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Fantasy The Twelve Vessels Characters

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Shame

A writer that has lost her words
Child born of Yan, the Garnet Vessel has the power to emit miasma from the mouth.

Child born of Mauve, the Amethyst Vessel has the power of invisibility.

Child born of Dour, the Aquamarine Vessel has the power to control water.

Child born of Elmas, the Diamond Vessel has the power to create illusions.

Child born of Haritha, the Emerald Vessel has the power to see into the future.

Child born of Chau, the Pearl Vessel has the power to heal.

Child born of Afi, the Ruby Vessel has the power to control fire.

Child born of Mzia, the Peridot Vessel has the power of mimicry.

Child born of Phailin, the Sapphire Vessel has the power to move objects with the mind.

Child born of Biyn, the Opal Vessel has the power to form a force field.

Child born of Nuri, the Topaz Vessel has the power to control animals.

Child born of Gagan, the Turquoise Vessel has the power of flight.
 
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Character Sheet:

Name: [Kind of obvious]

Age: [I do not have an age limit, but be realistic. The Being's shards are not going to choose a six year old or ninety year old]

Birthplace: [See Setting and Rules]

Position: [Vessel, Miner, Jewel, or Civilian]

Birthstone: [What the stone is and where it is located on the body]

Gender: [I would like the characters to stay pretty balanced in terms of gender]

Personality: [At least a paragraph, please. Make sure it mostly follows the person’s country of origin]

Appearance: [If you use a picture, please include a description that is at least a paragraph. This is more medieval than modern, so please no modern clothing]

History: [Also, at least a paragraph]

Strengths: [The power counts as one. Please add at least two more. Those that are not Vessels, must have at least three in total]

Weakness: [All powers have one drawback. Additionally, must have as many weaknesses as strengths.]

Weapons: [Guns do not exist just yet. The most advanced weapons are canons, but they are hard to obtain]

Additional Information: [Anything extra you think should be known]


Open Characters:

Members of the Miners

Members of the Jewels

Random civilians


Taken Characters:

-The Diamond Vessel - Eve, the naive thief
Camden Camden

-The Opal Vessel - Lithe, the acrobatic cat burgular

-The Garnet Vessel -Raizel, the overzealous patriot
dragonsfire dragonsfire

-The Topaz Vessel -Daniel, the bloody thirsty killer
YukGen YukGen

-The Pearl Vessel - Fintis, the gruff healer
Typewriter Typewriter

-The Emerald Vessel - Haruko, the jumpy misfit
animegirl20 animegirl20

-The Turquoise Vessel - Alba, the lazy adventurer
Alba Teno Alba Teno

-The Sapphire Vessel - Bael, the cloaked mute
The One Eyed Bandit The One Eyed Bandit

-The Aquamarine Vessel - Pia, the moody navigator
Life. Life.

-The Peridot Vessel - Freks, the greedy alchemist
Gaius Danius Griinia Gaius Danius Griinia

-The Ruby Vessel - Syrie, the naive fire dancer
Silvis Silvis

-The Amethyst Vessel - Lance, the lazy dyer
RizaTiz RizaTiz

-Leader of the Miners - Gallien, the passionate anti-villain
Gabe Gabe

-Miner's Second in Command - Ava, the unemotional inventor

-A Member of the Miners - Emily, the youthful Phoenix
RizaTiz RizaTiz

-A Member of the Miners - Rubert, the slow drunkard
Jecht Jecht

-A Member of the Jewels - Morgan, the curious archer
Rantos Rantos

-A Member of the Jewels - Nero, the cheerful masochist
Ariel Ariel

-A Member of the Jewels - Sieglinde, the childish hunter
Skyflash Skyflash

-A Member of the Jewels - Maikas, the tank we needed
Camden Camden

-A Member of the Jewels - Holt, the pacifistic perfect soldier

-The Corrupt Vessel - Vinar, the bejewled jeweller
Silvis Silvis

- A Civilian - Liana, the socially inept hunter
simj26 simj26

- A Civilian - Dayn, the corrupt aristocrat
Camden Camden

-The Being, an androgynous humanoid made of crystals. Extremely powerful creature that is currently trying to literally put itself back together again. When whole, wants to destroy the human race, maybe all of Firoza.

- Nich Fiel, the leader of the Jewels. He was born in Phailin, where the Jewels’ temple is. He is a short, round man with squinty eyes and a bushy, graying beard that reaches almost to the floor. His wit and reflexes are both as quick as a whip. He is a very serious man with little patience for fools or jokes.
 
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Name: Syrie

Age: 17

Birthplace: Afi

Position: Vessel

Birthstone: Ruby placed an inch above her navel.

Gender: Female

Personality: She is a fairly cheerful islander who is full of energy. That is not to say she doesn't know how to be solemn as she couldn't have her position otherwise. She is overly earnest but tries to come across as carefree. She tends to have an overly strong trust in people that often gets taken advantage of.

Appearance:
4aeb9057941bc85dce30c2a4ecc2e4f9--fire-dancer-fire-magic.jpg
She is lithe with firm muscles just beneath the surface. She is 5'3 and a perfectly reasonable weight if you ask her. She has long black hair that extends well past her waist even while braided that is well cared for. She has a pair of lovely blue eyes that are often complemented with a nice eye shadow. She wears little clothing but often accessorizes herself with blue jewelry and ribbons.

