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Fantasy The Chronicles of Solis Character Creation

SecretRock

The Leader of the Pantheon
The Chronicles of Solis
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The continent of Solis used to be one, united country under the banner of a single king. Things weren't always perfect, nothing usually is, but for the most part people were happy and well cared for. Things fell apart when the Gods started a war. The five gods who had created Solis no longer agreed on how they should work together. As they fought, the land they had cultivated fell apart due to the negative energy flowing from them, splitting into five different countries within it's borders and beginning to attack itself.

Centuries later, the Gods have reconciled their differences, turning their attention to the mortal world once again. They were horrified to see what their neglect had caused, chaos reigned the world and people suffered. Unable to intervene directly, each god chose a champion that represented their values and imbued them with powers. Now trusting these people to get the world back on track, the Gods can only wait, but they don't realise that in their absence a darkness has been growing...


  • Appearance: a picture or text description of your character
    Name: your character's name
    Age: your character's age
    Gender: your character's gender

    Personality (optional): describe your character's personality. This is optional since you can describe it later through actions in roleplay.
    Country of Origin: which country was your character born/raised in.
    Background: your character's life story leading up to the start of roleplay. While you are required to describe it, you don't have to tell everything if it's inconsequential / you want to keep some secret before revealing it later in roleplay.
    Skills (optional): normal real-life skill your character obtained through his life. For example, a healer would be well-versed in medicinal practice, a thief would probably be very good at stealth, even a construction worker has strong constitution and high stamina. Someone doesn't have to work a specific field to have skill though. For example, someone who attends a lot of parties may have become very charismatic.

    God: what god is your character the champion of?
    Power: describe your character's power and how it works. Be as descriptive as you can. If I feel it's not descriptive enough or is ambiguous, I'll contact you to refine it further.
    Limitation: limit of your power. I will be the one who decide this, depending on what your power is. Keep this empty and edit this later after I have contacted you.

    Additional Info (optional): anything else you want to add, just put it here.


Interest Check
OOC Thread
Lore
Main RP Thread
 
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Theris Fey - 25 - Male
Champion of Soros


Personality: A little bit of a dick, but Theris is mainly made up a jokes. He's pretty cocky too and likes to think that he can handle anything. He can be serious, but it's not seen often.

Country of Origin: Otrodor

Background: Growing up in Otrodor was difficult, especially since Theris's family moved around a lot. They were travelling merchants, buying wares and taking them to places that didn't have access to them. The business was good, and they mostly managed to avoid pirates. Theris felt very at home on the river and ocean. It was during a trek on between towns that their lives changed. The small group was attacked by a ghoul when asleep, only waking up and fighting it off after several casualties. This included Theris's father dying and Theris losing his arm.

Many of the merchants in the group were scarred by the experience. Theris and his mother were included, so they settled in the next oasis they came across. His mother began to help with growing food. Unable to do much to help him family with on arm, Theris started taking lessons with the local witch. Eventually he started helping in her shop, providing fortunes and helping to make potions while she was away or with other customers.

It was when he was twenty that he decided to go travelling. Sick of the small oasis and drab environment, Theris got a lift to the mountains between Otrodor and Aplia. Since then, he's been travelling, selling potions and fortunes to get by while exploring and looking for a purpose.

Skills: Aside from the potion making and limited divination the witch taught him, Theris has been taught how to fight with a sword since he was small. He knows how to sail, but isn't able to with one arm.
Having been a merchant for half his life, Theris also knows how to haggle and negotiate with people.


God: Soros

Power: Manipulating the word around him using magic - By channelling the power Soros provided him, Theris can control things around him, short of humans. This means he can create structures out of stone, create storms, or even make plants do his bidding.
Enchanting - Theris can enchant an object enough to do one small task, such as a rock that glows in the dark.

Limitation: Theris has to keep concentration on his magic if he wants it to continue. This means he has to keep it in his mind, which can get difficult in stressful situations. He can't manipulate anything with a specific purpose either, eg, a defensive wall, a weapon, crops.
Enchanting takes time, anywhere from five to ten minutes (2-4 posts) so it's not something he can do in a time crunch.

Additional Info: He always carried potion ingredients on him, many of them doubling as medicinal or cooking herbs.
 
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Sebastian Ariston - 27 - Male
Champion of Epthys


Country of Origin: Esthines

Personality: Raised to be a stone-cold soldier, Sebastian is reserved, and often described as having a chip on his shoulder. His straightforward nature allows him no patience for politics, or people who like to play and dance with words. Anyone not from Esthines is instantly met with prejudice, as well as people incapable of combat, or of helping themselves. Sebastian could be very difficult to work with, but for his own part, he is always ready to set aside personal dislike if it achieves his goals.

His entire life, Sebastian’s loyalty has only belonged to three entities: His homeland, his father, and himself. One of those is dead; the other has disowned him. Right now, his priorities lie in his own interests, and in his own interests alone. Anything that blocks his path can step aside, or become collateral damage.

Background: The bastard child of one of Esthines’ most esteemed generals, Sebastian is one of the country’s many lost sons and daughters, doomed to a life of insignificance unless he forced himself to claw his way through mud and grime. And so claw his way through mud and grime he did.

Bastards are not far and few in between in Esthines, and though his father had a family of his own -- children, heirs, with claims to Bryce’s Ariston’s name more valid than Sebastian could ever wish to have -- Sebastian’s existence never went unacknowledged. Whereas his siblings were coddled by their father -- forced into scholarly endeavours, or instantly instated into a higher rank -- Sebastian was moulded into the country’s idea of the quintessential soldier.

He was often thrown in the front-lines. Perhaps his father had hoped that he would die there -- after all, he was the living proof of Bryce’s indiscretions, mistakes. Instead, Sebastian came out even stronger each time, his unwavering tenacity carrying him from battle to victory, letting him rise until his superiors, until his father, could no longer deny the boy’s potential.

Indeed, as time went on, to the chagrin of his siblings, the illegitimate son became the father’s favourite. Their displeasure, of course, was not entirely unwarranted, for their father’s tendency to overindulge them left them no space to truly prove themselves. Bryce may have taken pride in the fact that his own ruthless genius was reflected in Sebastian, but he failed to realise that the same quality ran in others who shared his blood. His eldest son, Lambert, whose physical failings were more than compensated for by his political manoeuvring, conspired to end his father’s life as his own public approval was at an all-time high. In one fell swoop, he managed to pin the blame on the false Ariston -- the ungrateful son, as the public viewed him now -- and in the blink of an eye, the hunter had become the hunted.

Sebastian managed to escape from Esthines -- but only barely. Years spent overseeing the border’s watchtowers made him more than familiar with the terrain, with patrol and troop movements. Freedom was at arm’s reach when a wandering hunting party found him by a random stroke of luck. A small mistake, a wrong turn, cost him all his efforts, and eventually Sebastian found himself cornered with no hope of escape. He could take a few of the men down with him, but numbers played against him, so he simply closed his eyes and made peace with his gods.

