenari have a peculiar ability to staunch bleeding and regrow limbs over an extended period of time, dependent on the amount lost. The most optimal time- when they are eating food grown in the volcanically enriched farms of their valley and receiving sunlight- will result in quickest results. For example in terms of speed, a Thenari in optimal conditions, if he has lost an arm just below the elbow joint, will regrow it in a month's time. Joints tend to complicate the process, so if the amputation included the elbow joint, the process would be lengthened to six months. And keep in mind, this is in
Optimal conditions.
Another thing to note is that Thenari can still die to fatal wounds. Any major trauma to their brain or heart will result in their death. While they are relatively quick in staunching blood loss, if one were to constantly induce blood loss, a Thenari would still die from such condition.
-Songweaving: Thenari possess a psychic ability to alter the world around them, very much like magic. In fact, it replaces any magical talent they may have; of course, there are exceptions, although they are extremely rare. Songweaving will have its own dedicated section.
-Lower Birthrate: Thenari do not produce many children compared to other humans- many couples only produce two children. Three is very uncommon. It is very lucky to get four. Five and above? Unheard of.
-Resolutely Peaceful: This is a dual trait of Thenari: One, when they do something, they are certain of their path. It is not out of a sense of arrogance or pride, but rather a stoic feeling that once they committed to something, they must keep it. This makes them seem very... stubborn at times. Two, they... disdain.. violence. Even dedicated battledancer elders prefer to fight as a last resort. This is one of the reasons why battledancing is so rare in Thenarian society- it is seen as barbaric.
Language:
Breah: Burn
Eldfjaian: Volcano
Eyja: Island
Fljóti: Float
Gárei- Great (Almost always paired with "-na'")
Heimið: Home
Kæhäos: Lance
Skógar: Forest
Stáe: Steel
Vatn: Water
ðirnau: A special crystal that is rare; most cases of it are in the Aæliys Valley, though not exclusive to the valley. This crystal is special in that when alloyed with certain metals, it lends itself to make a weapon that is as durable as steel, but slightly lighter. Furthermore, this crystal is one of the few non-organic things that can spellweavers can focus their songs through.
-na': A common way of linking an adjective to a noun in Thenari. (As such, Heimið Breahna'Skógar means Home of the Burning Forest, or literally, Home Burning Forest.)
Du'-: Generally used before describing one's clan name, it loosely means 'adopted into', or more literally 'woven-bound into the choir.' (A rough translation; Du'- is a unique word in Thenari language.)
Note: Thenarian tends to not use prepositions. As such, outsiders can have trouble locating traditional prepositional phrases.
Clans:
Setereþ: Primarily centered around the the slopes of Eldfjaian Stáe, this clan has produced many of the Thenari's finest metalworks, weapons, and tools.
Cænirn: This clan is known for it's greenkeepers- or farmers and gardeners, and produces many of the food- as well as potions and reagents- for the Thenari people.
Felör: The fishermen of the Thenari, these clansmen are the most used to water compared to other Thenari; however, they are also excellent weavers.
Locations:
Aæliys Valley: This valley is very large- it has to be, since it encompasses five shield volcanoes. Within these mountained borders, the volcanoes are most dominant, forming an almost cross shape. Surrounding the volcanoes is legion upon legion of fertile woodland; this wood is green near the edges of the border, though it quickly becomes a mishmash of exotic colors for a short stretch before turning into the beautiful red autumn shade the valley's forests are known for. Two rivers break the landscape up, and empty into a fairly large lake just east to Eldfjaian Vatn. The valley is about a fortnight's ride southeast of Paradisia.
Heimið Breahna'Skógar: Home of the Burning Forest; this large village is located on the southern foothills of Eldfjaian Stáe, managing to utilize the lava flows not only for its smiths, but also to fertilize the farmlands and forests that surround it. This village is also home to two Fljótina'Eyja- one more than a typical village of its size.
Eldfjaian Stáe: Volcano of Steel- the easternmost volcano in the Thenari, this volcano is where the Setereþ clan primarily is located, and as such, most of her slopes and towns on her slopes are filled with metalworks and blacksmiths.
Eldfjaian Vatn: Volcano of Water- the northernmost volcano, it is right next to the Gáreina'Vatn, and is home to clan Felör. As such, the volcano is mostly free of infrastructure, aside from the one side facing the lake, as well as some hot springs on the northern side of the Volcano. However, the lake and the mountainside facing the lake is full of villages.