History: All through her youth her favorite time of year was the annual fire festival that her mother took her to. So mesmerized by it she took up dancing and by time she turned 7 she was apprentice to a fire dancer. She spent the next 8 years as a back-up dancer but on her 15th birthday that luckily overlapped with a fire festival she got to be the lead dancer. For the last two years she worked to perfect her dancing. Her 17th birthday again overlapped with the fire festival and that morning she went up the volcano to gain inspiration from the fire goddess but saw a beautiful ruby lying near the edge of the edge of the crater and picked it up with a ribbon. Seeing how beautiful it was while also being cool through the ribbon she touched it to her stomach picturing it in a piercing but it stuck to her. She chose not to worry about it too much, considering it a blessing from the fire goddess and went to the festival. During the festival she discovered her power and overused it making herself pass out. Fortunately a member of the Jewel was there and realized what happened so they could whisk her to safety.

Strengths:
1. The ability to manipulate and control fire from any source.
2. Dancing (specialized in fire dancing.)
3. Singing.
4. Whip mastery (specialized in flaming whips.)

Weakness:
1. When she uses her power her body temperature raises based on the level of control exerted. If she's not careful she'll pass out or worse.
2. Too trusting to the point of naivety.
3. Highly impulsive and rarely worries about consequences.
4. Due to her heavy focus on fire dancing she received little schooling and can only handle the most rudimentary reading and math.

Weapons: A pair of long whips made of treated leather able to withstand flames and each are 10ft long. Carries many matches as will as flint in order to create fire.

Additional Information: She has never been in a relationship but is a heavy romantic that is easy to please.


Information on Afi: Afi is very lax in its governance allowing each island to rule themselves essentially. The unifying element that binds them together is their belief in the fire goddess Elmira who resides in the volcano. While outsiders believe the volcano just destroys their land and belongings the the islanders look at the volcano as a blessing. When it erupts it allows things to be reborn wiy a clean slate and creates new land. They even believe the volcano created all of the islands they live on. Every year they his a fire festival in worship of Elmira that includes various fire shows.

The religion has a hierarchy of roles with the highest being the Fire Saint who goes up the volcano daily to pray and check if it will erupt soon. The second being the Fire Priestesses who oversee each islands temples. The third are the Fire Dancers that perform at fire festivals and any significant event such as eruptions or new temple dedications. Lastly are the male Fire Performers who only perform at the fire festival. The islanders are very open about their religion only hiding whothe Fire Saint is and the belief that the fire goddess Elmira lives in the volcano.

Due to their country revolving around the fire goddess women have a more prominent role in the country holding a majority of the significant roles in the church as well as regular government. Men and women are equally allowed as many partners as they wish as they have no concept of marriage.

In pursuit of ever grander celebrations they were able to invent fireworks which in turn led to cannons. They are currently working on making smaller handheld cannons that can be used by individuals in the event they are ever attacked. As it is their best defense in the event of invasion is to do guerrilla warfare in the old lava channels of their islands.
 
{{{please}}}

Character Sheet:

Name: Daniel

Age: 16

Birthplace: Nuri

Position: Vessel

Birthstone: Topaz, placed right on the centre of his palm.

Gender: Male

Personality: Harsh and mean. Despises liars and traitors. Brilliant killer and loves to go to war. He is manipulative and always takes advantage of due to how much he believes his advisors. He has stolen many implying he is a thief. A big shot thief at that. Stole many legendary artifacts.
Appearance:
YES.jpg
Cold blooded murderer with a instinct ALWAYS telling him to go to war. He enjoys slaying his opponents with his great sword. He thinks he looks cool wearing clothing that matches to color of his Birthstone, Topaz. Hell, he even has it engraved into his sword.

History: Raised in a strict manner, he was always told to never give any mercy to his opponents. He was decieved as a child and still is being decieved. How exactly was he decieved? He was fooled into believing there’s was a god of war and that his advisors were the priests. He has been killing for this apparent ‘god’ even though he is non-existent, he got used to it making him a blood lusting war machine-like human that served in wars. Went from a Prince to a Blood lusting murderer. His father took part in this plan to decieve him and he does not yet know that he still is. All people who oppose him are dead to him. At first, he was hesitant to go onto the battlefield but when he found out his father had died in battle, he was told that all the countries had joined up assassins to get him. He started slaughtering the assassins and gave up on avenging his father. After a couple of years at battle, everything settled down and his blood thirst grew stronger. He made it a hobby to steal and smash artifacts to relieve himself of his blood lust. He has been excited ever since he heard that war may break out.

Strengths: Controls animals, insane physical strength and manipulative.

Weakness: Easily decieved. Using his power takes up alot of his energy, the max he can hold it for is 10 minutes before collapsing. Gets involved with melee warriors more often and doesn't pay mind to others, so the ranged are a threat to him. He also moves slow as he is a heavy fighter so he takes 2 minutes to get to you, HOWEVER he may use his animal power to get animals to carry him.
Weapons: Throwing daggers in his pouch and a great sword on his back at all times.

Additional Information: None.
 
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Name: Freks Va'an

Age: 18

Birthplace: Rabenasuta, Capital of Mzia

Position: Vessel

Birthstone: Peridot, located inside his belly button

Gender: Male

Personality: [At least a paragraph, please. Make sure it mostly follows the person’s country of origin]
As a result of his upbringing in the underground capital of Mzia, Freks acts on a system of "If it benefits me, I'll do it". Neither the city below or the desert above was kind to him. He despises injustice and nobility with a passion. Freks has no qualms about stealing from people and taking the easy way out. He frequently lies to people he knows he can pull one over. Although that isn't all there is to him. He deeply cares for the other orphans he lived with. Freks also respects his boss, Miguelo a lot. He treats the hulking man as if he was his own father. Although that won't stop him from taking what he wants in between jobs. In regards to the rituals and practices of his people, Freks doesn't care. Worshipping the Sun God hasn't fed or clothed him. In fact, he enjoys stealing from the festival officials right before the Sun Festival and watching them freak out. Of course he always returns some of what he steals from the Sun Festival, so that more foreigners will come to "Donate" their things to him. In a fight, he's an embodiment of his homeland, desolate and destructive. Freks revels in the power the Peridot gives him, allowing him to become more than a desert punk. Freks at any given moment can be stern, silly or sarcastic.