That was when the storm came -- wrathful, hungry for vengeance, defying the bright skies that promised clarity just moments before. It drove his pursuers away, obstructing their vision until they were forced to call a retreat.

For now, Sebastian is free, but it is only a matter of time before he can no longer ignore the fact that this freedom came at the cost of direction, of purpose. He has become no more than a wanderer without a destination.

Skills:

Physical Combat: Hailed as one of the best fighters in his country, Sebastian’s skill in swordplay is almost unparallelled. His favoured weapon is a double-edged longsword -- forged specifically for his use by one of the most highly-renowned blacksmiths in Esthines.

He is also trained in hand-to-hand combat and archery, but his skill in these areas are closer to that of the average Esthines soldier.

Tracking: Years of accompanying his father in hunts, as well as serving as a scout for the border patrol, have blessed Sebastian with an eye for detail, allowing him to find traces left by those being hunted. He has mostly used his skills not on game, but on people -- dissidents and traitors on the run from the government.

His tracking skills are best used in geographical and ecological areas similar to that of Esthines'. Otherwise, his limited knowledge of the other countries (and their flora and fauna) may nullify this particular set of abilities.

Military Knowledge: Having been close to a promotion to General before his mishap, Sebastian is no stranger to the war table. His strengths lie in cold logic – no philosophies or flowery words – and ingenious, if not ruthless, tactical manoeuvres. He is adept at surveying the terrain ahead and behind, and even more proficient at making the best out of the cards he’s dealt.

God: Epthys

Power: Weather Manipulation: Sebastian is able to sense and accurately predict meteorological patterns. Furthermore, but to a more limited extent, he can change the properties of the atmosphere (e.g. humidity, temperature, etc.) to invoke rain, snow, or hail regardless of the current season.

Limitation: Sebastian’s powers are deeply linked to his emotions -- of which he has in short supply. Accordingly, the range and intensity of his abilities coincide with the range and intensity of his emotions. Is he simply irritated? Then his annoyance might be reflected in a display of gloomy skies. Is he livid? Expect Epthys to send forth a tempest in his name. This makes his abilities hard to control -- and may even play to his disadvantage more often than not. For instance, he may be winning the battle, but inadvertently call upon a storm due to an unseen surge of emotions.

He is also not immune to the consequences brought forth by his own abilities. Summoning a barrage of hail does not mean the frozen pellets would not dare touch him. This can be rather unfortunate, as he is always at the heart of the storms he summons.

Note that his ability to sense and predict weather patterns remain unaffected by his emotions. However, they can only be used in his immediate vicinity, and only within a short time frame (twenty-four hours).
 
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Name:
Finley "Fin" Orowen

Age:
27

Gender:
Male

Country of Origin: Aplia
Appearance: Standing at 5"7 and weighing around 160lbs, Finley is a bit below average height. His long brown hair is usually let loose or put up in a bun if he's exercising to prevent overheating. Generally his beard is neatly-trimmed, but sometimes it starts to go on the shaggy side if he's been away from home or on the move for too long. Fin's eyes are a brown only a few shades darker than his hair, and on his left ear he sports multiple piercings. He sports many freckles from all the time he spends in the sun, but he never seems to tan. Right over his heart he has a strange-looking round scar and indent around the size of a thumb print. His build is on the lean side but his legs are well-muscled due to the fact that he always seems to be running around.


Personality: Above all, Finley is dependable. In all situations he is calm and level-headed, always able to see and think clearly. While he tends to be more on the reserved side, his quiet nature allows him to observe what happens around him and because of it is very empathetic to other people. Strong emotions are his enemy and he likes to keep himself under control at all times. He never second-guesses himself or doubts his decisions once he has made them. Many people would describe him as an ox: plowing forward steadily with conviction and strength. His will-power is admirable and he never seems to break despite the pressure that may be placed upon him. The attribute that he likes most about himself is that he is always able to smile regardless of circumstance and likes to think that he is able to bring smiles to other people as well.

Fin's moral code is strict and he adheres to it religiously. He will never leave an injured person behind, be them a foe or an ally, and is always the first to speak up against what he perceives as an injustice. However, due to his very black-and-white perspective of the world, he sometimes struggles to comprehend any "gray areas" and his judgement is often mislead. In many ways Finley is very naive despite the fact that he has seen and done a lot; he always likes to think of the good in people while disregarding any potential bad. This leads him to be betrayed very easily and while he doesn't take it personally it saddens him greatly any time it may happen.

Background: Growing up outside the capital walls in Aplia, Finley was exposed to constant bandit raids and danger from birth. His parents were farmhands on the estate of a wealthy man, so luckily they were seldom targeted for exploitation by the bandits due to their poverty, but they were hardly paid enough to survive. All around Fin there was poverty and malnutrition. In such an environment hope was extinguished in a heartbeat and dreams were nonexistent. Even the children were forced to grow up quickly so that they could begin to work and help their families; hammered into compliance by the beating of the sun and threat of bandits hanging above them. Therefore, Fin was rushed through childhood and began working on the fields by the time he turned seven.

One day, when Finley was around eight years old, he had finished work and was playing a mile or so from the farm when a strange man approached him. Claiming to want to work at the farm, the man asked Fin all kinds of information ranging from the position of the farmhand's houses to when they got paid. Happy to have somebody to talk to, Fin gladly answered all the man's questions. A few hours later the man thanked him and left. The next payday, at the time, was set for two days in advance. On that day, a massive group of bandits attacked the farm and not only collected all of the money but also ransacked every house on the premises: killing everybody in their way. Finley's father was one of the first to die, even though he had simply been running away to take cover, and after that Fin's mother took him and hid him underneath their house before leaving to find his sister.

When Finley eventually emerged, the fields had been set on fire and there wasn't a living body in sight. He never managed to find his mother or his sister even after turning over countless dead bodies and he then set out to find them. To this day, Fin has never made the connection between the strange man asking him questions and the attack on the farm. After setting out to find his mother and sister, he swiftly fell victim to a poisons mushroom that he had eaten out of starvation. On the verge of death, Fin woke up three days later to see a strange creature pressed against his face. The animal had sucked the poison out of his bloodstream by biting the area right above his heart and putting its tongue into his arota - stopping the poison right before it reached his heart. Ever since, Fin has has had a weird round scar over his heart. However, also from that day forward, he forced himself to forget the horrors he had seen and even forgot his journey to find his mother and sister.

Deciding to keep the creature that had saved his life and name it Barthelemy, Finley continued on his adventure but soon was forced to stop again because his eight-year-old body wasn't ready for survival in the wilderness. On the verge of death from dehydration and starvation, the boy was picked up by a group of traveling musicians. For awhile, Fin traveled around with them but when he was fifteen the musicians returned to his homeland of Aplia. Turmoil entering his heart as he suddenly remembered his past, Finley decided to stay behind in Aplia and help farmsteads to fight the bandits. Taking up use of a sword despite the fact he disliked to harm others, he began to travel outside the walls of Aplia assisting various farmsteads with Barthelemy in tow. He has recently reignited his desire to find his mother and sister so he has been journeying to achieve that end as well.