Gáreina'Vatn: Great Water, literally; roughly, Great Lake- A large lake to the east of Eldfjaian Vatn, this lake is home to many types of fish, as well as reeds and other plants vital for forming the bulk of leather-like material that the Thenari use so much. The lake has a medium sized island on it's southeastern quarter.
Songweaving:
Songweaving is an alternate form of magic mainly used by the Thenari; technically speaking, it is a form of psychic magic, but most just consider it 'songweaving'.
To understand songweaving, one must first understand how the Thenari perceive the natural song of the world. Every thing in the world has a specific, unique song that they project. Furthermore, every Thenari can 'hear' these songs in their minds. (As such, every Thenari has to undergo training early on in order to make sure that the tide of different songs don't overwhelm them.) Theoretically, every Thenari can songweave; in practicality, only a few actually learn how to manipulate the resonant threads.
Differences from Standard Magic
Songweaving is exactly that- creating and manipulating songs in order to achieve magical effects. It has advantages and disadvantages against standard magic:
+Silent: Songweaving does not require saying key words, runes, or chanting. It is a simple mental creation of a sing that achieves magical results. As such, it is generally much more quicker and silent than regular magic; that does not mean it's completely silent, however. Casting a songweave is akin to mentally shouting it out; as such, those who are experienced in songweaving (But not songweavers themselves) can hear the song as a whisper and prepare accordingly for it.
-Less spells: Songweaving does not perceive magic in schools, but it is noted that Songweaving cannot cast spells of three schools of magic: Necromancy (In both benign and malign form.), Conjuration (Songweaving phasing is a type of Transmutation, not quite a teleportation affect.), and Enchantment. Furthermore, Songweaving cannot cast any illusion spell that has sound, or they cast some illusion spells without sound; In Divination, they cannot see the future nor augur (Though there are legends of those who had foresight.). In Transmutation, they generally cannot alter the properties of other sentient organics.
As one can tell, Songweaving is mainly focused on altering and bolstering oneself and-to a lesser degree- the environment around them. They generally manipulate other sentient organisms.
Tones of Spellweaving
Songweaving does not perceive magic in schools, but rather in tones. As such, there are three main tonal songweaves:
-Consonant: Consonant magic is almost always constructive magic, whether it be enhancing objects or creating magical shields and barriers.
-Dissonant: Dissonant magic is the opposite of consonant; it is destructive. As such, with these kind of spells, you will see evocation spells such as lightning and ice, as well as magical energy.
-Atonal: Atonal magic is magic that is neither Consonant nor Dissonant; often, this magic is often associated with change, though some spells of divination are also within this tone.
I will do this when I am less tired. However, I intend to make songweaving an interesting alternative to magic. Not more powerful, and maybe even a little weaker than regular magic.
Spells are generally much more complex than what individual tones are capable of; as such, spells tend to be a symphony of different tonal songweaves.
Specializations of Spellweaving
Spellweaving is also largely divided into the different professions it is mainly used for.
-Greenkeeping: The only specialization that deals with actively changing living organisms, this specialization deals with mainly helping plants grow. As such, this specialization tends to be very subtle, and very bright in melody.
-Steelbracing: This specialization deals with enhancing metal; generally, these enhancements are very basic in nature- lightness and durability. This specialization is most limited in materials; however, the enhancements are permanent in nature. Their melody tends to be very solid sounding.
-Enchanting: Dealing with adding enhancements to non-metals, this is a master's art. This specialization is known for raising the Fljótina'Eyja in the valley, as well as setting up the stone irrigation canals around the volcanoes. Very few know this art.
-Battledancing: One of the least..appreciated specializations, namely because it is so simple and blunt compared to the other specializations. This specialization is combat based, using blasts of magical energy, and most of the elements (Aside from fire, of course.) to attack; shield spells and barriers to protect oneself; and a special type of transmutation called phasing.
(Phasing is not teleportation; it is a specific transmutation that converts one's body into a gas (Typically the noble gasses; neon is most common, argon is uncommon, the rest is rare.); this enables the phaser to move at incredibly fast speeds, while also being able to strike while in this form. However, it is also very easy to disrupt this form; if the phaser is struck or grabbed, they revert back to their normal state.)
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