Appearance: [If you use a picture, please include a description that is at least a paragraph. This is more medieval than modern, so please no modern clothing]
Jun the Mage.jpg
Freks's preference for dark clothing began with a book he read as a child. The hero was a thief who stole from the rich and gave to the poor. As such, despite the desert heat, Freks wore black. Having grown out of such a childish dream, he still wears black out of habit. His regular attire is a sleeveless black robe with black shirt underneath. His gloves and boots are also black. His pants and the accents of his robe are a deep gray. Its a lightweight and breathable outfit meant for quick movement and quick escapes. When performing risky heists, Freks wears a hooded and lightly armored version of his normal clothes. The inside of the hood includes a strip of cloth which Freks uses to disguise the lower half of his face. On the odd occasion where he must leave the city at night, Freks layers up. He wears a black coat with fur inside the hood and sleeves. He wears fur gloves and boots that have been optimized for the freezing temperatures of desert nights, combining both warmth and functionality.

History: [Also, at least a paragraph]
Freks Va'an was born to a pair of loving parents in the city of Rabenasuta. His early years were spent in blissful ignorance as his parents showered him with love and attention. Such peace never lasts. It was a widely accepted fact that Freks's mother, Amalia was one of the most beautiful women in Mzia. A high ranking government official named Sahim desired her for himself. So he concocted an elaborate plan to force her to marry him. First he planted evidence and paid off nobles to discredit Freks's father, Barda. Soon people stopped coming to their pottery store. Barda was captured and executed for stealing from the Temple of the Sun God. However that was a lie, to turn him into a "Traitor". Having no way to care for Freks due to the stigma of being a traitors wife, Amalia agreed to marry the official. It was on the night of their wedding that young Freks was set upon by jealous admirers of Sahim. They held him hostage and lured Amalia to a alley where they killed her in cold blood. Unjustly blaming Freks for his lost lover, Sahim stabbed Freks in the gut and left him in the desert to be eaten by predators. With his blood seeping into the desert sand, Freks accepted death. It was then that the apothecary Miguelo found the dying Freks half buried in the sand. Nursing him back to health, Miguelo took Freks back to his home, where he cared for many other orphans. Raising him among the other orphans, Freks gained a new family. Though this didn't rid him of the bitter rage in his heart.

Working in Miguelo's shop, Freks was able to learn the merchant trade. To help his foster father and distract his aching heart, Freks took to doing odd jobs. The money he would make went towards buying ingredients so Miguelo's alchemy shop could produce more products. This allowed the entire family to scrape by each year. Eventually, people wanted more medicine, some even wanted rare medicines. Miguelo couldn't find anyone to go out into the desert to collect materials. That year was when Freks met the wandering swordswoman, Agnes. She was a traveller from Haritha who took to hunting criminals and beasts to sharpen her sword skills. Begging her to teach him, Agnes took the aspiring swordsman under her wing. In just three years, he blossomed into a fighter capable of cutting down foes with the best of them. Venturing out into the desert, Freks was able to fend off vicious wildlife and harsh weather to gather rare ingredients. Bringing these back to an initially upset Miguelo, the store flourished. Money was coming in at a more steady rate. It then that Sahim came back into Freks's life. Freks was an obstacle that could get in the way of Sahim rising up the ranks. Cornering him in the same alley Amalia died in, Sahim set assassins on Freks. These assassins may have been good, but they were foreigners. In trying to sever any ties to this ordeal, Sahim screwed up. Having lived in this city his entire life, Freks led them into an old construction site where he dropped a support beam on their leader. The others either died at the hands of Agnes and Freks or ran for the dunes. Agnes then left Rabenasuta, confident that Freks could fight on his own. Trapping Sahim in a bag, Freks impaled and dropped him into den of coyotes. Of course helping Miguelo out was nice and all, but Freks needed money too. So he took to picking pockets and robbing nobles to fill his coffers. He never took too much and only robbed those who had things in excess. For the past four years, he's always stolen a few items from the priests preparing for the Festival of the Sun God. These days he's either doing jobs for Miguelo, the public or stealing things he likes.


Strengths: [The power counts as one. Please add at least two more. Those that are not Vessels, must have at least three in total]
Aspect Mimicry: The unique ability given by the Peridot in Freks's belly button. It allows Freks to copy aspects of any animal he comes across and store it inside his body. He can run fast by copying the speed of a bird of prey, take blows with the durability of a camel and even lift heavy objects with the strength of an ox. Freks can store as many Aspects within his body as he wants. To copy an Aspect, he just has to come in contact with the animal in question.
Blade Handling: Training under Agnes has molded Freks into a skilled swordsman. He can strike enemies with power, speed and precision. His style of swordsmanship can be done with either one or two blades. Its one that focuses on speed and skill rather than brute force. Coupled with his natural acrobatic and agile manner of moving, Freks can be a hard target to hit. He can also use daggers and throwing knives to quickly jab and wound his enemy.
Thievery: As a result of living in a city of full pockets his entire life. Freks has learned how to "Lighten" someone's load. Having honed his stealth skills by stealing from nobles and hiding in various places in the city, Freks knows how to disappear. Freks improved this skill by concealing himself from larger predators while gathering materials in the desert. He then practiced picking pockets by bumping into people, never the same person to keep up the ruse. Picking locks was difficult at first, though Freks gradually learned the skill by practicing on discarded locks. Guards with bladed weapons were also a big problem to consider. It was by turning his regular climbing games into exercises in parkour that Freks started outrunning the City Watch. Freks also likes planning big heists, taking note of what people do so he can slip in at the most opportune time.
Alchemy: Freks has been working in Miguelo's shop ever since he was a child. He knows which herbs will kill you in five seconds and which deadly venom will cure your back pain. Mixing potions and medicines is something that was hammered into his skull over the years. If Freks can find the right ingredients, he could whip up a curative painkiller or a lethal poison.
Mercantile: Even if Freks isn't stealing your stuff, he's still gonna make a quick buck off of you. Having been taught by Miguelo how to run a store, Freks knows what the people want. Whether its an extra potion or a special herb, Freks may convince you to spend a little more. Though he only ever does this to rich snobs and actually lowers prices for poor folks.
Performing: Surprisingly Freks is a good performer. He sings, he acts, Freks can even dance with style and flair. He was taught to play a few instruments from Miguelo to help calm the younger children.