Skills: A self-trained swordsman, Fin has no semblance of form when he fights but is nevertheless a surprisingly competent warrior. He has honed his abilities in countless battles against bandits, and if he wasn't adept at defending himself he would be dead. He knows the basics of crop-growing and has a green thumb, but he isn't often in one place long enough to plant anything. Finally, from his days as a traveling musician he has picked up the ability to play the flute.

God: Acorr
Power: Emerge - If he comes into physical contact with the ground, Finely can detect any non-soil objects in the ground (rocks and crops being the most common along with metal and occasionally bones) and then call them to the surface. This ability acts somewhat like a landmine because if a person were to step over a certain area, Fin can call up an object to hit them with from the ground. Depending on the size and composition of the object the ability can do more or less damage, and if there happens to be a large set of rocks in the earth Finley can create walls from the earth. The speed of which he can call objects up is determined based on how far away he is from the object and the weight/size of the object. In order to use this ability, he often walks barefoot. He cannot create objects, so if there isn't anything in the vicinity this ability is useless - but usually there are at least smaller rocks in the earth for him to use.

Petrifactive Hibernation - By entering a meditative state, Finley can morph himself into something like a statue. He cannot move in this state nor can he use any of his senses, but through hibernating in this manner he is able to heal his own injuries. Depending on the severity of the injury, it takes more or less time: for instance, a small scratch would take a few seconds, but a severed arm could take weeks in this state to heal. While he's hibernating, Finely has no perception of time flow around him and while he doesn't need to eat or sleep in this state it can be very dangerous to enter hibernation because he could unwittingly spend months as a statue and not notice. When he is in this state, his skin hardens to the point that swinging a sword into it would only chip it a little bit, and any injury sustained during hibernation are negated unless they are crippling (if an arm or head were to be chopped off). Additionally, while hibernating, Finley roots himself into the ground so that he cannot be moved.

Limitation: -

Additional Info: Pet - Barthelemy "Bart"
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Finley picked up Barthelemy on his travels after the creature saved his life, and the two have traveled together ever since. Fin isn't sure how old Bart is, nor what race he is, but he speculates that Bart is a land-walking descendant of an Abaia. The creature has six legs and a long tail, but is only six inches tall from his head to the end of his tail. He seems to like hanging off of Fin's clothing, but easily gets cold in which case he clings close to Fin's skin. Bart primarily eats insects but is also known to eat other types of meat when it's small enough for him to digest. From an initial glance, Bart's mouth looks rather small but his jaw unhinges meaning his bite can grow to be quite massive. His teeth are small but sharp and hardy, able to tear through any time of skin. His tongue is also long and he catches insects by flicking his tongue out like a frog. Bart seems to uphold a high threshold of cleanliness and cleans himself with his tongue like a cat.
 
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Name:
Amber Moorhardt
Age: 24
Gender: Female

Personality: Amber is calculating. Her wit and intelligence have made her into a competent young woman that strives on the world around her. She knows very well that the kingdom of Draesia hides secrets from their people. From the world. She's figured the Holy Emperor is not what he seems. Having grown in a slum of the kingdom, one hidden away and not talked about, Amber is quite hardened by life. The woman is difficult to come around and very reserved. She prefers to keep quiet. Let others make noise for her. Amber finds it difficult to put her trust in others as she is very much used to betrayal and lies. This being said, once Amber does trust someone, she never lets them go. She'll be a loyal and undying ally for those who have proven to genuinely care for her and her well being. Those who prove such will earn such from Amber.

Because of her background, Amber is awfully quiet and hard to open conversation with. She's awkward with talking. One will find keeping a reasonable talk with Amber to be a challenge. The truth is that she's stuck in a shell. The woman will either assume none want to talk to her, those talking to her want something either material or sexual from her, or they're trying to deceive her. To Amber, people only wish communication with her to gain something.

Amber is a bit of a cutthroat. She grew within a harsh environment and her morals represent this. Amber doesn't feel particularly aligned to lawful or unlawful forces. Neither good or evil. She lives by a moral that what life presents to her is a necessity. People live only for themselves and other actions are superfluous. With such, Amber prefers not to align with any strong values in particular other than this state of neutrality. She sees both sides of the coin and attempts to live in a life that is balanced for herself.

She can be quite kind to those who prove themselves genuine. As mentioned before. Once you get past that shell of hers, Amber will open up greatly.

Country of Origin: Draesia

Appearance: Amber is small. She stands at a 5'2" and is quite light; she weighs only about 105lbs. She has some muscle built from her time climbing, running, and generally being athletic as a thief. This isn't the build of a fighter, though. Amber has short-cut blonde hair and hazel eyes. The clothes she wears are drab and dark looking. They were cheap to buy and wear in the slums. More importantly, they're unassuming clothes. She looks that of a street rat.

Background: Amber lived as a the youngest of three. Her two older brothers and lone mother were Amber's family. She never knew her father and frankly doesn't care to know. Her brothers are bastards of different men regardless. Amber's mother wasn't a glamorous woman. She was a whore in a whorehouse. And clients were never very considerate. Growing up in Draesia, one may think it to be a nation of strength, prosperity, livelihood. But that's what they want you to think. None talk about the slums like those where Amber grew up in. None talk about the men and woman who disappear after questioning the Holy Emperor. With her mother busy most of the time, Amber and her brothers were mostly on their own. Amber herself, being a girl, was within a tough life. Simply put, it's dangerous to be a girl in an environment like hers. Amber had her brothers to protect her, but that wasn't always enough. She had to learn to fend for herself.

While her brothers were the fighters, Amber found another way to strive in the ghettos. As a young girl, she was small. And wouldn't get that much bigger with age. She learned to hide. Learned to keep quiet. She used this to work with her brothers often. They'd cause a distraction of some nearby food stand, making a ruckus of the place and Amber slips in during the commotion. The trio was able to provide enough food for themselves and mother with this. And it was hard to track child thieves.

Amber grew up learning a few things along with her thieving habits. She was exposed to a lot of the world during her youth. Too much for what a child should learn. Beyond racy and wrongful matters, Amber caught wind of the political struggles within the kingdom. The teenage girl often hid about and eavesdropped on conversations. People would talk about the oppressive ruler. The Holy Emperor filled with lies. People would disappear. Many within the slums would scheme plots and plans in order to rise. Such was difficult with guards and spies watching all around. The teenage Amber grew well aware of the image Draesia tried to push. And she couldn't help but be sickened by the reality of people like her. Teenagers are easily swayed and manipulated. Amber was no different at that age, and she'd get herself caught in a supposed revolutionary movement.

The movement was not something that would last long. Leaders and members were silenced swiftly. Many assumed they were next. Many wanted to disband and lay low. Amber was one for still fighting our of naivety. Namely, she'd never think that guardsmen would pin her as one to silence. She figured she was low-key enough to hide. Amber found she was dreadfully wrong. Her family, her mother and brothers who were innocent, fell victim from Amber's actions. The guards seized the entire lot of them at night and carried them away. Amber, however, was able to barely escape at the sacrifice her brothers provided. They worked together to hold off the guards long enough for the girl to make an escape. She ran endlessly. With her family now lay waste, Amber couldn't help but feel lonesome. None knew where the guard took their captives and Amber alone didn't have the power to stop them or save her family. It all felt moot. Instead she ran.

Almost by miracle was she able to escape. Once outside of the Draesia territory, Amber wandered. She'd travel for days aimlessly and eventually pass out from exhaustion. Those who saved her would grow to be her new family. Amber awoke in a room that smelt of incense and spices. She felt in aching pain as she rolled over on the wooden tatami flooring she was lay upon. At first she panicked. Was she captured by the Holy Emperor? Did they find her? No... This was too lax to be a prison. Amber found herself curious of the environment, yet hesitant. It wasn't until a man dressed in robes and with shaved head addressed her that she got some answers. He explained that he, among other monks, discovered Amber unconscious. He explained they brought her to this temple here. They were in No Man's Land, where the monks lived peacefully and brought aid to travelers. Amber explained she had nowhere else to go and what had happened. The monks, sympathetic, would let the young woman stay.

Amber stuck around much longer than she thought she would. She was only about 17 when she was rescued by the monks and the years went by so swiftly it was hard to keep track. They taught Amber their virtues and practices in life. How to meditate. Keeping balance within oneself. Living in the temple eased a trouble and irrational mind. While Amber studied their ways and kept life within the temple, it was difficult to always suppress her feelings. Even though she attempts to practice a life of balance and harmony, Amber knew it wouldn't be forever. She needed to find something within herself. The monks suggested she travel. They offered a pilgrimage to explore and find oneself spiritually. Many of the monks had done so before and they came back with better understanding of the world. With this understanding comes true balance and harmony. Amber would now make this same trip.

latest

Skills:

Stealth and Mobility: Amber used to be a bread-thief of sorts when she was young. She stole often to make ends. Additionally, Amber is fairly small and lithe in build. These two facts make Amber quite stealthy and nimble. She can silent and unseen when she wishes to be as well as climb various paths and fit into tight spaces.

Herbal Alchemy: During her time living with the monks, Amber learned quite a bit about herbal practices She can identify different plants quite well and use them to make various potions. The potions she makes can heal or decay. Depending on what she crafts.

Dagger/Hand-to-Hand Self Defense: It's a tough world out there. Amber never had formal training with fighting. Not like a soldier or knight would. But she's also not bothered by fighting dirty. Living in the slums of a country with oppressed politics tends to make a girl learn how to defend herself. This being said, Amber is no expert in combat and prefers to keep low and hide.

God: Anemis

Power: Create and Destroy: Amber was gifted a power fitting of the Goddess who made her a champion. She can physically touch and focus on an object to manipulate it in specific ways. Namely, Amber is able to destroy or break objects by infusing them with the Goddess' magic. In addition, she can "fix" objects as well. Once an object has been damaged, she can fix it in any way she wishes. This includes humans. Amber can use her powers to fix broken bones or heal injuries at a whim; however, she cannot revive the dead. Both creating and destroying take quite a bit of power to do.

Limitation: The power is incredibly taxing physically to Amber. The larger or more complex object she fixes or destroys, the more she tires herself out. Destroying a dagger or fixing some cuts on a person might not be a problem. But she wouldn't be able to physically destroy something too big as it would take her energy and make her pass out. The same goes for if Amber attempts to fix several broken bones. Restoring a leg is tiring on its own. Overdoing it can leave her K.O'd for a day or even two.

Additionally, she has to have the energy to do so ready. I.e: If she spent an entire day fighting, she'll need some rest before being able to restore major injuries.

Finally, Amber cannot use her power on herself.

Additional Info: Her brothers were Damian and Alexander Moorhardt. All the children took the mother's maiden name. Her mother's name is Clorica.

The monks that took care of Amber were believers of the Goddess Anemis. In such, they practiced spiritual balance.
 
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Awhina Whetu Piripi i-Katona


BASICS
Name: Awhina
Nickname: Awi
Age: 23
Gender: Girl
Family: Whetu (Mother, deceased), Piripi (Father, deceased)


APPEARANCE
Awhina, as a human, is dark skinned and tall, reaching up to 6'3". She has curly brown hair which, when left naturally, falls down to her waist, however, she usually braids it down her back so that it is shorter, comes mid-way down her torso and is easier to maintain, she also has very dark brown eyes, bordering on black. Awi's body is lean and well-muscled due to her swimming. Her skin is also dotted with scales, it has a smooth texture and is cool to the touch. Her people often tattoo their skin with markings of animals symbolising points in their lives or people they care about. Awi has two dolphins swimming after each other in a circle tattooed onto her back between her shoulders, one in red, the other in a dark green, for her this symbolises how things die (red) and are reborn (green), which links into her village's beliefs of rebirth.
As a Human, Awi likes to wear light clothing, so she doesn't feel weighed down and can move with ease. Around her breasts, Awi wears a piece of dyed black cotton that has been wound around her chest several times, at the back it is fastened together with detoxified spines of Lionfish. On top of this she wears an armoured Cuirass and pauldrons fashioned out of the Ika wehiwehi, a big shark-like fish. It's scales are extremely durable and hard, but lightweight. They have a blue-green shine to them. Around her hips she wears a skirt of the same scales that has been tailored with gaps between the scales for ease of manoeuvrability with her legs. It ends mid-way down her thighs. On her arms she has bracers made from the hide of an Ika Whenua, an animal that resembles a cow but with fish like attributes. She also has boots made of the same material that reach halfway up her calf. Her outfit isn't very comfortable, but for her, it's comfortable enough to get the job done.
In her natural form, she would best be described as a mermaid. Her ears have a more defined point to them and become webbed for ease of movement. Awi's skin remains dark, but gains a more scaly texture and look to it, Awi also become a few inches longer due to her tail fin. Her tail is dark brown with highlights of red on the scales, it starts from just above her hips and ends with two fluke fins at the base. Hair wise, Awi likes to keep her back in a braid.
Awhina can keep her human armour on, however, she tends to swap it with an armoured breastplate made out of brown scales when going underwater for long periods of time.