Weakness: [All powers have one drawback. Additionally, must have as many weaknesses as strengths.]
Conditions and Limitations: Aspect Mimicry can copy a great many number of abilities from animals, though only one from each. If Freks acquires another aspect from the same animal, the previous one vanishes. He can only hold one aspect from a single animal at a time. In addition, he can only use an aspect once a day. Each aspect has an individual set of conditions required to activate it. For example, the Fox Aspect will only activate if he maintains a steady heartrate and doesn't make a sound.
Brute Force: Freks relies on speed, skill and precision in a fight. A swift way of fighting that forgoes more defense in favor of better attack. Those with stronger forms and heavier weapons can deal massive damage to him if they get a hit in.
Ranged Weapons: Freks always wears light armor. Meaning there is always some kind of opening for a well placed arrow or thrown weapon to strike.
Comedy: Although Freks is a talented performer. He doesn't do jokes, jokes aren't his strong suit
Attitude System: A lot of the time, if there isn't something in it for Freks, he won't do it.
Greed: Freks LOVES taking nice things, to the point where he'll stop what he's doing sometimes to take them.

Weapons: [Guns do not exist just yet. The most advanced weapons are canons, but they are hard to obtain]
Edge: A scimitar given to Freks by Agnes. It was forged from high quality Mzian Steel and weighs less than a normal steel sword. Its strong blade and light weight perfectly mesh with Freks fast and precise method of fighting.
Backup Edge: A sword that is almost identical in every way aside from its white decals on the hilt as opposed to Edge's black decals.
Stabby Stu: A so called "Cursed Knife" from Nuri... its just an oddly colored blade that has a rather keen edge.
Stingers: Throwing knives kept by Freks, each coated in a different poison.


Additional Information: [Anything extra you think should be known]
.Freks can cook
.Freks doesn't like his name
.Freks once broke his leg running from the city watch
.Freks likes spreading rumors
.Freks looks like his mother Amalia. Her family was originally from Mauve, which explains his appearance

Please
 
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The day started earlier than expected. Gallien woke up from his bedroom in the Pickaxe, a quaint place only connected to his main office. Usually he’s woken up by the clanking sounds of the Cage and Ava working on something incredibly noisy. However, this time he woke up from a street vendor passing right under his window, selling some greasy delicacy. Sighing heavily, the Quartermaster slowly got up from his bed and got dressed, ready to start the day.

The Quartermaster’s office was well lit, the windows on the west side of the place caught the fair light of sunrise. The place had trinkets and artifacts from all the twelve realms, carefully placed and maintained by the cleaners of the place. A tall bookshelf on the other side of the office held countless books about the Being and its powers, including manuscripts from remote areas of the continent, research and development and several books written by Ava Mane about engineering and alchemy. The mahogany table had the crest of the Miners etched into it, and a neat pile of papers on the sides of it.

As if by destiny, as soon as he sat at his table, still drowsy from the rude awakening, one of his subordinates knocked on the door. “Excuse me, Lord Haylock? I have today’s orders from the Court.” Gallien nodded, allowing the young man to enter the office and hand him the papers. After some time, Gallien grabbed some papers, emblazoned with the guild’s logo, and signed up the orders for the wardens. “Here, can you please deliver this to the warden? The prisoner on the cell 3A is to be released, and the one on 12F is to be handed to the Court’s men for trial later today. The man nodded and hurried out of the office, leaving Gallien alone again. After some time, Gallien noticed something alarming: The whole floor was completely silent. No whirring noises, no hammer sounds or any of the sort. The noble walked outside of his office, opening the doors of the Cage, Ava’s workshop. “Hey Ava, is everyth-” He stopped, almost shoving a foot on his mouth as he saw the girl sleeping peacefully with a wrench on her hand. It was rare to see her sleeping at all, so Gallien makes extra effort to make sure no one disrupts what little rest she allows herself to take. Taking off his jacket, he carefully placed it on the girl’s shoulders, and slowly left the messy workshop to resume his duties.

He stopped on the small mess hall on the first floor of the place to eat breakfast, making a rather rowdy group of Miners stiffen up as soon as he walked through the door. Gallien liked to eat with everyone, in part because it was an excuse to leave the office, but mostly because he liked to mingle with his subordinates. Lots of people on the branches of the Miners on other realms think of Gallien as a ruthless, merciless leader, but he cares about the well being of his subordinates more than any other commander on the organization. After making small talk with the members eating on the mess hall, making the men and women way more relaxed, he left, ready to leave the headquarters. Before he had the chance to leave, the receptionist hailed him over.