VILLAGE - KATONA
An underwater village north of Draesia's mountain ranges, near the coast, populated by merpeople. The village is small and has a strict hierarchy much like Skon Thar, where the General is the leader, however, when they steps down, they join a council of former generals to advise the new leader. The General is also praised highly and looked up to, so instead of people wanting to kill him, they work hard to be like him. Non-warriors of the village, contrary to outside beliefs, are not disrespected, but treated as equals, although, there is only a small percentage of non-warriors in the village and many are retired veterans. The village system is built upon training to fight, and teaching warriors to be strong and quick desicion makers. A result of this is that no-one makes friends, but everyone works together to pursue the goal. All members of the village are also considered Asexual and are paired together by a department within their leadership group to reproduce, with children going to school a few days after their birth due to their quick development. Names are then very simple, The parents choose a first name for the child and then their middle names are their parents' for ease of documenting. The people of Katona don't have last names, as they see themselves as a big family, however, when moving from place to place they use the surname i-Katona which means in their native tongue, from Katona.
The education system in the village is also based on battle. In the first few months, the mer-children learn about strategies, simple combat skills and their native language, as well as signals used when in battle to communicate quickly. After this they typically develop their legs and land training is included, as well as trips to the local farms that the village trade with so that they may understand the trade systems and learn the language of the land-dwellers. Much of the education is then on formed by learning combat techniques, weapon techniques, weapon building and maintenance, survival techniques for land and water, how to ride and care for mounts, how to trade, how to lead, the local religion, how to speak the languages of the neighbouring villages and how to farm the few crops and animals they have in the village. Children graduate at 10 years and then are assigned a rank depending on their overall performance and aptitude exams.
The village mainly use spears, harpoons and tridents for battle. These weapons have been designed over many decades to be able to cause maximum damage to enemies in and out of the water. To ride to battle they also have two different types of mounts which they also use for food and armour when the mounts are finished serving. Ika wehiwehi for underwater and Ika Whenua for land. Although Kotona's people can fight on land, they have a disadvantage because they are raised in the water, leading them to be more sluggish. However, with each generation, reaction times and performance on land is increasing.
As times are changing, the people of the village Katona have begun to trade with local mer-villages and local land farms, as their people are mainly warriors, farming is a struggle. This has allowed them in recent years to form good bonds with their neighbours.
In the 'government' there are many faction, one such faction is headed by the priest of their temple for Kymir. They believe that Kymir was the one who gave them life in the sea to escape the harshness of the life on the land in this reincarnation of themselves, to honor that they work hard day and night to become the strongest warriors to defend their home so that someday they might be given the chance of eternal rest from the world, as they believe that once you die you are reincarnated into another being.



HISTORY
Awhina grew up in a Katona in the traditional way. She was born to two warriors, given her name and after a few days, sent off to school for training to become a warrior. Awhina worked hard for her village learning about combat techniques, strategies, how to properly care for mounts, how to trade with their neighbouring villages, including their native languages. She was talented because she worked hard. Soon after she graduated, she was given the rank Lieutenant.
During her time fighting for her village other dangers emerged from the deeper water. Another town of merpeople attacked the Union of them and their neighbours. Working together, they managed to win the battle with minimal casualties from Katona, however, their neighboring villages suffered greatly. This caused the Union of their neighbours, to become attached to Katona, making Katona a city rather than just a village. However, enrollment into the military for these people is optional. Awhina managed to lead and win many of the battles that were fought in the attempt of the capture of their village. By the time their mini-war ended, Awi is now 14, she had managed to raise herself to the rank of Major, where she now helped train the younger recruits and her own unit.
After 3 years of being a Major, Awi decided to take temporary leave where she could help out with the farming and trading of the other villages on both terrains. In this time, Awi learned a lot about how things adapted and changed, she also learned that fighting wasn't everything and there were other options. She made friends with people from the other villages during this time and holds onto those friendships closely. Even after one of her friends was killed in a surprise attack by the same merpeople that had tried to capture the village years prior. That death was the reason she had her tattoo, so that she could remember them and hope that they were reincarnated into a happy life.
After the death of her friend, Awi returned to the military life. She had only been gone a year, so her rank was still in place. After more fighting and another war with the Iwi Pouri, as the attackers were dubbed, she rose through the ranks again, as this time, the Pouri were more more equipped, leading to greater losses among their people. It was actually Awhina that helped win the second war, travelling with her small squadron into the depths and killing the leader of the Pouri, making way for their forces to finally make a truce with the remaining enemies and killing the ones that still tried to attack. At 20 years old Awi was promoted to Brigadier and moved into be in charge of divisions of soldiers, with the war, the military had greatly increased. She was happy with this rank and as the old general stepped down to let a new war hero take their place, a new era began. A bad one.
Within a few years, many of the people in the other villages had suffered discrimination for not being warriors and the beliefs and traditions of Karona were being imposed on them. Awhina was a part of a new organisation which stood up to this discrimination. Trade with the Land farms had also been stopped, reducing food stocks drastically, and a new currency was introduced, causing their once balanced scales to tip in the favour of the rich. Awhina believed in change and was prepared to fight to change her village back to being peaceful, which is what Korana fought for.
A couple months ago, while on a raid with her teammates to get food for the poor, Awi had a vision. It was bright and clear, the god Kymir. From that Awi gained a new sense of purpose and understanding. It wasn't just their world underwater that had been tainted, but the land above had been corrupted. If she didn't help her people now, her town would suffer the same fate. After helping her people with new found vigour, she had another vision from her god. She was to be champion to better the world and she had to meet the other champions at a place on the mainland.The place in question was unknown to her, but Kymir gave her an image of the place and rough guide to where it would be. When telling her colleagues they were sad at first, but understood. Soon Awi was equipped with supplies and armour that would help her on her quest to find whatever it is the god Kymir needed her to do along with her new abilities.



PERSONALITY
Awhina is a hard core warrior. She doesn't show her emotions unless she is around people she considers trustworthy. Awi doesn't really get jokes either, taking everything in the literal sense and of course, prefers combat to social interactions. Awi is strong-willed and stubborn, but is always open to listen to her troops for recommendations on plans of attack. That said, her competitive nature always makes her push herself to the limit and try to one-up everyone around her so that she can be the best. She thinks mainlanders trying to swim is hilarious.

POWERS & SKILLS
Awhina was raised a warrior, so she has exceptional combat skills on land and water, however, she is more adept at fighting in water than on land. She can build shelters out of most materials and can identify edible foods when in the wilderness. Awi knows very simple first-aid. Awhina also knows how to construct simple weapons that she can use, such as a spear or a trident. Awi's favourite weapon is the spear. Awi also has good leadership skills in battle, having commanded platoons and who divisions while in the military. Awi can speak an Apilan dialect and several other languages known to her region.

Awhina is the chosen champion of the god Kymir. As such she has increased speed in water and can work with the sea. Awi also has better perception when it comes to fighting, allowing her to devise strategies quicker and read opponent's moves more easily. However, her increased speed in water only lasts a couple a minutes and after using it, Awi become very tired, taking up to an hour or a half to recover enough strength to swim at normal speed. When working with the sea, Awi has no control over it and the water will only respond if she has a clear, strong mind and simple commands. Her perception during battle is limited to nearby opponents and she can't see the future of the battle, she only has a better chance at anticipating her enemy's next move.



OTHER

I should probably point out that Generals are usually in their late 20's to 30's and advisors are in their 50's to 70's. The people of this race can live up 120 years old. Their lifespans are weird, but they've evolved to spend most of their lives fighting.
Awi doesn't know much about mainland culture, all she knows is what she learned from the farms that Karona traded with.




 
Appearance:
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Name: Merce Avrong

Age: 37

Gender: Male

Personality: Merce is very strict on himself, often taking any responsibilities upon shoulders for any issues that might arise, especially the ones involving his squad. He’s also a very straightforward and stubborn person - once he has set his sights on something, he would head straight forward towards it without considering any alternatives. When it comes to talking with other people casually, he's rather laid back, not minding a joke or two, although there are certain subject which he would rather not talk about.

Country of Origin: Aplia

Background: Merce grew up in an orphanage of a small, no name town just outside of the capital of Aplia’s walls, his parents giving him up after realising that they would not be able to raise a child with the money they are currently earning working in the farms. It isn’t nearly as sad or tragic as anyone would imagine it to be, Merce lived a peaceful life in the town’s church with roughly a dozen other children who, while they have had their share of petty arguments and squabbles, he has gotten along perfectly fine with. He would also receive small gifts, every year or so, from his parents in the form of a small wooden toy. At least, that’s what the nuns at the church would say, though deep down, he knew that these toys were bought by the sisters to take the children’s minds off of the fact that their parents could possibly already be dead.

During his childhood, Merce had the reputation of being a troublemaker, sometimes stealing from shops or sneaking off during lesson time to wander around town. This would often land him into some serious trouble with the sisters, who would scold him harshly, often repeating the teachings of Acorr to him before grounding him, and prohibiting him from leaving the church for a few days. While these crimes never really escalated into something serious (he would never hurt anyone or steal anything of high value, mostly fruit or candy from vendors who weren’t paying attention) he did earn a rather nasty reputation with the village’s merchants and shopkeepers.

At the age of 17, Merce unwillingly left the church, as the sisters thought that it would be best for him to leave and experience the world for what it is, a chance for him to reflect on what exactly he wants to do with his future. Although, all he really wanted to do was stay and help out with looking after the kids, especially since the house has just gotten an influx of orphaned children, possibly due to a bandit attack from a farming village a few hundred miles further out from their town. He swore to these nuns that he would return again in a few years, after he has made enough money to at least help a little with the costs of running the orphanage.

Within the first few days of him being in the capital, Merce got into a particularly nasty fight with one of the captains of the Aplia army, after the two got into a drunken argument. Apparently, he held up pretty good for someone with no experience or training, though he barely remembers the details of that night, which is probably due to the amount of alcohol he had, or the fact that he got beaten up pretty badly. Either way, the captain took interest in him and offered him a place within one of the group of guards he controls, with the promise of training him into becoming a more competent fighter while earning gold on the side. Of course, being the naive teen that Merce was at the time, he agreed to it.

While not really a genius at combat, Merce did know how to use a sword well and was considered quiet skilled and talented at fighting, certainly more skilled than most of the guards around him. Eventually, after a decade or so, Merce received a promotion, from your average recruit to being in charge of a small squad which consisted of roughly 10 guards that patrol the perimeter of the capital city, on the lookout for any bandit activity around the walls. He decided he would celebrate this promotion by returning back to his hometown and visiting the orphanage that raised him.

Merce would arrive to a town both battered and destroyed, the stone walls that once made him feel safe now crumbled and scattered across the remnants of a gravel path that lead to the town centre. Most of the houses seemed to have either been burnt to ashes or turned upside down, presumably in search of valuable possessions. While faint, every now and then, you would be able to make out the outline of old, washed out bloodstains, its colour fading due to the passage of time, some half covered by moss that have firmly rooted itself into the ruined remains of old houses within the village. The church, while surviving much better than some of these other houses, also took the same beating - the once bright and brilliant stone pillars now crumbled and dyed with a deep and dull grey, the floor littered with broken bits of smashed stained glass which used to cover the building's walls in a somber yet majestic glow. Not a single table or stool were left unturned.

While there were so many questions that circled around within Merce’s mind, the one that stood out the most was the fact that there were no mention of this at all. Especially for a town so close to the capital's walls, you would expect a few guards to be talking or at least gossiping about it being destroyed by bandits. But there were nothing - no records of this attacks ever happening, no remnants of any survivors, almost as if the country or the government was trying to keep it a secret from everyone. The more that he thinks about it, the more dark and ominous he feels it becomes; could the safety of the people not be as important as the image of the country? Has this also happened to other villages and towns? Am I just being paranoid? Maybe the country really did not know about this - what if I was the first person to discover it? But then where would the bodies be, surely the bandits must have killed some people, but why were there no bodies or the remains of bodies to be found anywhere? Merce returned to the capital city roughly a week after discovering about the ruined village, doing his best to pretend that nothing has happened and continuing his day-to-day while also probing to see what really is going on within this country.


Skills: Merce is well versed in combat, being able to fight well with both a single handed and double handed sword. He isn't exactly world class, or even the best within Alpia, although he can certain hold his own in a fight with another skilled swordsman. With his years of leading a small squad of men, Merce is also adept at controlling a small team of soldiers, though it isn't really "controlling" per se, more of just pointing them in the right direction during a fight.

God: He is not a champion of any god, though he does worship the God Acorr.

Power: None.

Limitation: Merce is, while experience in combat, is not someone who can turn the tide of a battle by himself. Sure, he can handle a soldier or two, but any more than that, then he would probably be looking at some serious injury or possibly death. It also seems like his time fighting bandits and other criminals has had an impact on his body, whittling down on both his stamina and strength. Prolonged fights would definitely tire him out more than it would with an average soldier. Also, a secret that Merce tries desperately to hide is that he can't really control his left hand anymore, sometimes losing grip on the lightest of objects and is unable to do anything too dexterous with it.
 
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Lyrie Mornholt, Hand of StoneChildhood Friend and Companion to Finley, the Champion of Acorr


~Name: Lyrie (LEER-ee-ay) Evenstide

~Age:
32
~Gender: Female
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~Country of Origin: Born in Aplia through her childhood, but raised in monastery near Draesian border.
~Physical Build: Short and stocky in stature, but muscular and athletic.

~General Appearance:
Those who see Lyrie at first glance would not suspect her to be more than an average mercenary given her rotund appearance, her height putting her well under the noses of most men, and a little round and soft in places, even a bit of a portly belly. But looks can be deceiving and under her physique she contains an ample stock of muscle and power. While not exactly quick on her feet, her momentum quickens to what she refers to as "ferocious grace", a slow purposeful stride that makes her stocky frame seem an unrelenting force in motion, and her short height and sturdy weight give her some small leverage against many opponents who could easily outmatch her moderate strength directly. Every motion she makes matches her choice in apparel: practical and purposeful, not a second of waste, but also bright and cheerful with a wide array of colours and flourishes. She can often be seen lifting and hauling heavy loads for miles on end, including her collection of weapons, fueled by a generous pool of stamina and fortitude.