“Lord Haylock, this ma-” Gallien raised a hand, making the receptionist stutter to a stop. “Amélie, I told you I didn’t want you to call me that, did I?” The receptionist blushed, nodding. Gallien nodded as well, smiling. “Let’s try that again.” He took a deep breath, and acted as if nothing happened. “Good morning, Amélie. How are you?” The receptionist stood there for a second, making Gallien stare at her, motioning her to answer. “Oh, uh, g-good morning Lord Hay- I mean, Gallien. I got this week’s reports from the branches, sir.” She handed him a thick set of papers and resumed. “This is Geirand, he’s from the branch of Biyn.” The man stepped forward, eliciting a confused look from Gallien. Geirand looked as if he ran two marathons. His clothes were completely dirty, his breath irregular, exhausted, and the man’s eyes had huge bags, making Gallien think he didn’t sleep for days. “Sir, we got something troubled. We had a patrol on the countryside, surveying the traveling entertainers passing through a town, when someone mentioned a woman with a jewel encrusted in her wrist, as if it was part of her skin. You asked us to report any oddity regarding gemstones as soon as possible, so here’s why I’m here.” Geirand wobbled a little, definitely exhausted from the long travel.

Gallien stopped for a second, placing the puzzle back together in his mind. He looked at the papers on his hand, and looked again to the man. He turned to the Amélie, a concerned and stern look on his face. “Amélie, get this man a hot meal and a bed. I’m sure he traveled long and far to get here.” Amélie instantly sprung into action, leading the man into the mess hall, while Gallien looked around. The place was as full of people as ever, with citizens looking for help, Miners assisting wherever they could and nobles on official business. He didn’t want to draw attention to something that alarming, so he rushed back upstairs, back to his office.

Sitting at the table again, he started reading the reports from the other countries. Almost all of them said the same things, weird sightings of gemstones in people, along with some strange powers coming from them. Fire, telepathy, magic. He started scouring his books, enlisting the help from his subordinates to piece together what he found. He spent the rest of the day searching, writing, reading. Prophecies and legends, stories and proses, until finally, a common nursery rhyme sprung into view.

The Twelve shall rise through blood and gem,
Just as the world begins to dim,
No one safe from the brightest stone,
Or from sins mortals must atone,
A light will pierce the lasting night,
A sacrifice to make things right.​

Gallien returned to the reports. Twelve countries, twelve sightings. Twelve humans. He pulled out the astronomical charts and reports from the city, trying to piece together what he missed. “Just as the world begins to dim… Is that… Is that the eclipse?” The other subordinates looked at him in confusion. “This isn’t just a rhyme… It’s a prophecy.” He rose from his chair, realization coming unto him. He pointed to his employees, and shouted. “Send word to all branches of the Miners. This is a Code Prism threat. Everyone must be on high alert regarding all individuals with strange powers. Apprehend and subdue.” The Miner’s eyes widened as they rushed from the office, and Gallien slumped back on his chair, tired.


“The end of the world is upon us.”
Although the criminal chain in Gyrus, Elmas’ capital is well controlled by the nobles and the Mercenaries of the place, the same can't be said to the countryside, and although the Miners Guild is a strong presence throughout the country, they can't be everywhere. Gallien witnessed this firsthand, when he approached a rather disturbing scene. A group of bandits towering over a child... He recognized that girl, the alchemist that helped him with some antitoxins and healing elixirs a few weeks prior. The three bandits had a bag full of plants and fruits, most likely belonging to the girl, and were talking to each other, discussing what to do to the half unconscious alchemist. “What should we do with this bitch? She slashed my fucking face, man.” The other scoffed. “Serves you right, that’s karma from last week.” The first one spat on the ground and kicked the girl, who cried out in pain. “I should just kill her. She can’t even serve as a damn slave.” Rage building on his core, he rose from where he was hidden, bent on punishment.

Drawing his axe, he emerged from the woods, extending his right arm to connect the rail system that brought his shield to his hand. The bandits scrambled among themselves, drawing axes, swords and clubs, dropping the bag of medicinal herbs and spilling his contents on the forest floor. The first one charged forward, club in hand and a maniac expression on his face. The charge was easily deflected by his shield, and riposted by the blunt side of his axe. As the first attacker was stunned, the one with the axe moved to the side, trying to get into Gallien’s blind spot before swooping to the Quartermaster’s feet. Gallien jumped to the side, avoiding the attack by inches as he charged forward, swinging his axe to the man’s side. The weapon struck true, drawing a gasp and a scream of pain from the man as the blood seeped from his new formed wound. He fell on the floor, but before Gallien could react, the third man with a sword opened a gash on his back, jumping back before Gallien spinned with his axe to face his backside. The first one, already recovered, tried to attack Gallien, drawing an arc on the air to hit Gallien’s head. The seasoned warrior lifted up his shield, making another opening for the swordsman as he thrusted his sword towards Gallien’s abdomen, but failed as the Miner spun again, striking the man with the club right on his neck. As the lifeless man slumped in the dirt and leaves of the forest, the swordsman started slashing frantically, desperate attacks that Gallien easily deflected with his shield. Gallien saw an opening, and thrusting his shield forward, he made the swordsman back down and lose balance, an opportunity Gallien took with efficiency. He swung his axe from downward, opening a bloody wound on the swordsman’s chest, as he also fell down. As soon as he fell, the sounds of battle were replaced by the normal sounds of the woods. Retracting his shield and returning the axe to his belt, he grabbed the bag on the floor, returning the herbs back and placing on his shoulder. He then grabbed the unconscious girl in his arms and headed back to Gyrus. Hopefully the girl wasn’t seriously wounded.