~Personality: A seemingly bottomless well of hearty cheer, Lyrie is an eternal optimist, seasoned with an overwhelming dose of dogmatic stubbornness. She is daring, boastful, and self-confident to a fault, often causing a small verbal riot with her loud jests and bawdy songs, though she can be tempered with discipline when called for. She laughs in the face of a challenge and has been known to take any kind of outrageous bet and risky wager, from drinking contests to wrestling limbs to weapons duels. Despite her rowdy behavior, it is all meant in good humour and she is ever encouraging and supportive of those she travels alongside. Lyrie will tend to the needs of others long before her own even at her own expense, gladly giving her own supplies and provisions for the good of her companions. This helpful attitude evolves into an adamantly protective demeanor in combat where she will gladly step between her allies against their enemies with her blades in hand and a smart quip on her tongue. Fiercely loyal, her companions will always find her reliable and dependable, a trusty friend through any circumstance.The first to celebrate a victory and the last to admit a defeat, Lyrie's outlook is forever positive and determined to ensure herself and those who rely on her not only survive but really live to the fullest.

~Background:
Lyrie was born into a small Aplian village far beyond the capital city walls, known for farming and not much else. She grew up working with the animals and tending the crops, fast friends with several of the other village girls, especially Saria Orowen, both five years older than her little brother Finley. But they were all joined together in work and play, Lyrie, Saria, and Finley all running through the crop fields, gathering ripe harvests under their parents' watchful eyes, tossing stones at the crows picking at the garden beds, tending to the young cattle and goats. Life was simple and happy then, but it was not meant to last.

A group of rough-hewn travelers wearing coarse robes laced with armor passing through their village changed young Lyrie's life in a moment. They introduced themselves to the village elders as The Hands of Stone, a sect of mercenary warriors who in recent years had made it their duty to watch over nearby Aplian villages with protection from wild beasts and roving bandits, as well as posting groups such as this one between villages as guides and guards on long journeys across the open and dangerous road.These men had come to their quiet village with rumours of a band of outlaws that were supposedly seen in the No Man's Land nearby, and they stayed to patrol the village borders until they were sure no attack would come here. They stayed in the village many days among the townsfolk, and though they appeared to be only brutish warriors at first glance, they endeared themselves to the quaint little town and they became almost honorary members of their community. They passed the time singing songs in the fields as they shared the work alongside the farmers reaping the season's harvest by day and filling the local inn with tales of adventure and lore each night. Lyrie would often sit by the fireside at the foot of their storytellers and imagine what an adventurous life they lead beyond the confines of the village gates.

The end of the harvest came and as winter drew on, the threat of a bandit raid on their town dwindled and died away. The men of the Hand of Stone prepared to make their leave, packing up their belongings and wishing the citizens health and peace in the coming season.

The announcement was made the next morning that three children in all were to be given to the Hand of Steel, a blessing compared to the dozen they had originally bargained for. Lyrie was nearly fourteen years old at the time, old enough to understand that if she did not make this sacrifice, some other child would be taken instead. The older boys were too valuable as farmhands and heirs to their family, and the smaller children were simply too young to understand why this must happen. So Lyrie accepted her fate and stepped forward to be taken away with the monks along with two other children. The three of them were barely allowed to gather a few belongings, clothes and food for the journey and a few trinkets from their parents, the monks would not allow them to bring anything overly precious or memorable, those would only distract them from their new training. And so they were taken outside of the village gates and out onto the road, forever leaving behind their homes. Little did they know that the home they were leaving behind would be burned to the ground before the year ended, that this would be the last time they would see it as it was now.

The Hands of Iron made their home in an old fortress out in the No Man's Land far east of Aplia beneath the Draesian mountains. Here, Lyrie and the other children were joined by still more recruits gathered from other villages, and the monks divided them up into their smaller houses based on merit and potential. Each house would undergo their own training, the strongest and most athletic would be taught to fight with their bodies, fists and feet becoming deadly weapons of themselves, while others who were quick and agile would master their daggers and arrows as precise tools in the dark of night, and some who showed skill with their hands and minds were taught tactics and strategy, being armed with both sharp blades and sharp wits. Lyrie was placed in this last house, not being the strongest or the quickest, but she was cunning and intelligent, and through her training she showed herself to be fearless to the point of recklessness.

Years passed in this way, each child growing to adulthood with each day being a rigorous challenge. There were days on end of training, learning and breaking the limits their weapons, and more importantly, their bodies. There was never truly any rest, the days they were allowed to rest from physical training, they were instead taught mental lessons, solving problems in their mind and building teamwork through challenges that forced them to work together. The rewards were both simple and cruel, if you passed you were allowed to eat that day; if you failed, you went hungry. There was little time for games and no time at all for thinking of home, as day by day the older monks crafted their young students into warriors and thinkers and guardians for the lawless land around them, and forging them into inseparable comrades whose only family now was each other.

Seven years after being taken from her home, at the age of twenty, Lyrie passed her final challenge and became a true member of the Hands of Iron. Her trial to complete was to survive for the whole of a month in the wilderness of the Draesian mountains with only the clothes on her back, alone. When the month had passed, Lyrie returned to the monastery with several scars to show for her ordeal, and a gleaming glint in her eye that showed she had not merely survived the wild, she had conquered it. Her torn clothes were taken and ceremoniously replaced with the official robes of the order, and then she was given leave to come and go from the monastery as she pleased as long as she fulfilled her duties to protect and defend those who were weaker and poorer than herself. These tasks she gladly accepted, and gathering her few belongings, she set out into the world she had left behind seven years before.

Lyrie spent her time wandering from village to village, hiring herself out as a mercenary from time to time, fending off bandit raids, lending a hand to the farms, living her life on the road more often than not. A traveler's life suited her and she had all she needed to survive from the land around her. Perhaps it was a coincidence, or maybe fate, but her journey ever slowly lead her towards Aplia, back to where she had begun her life. And perhaps Acorr had panned it for her, for on her journey she met an old friend, Finley Orowen, her childhood friend, wandering with a group of traveling musicians and apparently having lost his memory. They joined together in their journey, back to the village they had come from, to find it burned and destroyed and abandoned for years.

As a monk of the Hands of Iron, Lyrie felt it her duty to avenge what had been lost, that it would honour her lost family to find the bandits who had done this and bring them justice through her blade. Finley's memories began to return and as they did, they decided to band together in their search, both for the bandits and for Finley's surviving family. On their travels, she taught Finley how to handle a blade, though he was somewhat awkward with a blade and was somehow just as dangerous to himself as his opponent, and he in return told her stories of home after she had been taken, of the life she had been forced to leave behind.

Now, it is a little under ten years since Lyrie and Finley met once again, and since that time they have continued to wander, living for a short time in a village as she had done before, helping them with harvest and protection from bandit raids, caring for the people and their livelihoods, all the while searching for hints and clues that would lead to Finley's family and the bandits that destroyed their village, and moving on in a season for a new start and new leads in their quest.