After some time, he returned to the Pickaxe. The sight of their boss holding a wounded girl on his hands was a concerning sight, more so when they saw the trail of blood behind him. “Might I have some help here? This girl is wounded and possibly poisoned.” Several people rushed to the aid of Gallien, taking the girl off his hands. After a while, the two of them were on the infirmary of the place, wounds already tended. It wasn’t long before the girl woke up, and Gallien walked back to her bedside, smiling as she opened her eyes. “You were tough by surviving all that. What were you doing that deep on the forest? I know that you are making grown up work, but you are still a child.” He saw as the girl slowly started punching him, her voice soft yet full of anger. “I’m not… a child… I’m an adult… It was an accident… when I was making a potion…” Gallien looked at her eyes, half open, but fierce, and at the same time, sad. “Okay. I believe in you.” She was clearly taken aback, as she stopped punching Gallien. He was taken aback when she started crying, and frantically tried to ease her, thinking she was in pain or something. After she calmed down, she told her story. In turn, Gallien explained to her his work: The Miners organization, the Being, and all that entailed. It didn’t take long before she asked him to join. When asked to, Gallien always talks about the day that “The Phoenix rose from the ashes.”

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Name: Pia Pierson
Never call her PP. She will end you.

Age: 22

Birthplace: Merluc, a medium-sized fishing town of Dour

Position: Vessel

Birthstone: Aquamarine, located in the center of her back

Gender: Female

Personality: Like the weather, Pia can be a very moody individual. It is not drastic changes in emotion however rather she can be ever-changing to the situation. One minute she may be angry from a fish she couldn't catch to a new moment where she is content on teaching a young Dourian how to fish. She may be unpredictable in terms of attitude but never unreasonable. Although for the most part she can be stubborn, short-tempered, and overbearing. Pia is overbearing in that she likes to have control or at least have knowledge of situations, which some then call her nosy. She hates it when she doesn't get her way, and simply give the cold shoulder to those who oppose her. Pia will never try to yell or scream like a maniac but she may ignore someone like a child. So she can be childish in the way she handles things, but also like a child she has a great imagination in creation. Pia's not so much an artist as she is an engineer. She is also quite mature when it comes to situations of becoming stranded or lost. Pia will adapt when needed as a way to survive.

Appearance: Mention anything of her height and Pia will not be afraid to fight you, but she stands at a height of 4'11" which is short in terms of the average height of people in Dour. Despite her height she is quite fit with strong arm and leg strength since she needs to swim twice as hard as her peers. Pia keeps her dark brown hair short so it dries faster if it ever gets wet, and she has light brown eyes. In terms of her outfit, Pia will always be wearing something different depending on the weather for the day. But the average outfit of Pia is along the idea of simple, a ragged shirt and shorts. She usually wears comfortable clothing, knowing that there is always the chance she could be ending up in the water.

History: Like any child of Dourian, when she was 5, Pia was sent to a boarding school where the children stayed at until they were the age of 15. There at the school they learned social skills, basic life skills, and what job suited them. In Dour jobs are determined upon a series of tests and observations. But the government is not so strict to limit their citizens to the job they are recommended to. The people always had the last say in what they wanted to do. As for Pia, it was something laborious to find out what she was good at. Really she learned it the hard way of actually getting stranded at the ocean on accident (several times) and discovering she was great at navigating.

Once she found her potential on navigating she was ready to take on her role as a navigator. Only issue she ran into though was that no one wanted to hire her. Residents of Merluc were familiar with how Pia could be; somewhat bossy, a grump, and hard to work with. She realized this but wanted to show them that when it came to her job she was serious and was great at it. So the only way she was able to prove it was by becoming a stowaway on a ship. Pia did this by hiding in a barrel. She found a day where a ship was ready to leave to go out to the ocean to retrieve fish. Of course that very ship wouldn't hire her, and instead hired another navigator. But Pia knew that this navigator was not the best. So she stuffed herself into a barrel that was to board the ship and sail off with it. Once she was sure that they were far enough from the docks Pia popped out out of the barrel scaring not just one man but many. Eventually they realized who it was. Fortunately the captain of the ship was kind enough not to lock away Pia for the rest of the trip. It was also fortunate that he did this. A strong and sudden storm met the ship and they barely made it out without any major damage to the ship. But during the storm the hired navigator had fallen into the ocean. Pia, despite not liking him, jumped into the water to save him. It was during this rescue that she found the gem, well really the gem found her since Pia did not find out about it until she looked into a mirror the next day. Pia just figured it was from that time since she felt an odd sensation during her swim.

So after she saved the hired navigator, Pia was able to prove herself by navigating the ship back to Merluc.

Strengths:
~ The ability to manipulate and control water
~ Knotting: Despite her weak fishing skills, Pia can tie together strong nets and traps. Of course she doesn't knot only for fishing use, she can also knot accessories.
~ Swimming: She is above average of Dourians when it comes to swimming since she has had to train harder than others.
~ Navigating: Pia would often end up lost at the ocean, so over time she learned her way to navigate back home. She did this so much so that she is near expert level of navigating. As much as she boasts about this, she also finds it embarrassing since she always needs to explain to others how she became so good. And the last thing she wants to admit is how often she got lost out at the ocean.

Weakness:
~ If Pia ever becomes dehydrated then her water manipulation ability weakens. So her strength depends on her level of hydration.
~ Loud: Pia rarely catches any fish due to her loud voice.
~ Impatient: She's both impatient in terms of time and tolerance of people, except for children.
~ Storms: It's ironic that someone with a loud voice is afraid of loud noise, but Pia has a terrible fear for thunder. Really it's more of the lightning associated with the thunder. But her mind relates thunder to lightning so she has a fear for both.