~Skills:
Lyrie's years of intense training in the monastery have trained her in many forms of combat, from hand-to-hand and grappling to weaponry and strategy. She is not perfect at any one form, however her wide array of knowledge means she can be unpredictable and can surprise even an experienced opponent with her offhand tactics. She is easily capable of lifting and carrying great weight, nearly twice her own, and she has more than once given a crushing handshake in greeting that would leave many men wincing for a few moments. Her main weaponry is the assortment of swords she carries with her, a selection of thin daggers for throwing and pricking through heavy armour, a handful of flat-bladed shortswords she uses in tandem one after the other in what can only be called a whirling dance, and the one broad falchion she carries on her back whose wide blade is used as much a protective shield as it is a cleaving edge. She does not believe in carrying an actual shield, but she does wield a heavy iron gauntlet over her entire left arm, partially as defensive armor, but mostly because it makes a nice crunch when she punches a bandit's face in.

Outside of combat, Lyrie is talented at a handful of things. She was trained in minor medical skills, enough to patch a wound or splint a limb, and her survival aspects are sharp enough to know when a plant is edible or poisonous. In her spare time when she is not focused on being a village protector, her hobbies are drinking, betting, and barfighting, and usually all three at the same time, so she's often at the center of whatever ruckus is being raised in a town, either in stopping it or joining in. She won't admit it to anyone, but she also enjoys music, dancing, and singing, though her voice is deep and she's rather embarrassed to have anyone hear her, so instead she expresses herself with cheerful tunes on a slim wooden flute she keeps for any occasion it is requested.

~God: Acorr; she technically follows all of the deities individually as beings who preside over the world, but she is personally dedicated to upholding the tenets of Acorr specifically.

~Power: Drinking copiously more alcohol than any one person should and living to tell about it through the goddess of all hangovers the next morning.

~Additional Info: Lyrie's nose was actually broken and beaten in during her trial in the wilderness, but she has never told anyone when or how it happened, or even how she survived having her face nearly caved in for so long. The monks mended her brutalized face and replaced her nose with one forged out of polished iron as a symbol of her graduation from training. Her sense of smell is accordingly horrible, she only recognizes incredibly strong scents.
 
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Hassan is a handsome, tall man with a broad, well-muscled figure from fighting and athletic interest in sports. Dark, tan skin which turns almost golden in the sun, reflects a sharp pair of cheekbones and firm, bearded jaw. Curly black hair, framing his face and two cinnamon eyes, that seem as if they could ask for anything in the world and receive it. He wears the traditional clothes of the desert people, with harem trousers and loose, baggy silks or cottons, laced with golden embroidery. A headscarf richly draped over his locks when in public, yet within buildings is removed. Sword attached to his hip, made of the finest steel money can buy. Few precious rings adorn his fingers, as well as an earring in his left ear. Religious tattoos decorate his torso, written in scriptures and elegant handwriting - painstakingly done over years with a singular needle and ink made of charcoal.

Name:
Hassan Rakim Al-Zahrani

Age:
29

Gender:

Male

Personality:

Intellectual, calm, and patient. Hassan is a quiet soul, who always knows more than he lets on. More of an observer rather than a speaker, the swordsman appears to be brooding and downtrodden for the most part - however, that just seems to be his resting expression. Not exhibiting much beyond a strong poker face, unless dealing with situations of intimacy, love, or concerning friendship and violence. Al-Zahrani is oddly humorous. With a dry, sarcastic wit, and expert manner of how he can backhandedly compliment anyone. His jokes aren't always realised till afterwards, but the fact he makes them shows a good-natured side which reminds those around him, Hassan is in fact, human too.

A son of harsh lands, Hassan shows a remarkable strength and tenacity when in survival situations and is offered some admirable benefits of working in the sun without breaking sweat. Especially since his new abode has a summer that shares the equivalent of spring. He finds hot weather easily adaptable to his strengths. But being brought up in such an environment left its mark. Hassan's anger is barely rivalled if someone can coax it from him, packing more fury than the burning sands of his home.

He prides himself on being a spiritual man, keeping himself close to the Gods with scriptures and meditation. Yet this inner balance manifests itself into a presence unrivalled by any warrior. Such peace gives him an unsuspecting way of sussing out his opponents and presenting as a humble servant - nonetheless, Hassan fights to win. Whether that be throwing sand in their eyes or gouging them out - if it comes to it, he will ensure his victory at any cost. At the moment though, the art of the desert swordsman has stood up to the test of time. A beautiful, deadly dance, taught by few and learned by fewer.

Country of Origin:
Otrodor

Background:

Hassan was raised within the desert tribes, the son of a concubine to the chief. They sold their services as warriors and merchants, protecting trade caravans and sweet talking their way into deals. From a young age, Hassan showed promise with a sword in his hand; taught by those who had been gifted the art from their fathers and the fathers before them. An art that had never been written down, but carried on by oral tradition to the sons of sons. Outsiders called it many colourful things, although to them it had been christened 'رقص الرمال' or 'Sand Dance'. With the ever present threat of creatures from the desert, Al-Zahrani was capable as a soldier and hunter at a mere thirteen. Due to their livelihoods, Hassan was also taught how to use a boat - yet he suffers from one thing, that very few in these communities do - sea sickness. Nonetheless, when he manages to keep the contents of his stomach down, he can almost make a seaworthy captain.

In his homeland, Hassan has unparalleled knowledge of the deserts and the tricks to surviving in them - few can be applied to the rest of the Kingdom's fortunately, but it is a blind man's journey, leaning heavily on his intuition about most situations that play out, or trying to draw similarities from his own experiences in the sands. However, he was more prepared for the cold than some might suspect as the deserts temperatures dropped dramatically at night. This causing a few childhood incidents, which left him almost hypothermic and severely scolded by elders/

At twenty-four, when visiting a small oasis whilst protecting a merchants caravan, he met Theris and also became in-league with the witch. It was an odd friendship, but the desert wasn't the friendliest of places, initially making Hassan wary - but as good an acquaintance you might find.

Lately though, Hassan had found himself in the grasp of something he didn't understand. No proclaiming himself champion, but darker. Something that whispered in his ear, perching upon his shoulder with the intent those should ignore. His travels would lead him to the Spire, in pursuit of these champions although his true dealings, would remain veiled.


Skills:
- An excellent swordsman, managing to also excel at using spears especially. However, his ranged attacks seem to be poorly aimed.
- Hand-to-hand combat, mostly used in tusselling with the other men in the tribe for entertainment. Although he can be pushed to kill someone with his bare hands, it was a form of amusement and not honed into a strong skill.
- Survival; Hassan's life in the desert makes him expert at survival most importantly in hot environments.


God:
Kymir - yet no champion of.

Power:
N/A

Limitation:

N/A

Additional Info:

Cannot read or write in common tongue, but learned by ear. Thus he often gets tenses mixed up or phrases. Alongside this, he can over-complicate words.
Nonetheless, he is fluent in the uncommon desert languages. Including that of his tribes.

(kind of bad, but I ran out of steam. Just wanted to get something done. Any complications, just message me ^^)
SecretRock SecretRock
 

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