Weapons:
~ Small sling with a bag of sharpened stones
~ A small dagger
~ Another bag full of treble hooks with strings already attached to them
~ Traveling sack of water

Additional Information of Dour: The country of Dour is dominated by buildings on stilts. Most of everything is connected by stairs, ladders, or plank bridges. Birds are local occupants as they are attracted to the ocean, a great source that holds fish. But birds aren't the only local residents, cats are as well. The friendly felines are respected by the people of Dour and many are kept as companions. There is even a fishing technique called Felish inspired by their way of hunting fish. Cats are so greatly respected that many superstitions pop up about them. But one great superstition of the cats is the Large Bubba Cat.

Large Bubba Cat - It is said that in every town is a divine cat that grants great fortune upon those who walk its path and feeds it. This cat is two times larger than the average cat and has soul-searching blue eyes. Its gray pelt shines silver under the sun and white under the moon. (But all in reality it is a single fat cat who happened to have been at the right place at the right time for a few people who exaggerated their tales.)

But even so, the people of Dour are overly superstitious people. With unpredictable weather, early Dourians began reasoning some of the crazy patterns it'd have. Another superstition is that if a house does not hang a windchime then spirits of the ocean will come and take all their fish away since they did not scare them away with the windchimes. With all the superstitions it is a surprise that the government even has a structure but it does. They are run by a council of the chiefs of each town. The second in commands are their wives. People have a say in major decisions though unless the population are split in options. Children are all sent to schools that teaches them basic life skills, social skills, and discovers what job suits them. But they do not need to stay all ten years in school. Citizens are not forced into the government programs but it may be harder for the individual to be successful in Dour without them.

Please
 
Name: Lance Genoz

Age: 18

Birthplace: Mauve

Position: Vessel

Birthstone: His stone is located on his chest. Right in the middle.

Gender: Male

Personality
He is quiet a laidback individual. He likes to relax and would rather not do a lot of work. He might seem a bit apathetic at first but he really isn't, he usually does acts like it for a laugh. He would never let one of his friends get harmed through his own inaction. He is pretty creative in his thinking, he's the one who thought of his outfit after all. He likes to joke around and have a good time. He likes to avoid fighting so he usually tries to talk it out first. He says he only does it for his sake but it's obvious it's a joke.
He can get serious when it's needed.


Appearance:Art_by_shuai_0317[1].jpg
(sans the staff and the mask on his left. He has a completely uncovered face.)
He wears 2 shirts. The one that is visible (the one with a symbol on his chest area) and one that isn't visible. One that goes underneath his first one. His first shirt has armour hidden inside it. His second shirt is just an average black shirt.
5'6


History: Lance was born into a wealthy family. His father is considered one of the best dye makers, making and mixing beautiful colors. His mother made beautiful art. They made their living by selling art and dyes to many people. Lance was taught from very young how to make dyes so he could one day be as famous as his father.
At age 10, Lance was shown how to defend himself against enemies, in case he was ever attacked by bandits.
At age 17, Lance was interested in how to make himself look cooler. He wanted people to look at him and and be amazed, so he got his outfit custom made.


One day, he was sent to go deliver some dyes to somebody who had ordered them but could not make it and receive them. On his trip, Lance's caravan was attacked by bandits. He was quick to grab his sword and be on the offense but he and his caravan were quickly overpowered. Everybody else who was accompanying him was dead, so he made a run for it. He soon slid down a small hill and fell on the ground. He fell exactly on the Amethyst stone and it soon fused with him. He quickly realized he could become invisible so he did and it saved his life.

Strengths

~ Invisibility ~
He can turn himself invisible.
That's it.
PLEASE
What did you expect?

~ Dye Maker ~
He has intermediate knowledge on how to make dyes.
He knows which plants can make which dyes and such.


~ Deceiver ~
Looks can be deceiving.
Well. It isn't his looks. It's his attitude.
Due to his laid back and easy going appearance most enemies figure he won't be much of a threat.


Weakness

~Invisibility?~
Yes. He can turn invisible.
but.....
It's not perfect.
He's invisible.
The enemy can't see him but....neither can he.
He can't make accurate attacks due to this, so he prefers to reappear before attacking.


~Fun~
He sometimes might be having a bit too much fun on the battlefield
resulting in the enemy having the chance to take advantage of that.


~Fragile~
Although his outfit does have armour hidden inside it, If he's stripped from his jacket and 2nd shirt, he's pretty fragile.
His jacket can be easily taken off and his 2nd shirt doesn't provide much defense.
With his 2nd shirt, it'd take a couple of hits to knock him down
Without either pieces of armour, A good heavy hit could easily knock him down.


Weapons

[Sword pictured above]

Additional Information
Not really.
 
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Character Sheet - Diamond Vessel:

Name: Evelyn Rowhas, "Eve"

Age: 23

Birthplace: Elmas

Position: Vessel

Birthstone: Diamond, back of left hand.

Gender: Female

Quick of wit and even quicker of tongue, Evelyn makes a fierce friend and a yet fiercer enemy. Used to working in groups, she has a personality that benefits from bouncing off and supporting others. Despite her upbringing (and possibly because of it?), she is quick to trust and confide in allies. While some might see this as unbelievably naïve, she trusts herself enough to not be completely caught off-guard by a betrayal. She finds it more efficient to trust first and repair wounds later, as the betrayer would have to help her before they could betray her, therefore isn't the betrayer a friend? It sounds better in her head, and she tries not to think about it lest she easily twist it to never befriend anyone, as a betrayer could only be a friend by that logic. She sardonically mocks opponents and those she does not care for, while teasing friends and allies in a way she hopes is humorous. She used to be willing to do anything for a quick buck, but ever since bonding with the Diamond Shard, the memories she received of love for humanity have given her a heightened sense of morals, although the Shard's "personality" and powers cemented her trickster nature even further.

Appearance:
eve_sketch-png.436081
5'2" (1.59 m) and 104 lbs. (47.7 kg). Just at the cusp of a healthy weight, Evelyn still stands proud despite her small stature. She wasn't exactly the healthiest baby, and this has been something that she has been working to mitigate over the years. Her light brown hair is pulled back into a tight bun, and her large, dark-green eyes contrast against her pale skin and small nose and mouth. She wears a simple and loose white linen tunic, and a pair of brown linen pants that have been cut a few inches past the knees. She wears custom fitted leather boots with tempered leather undershoes- durable, yet perfect for sneaking around. When travelling she does have a pair of metal soled pattens to protect her boots. Other than that she carries a small knapsack that rests on her hip, and a simple fiber belt with a sheath for her dagger and a small pouch for her lockpicks and other thievery tools.

Born into what should've been a loving family, Evelyn had a rougher start to life than most. Before she was born, her father was caught and killed by the Miners in a horrible accident where he was mistaken for someone else. He "worked" for and co-led the massive criminal organization that whispers in every noble's ears and brings hope to the poor men in the slums, known as the Mercenaries by the Nobles and Miners, and the Good Bandits by the poor folk. Her mother, now 8 months pregnant, was distraught and fell to sickness. She died due to complications during childbirth.

Evelyn, as her mother had wished to name her, was raised by her father's mother. She had a great upbringing, just her and her grandmother, hearing all the great childhood stories passed down from the generations of Elmas generations, and her favorite: stories of her fathers exploits. She only ever wanted to be like him, like the old story of "The Poor Man's Champion", and on her eighth birthday, her wish was granted. Her uncle contacted her grandmother and showed up to their house with a proposition that ultimately set her down the path she continued down. He would train her and tell her all about Them, but she had to come and live with him, with the promise that her grandmother would be taken care of. Her grandmother was suspicious, but Evelyn welcomed him into her heart. She moved out with him, and started her training as a thief, trickster, and trader.

Even with all of Their resources, her grandmother passed three months later from heart failure, leaving her uncle as her only living family member.

The rest of Evelyn's childhood was largely uneventful, at least, as uneventful as an upbringing in shadow and crime could be. Her uncle was very supportive of her, making her as dexterous as the most lithe cat, and sharpened her mind until her intelligence cut as sharp as any dagger. He made her one of the most respectable members of the Mercenary, but that's not to say she's respected. The one thing he couldn't get out of her was her naïvety. She is still very much infatuated with stories of her father, and despises hurting those who don't deserve it, and is uneasy about even those that do. This led to her becoming a burglar, con woman, and street artist, rather than an assassin, robber, or raider.

Strengths:
  • Illusion powers, all in the mind and capable of altering the senses, see Focal Power Pool for indepth.
  • A master of illusion even before gaining her powers, Evelyn can perform 'magic' tricks (even under inquisitive eyes) such as:
    • Making a coin appear from behind an ear. Or disappear from pockets.
    • Pulling handkerchiefs from out of thin air. Or stealing rare cloths in the same way.
    • Causing hats or watches to manifest on your person. Or 'dematerialize' off of you.
    • Other street performances, cons, etc. Shell game and similar acts.
  • Quite nimble, and capable of moving over difficult surfaces such as ropes, tight ledges, or even ice covered ground with little to no difficulty.
    • Climbing isn't a challenge either, even one handed.
  • Very intelligent, clever, and good with her hands. Not so good at creating things but she can think of almost endless
Weakness:
Evelyn has excellent vision. While conjuring an illusion, Evelyn's eyesight will deteriorate flatly proportional to the strength of the illusion. Very small illusions, such as a detailed coin or stamp, will hardly be noticeable. Same for changing the color of something. Broad illusions, such as the still image of a wall that won't stand up to close scrutiny barely blur her vision. Singular very large or normal-sized but slightly detailed illusions will put her vision to around 40-20. Moving bits or more intricate detail further exasperate this. It is possible for the illusions to have tactile elements, such as heat, smell, taste, or texture, but the strain this causes is enormous compared to other uses. The drain is flat, she won't get worse vision from holding the same illusion, but once the drain is high enough instead of blurring vision, her vision turns painfully bright and white*, rendering her effectively blind. More strain after this will cause intense headache, and pushing it even further can lead to epileptic seizure and unconsciousness. After releasing the illusions, and negative side effects subsequently fade except those caused by pushing her powers past blindness, those will take an hour or more to subside.
  • Illusions can be tailored for specific individuals (I.E., only a group of people or single people will see them), but this causes drain equal to the sum of the drain from each person.
    • Ex. One person seeing only a cat and a different person seeing only a dog would be the drain from the cat and dog combined.
    • Ex 2. Five people seeing the same cat would be the same as five cats for one person
  • Illusions can be used to hide objects from sight, but this takes twice the effort as a copy for perfect invisibility and about 1.5x for shoddy invisibility. She needs to remove the object from their mind, and replace it with what they should see instead, this is extremely detailed illusion. Not at all sustainable except for smaller or less detailed objects.
  • Cannot be used to create illusory blindfolds and similar illusions for an extended period of time, intense scrutiny leads the illusion to fade slowly.
  • Because of her skill set, she has never properly learned how to fight- nor has ever needed to. In a one on one match she would undoubtedly lose without the use of tricks.
  • She's strong enough to lift her own weight, but she isn't that heavy in the first place. If anyone decently strong gets a grip on her they could overpower her with ease.
  • Incredibly naïve and quick to trust. While this leads to easy alliances, it can also lead to a quick downfall if not kept in check.

*At this point her eyes are a clear and brilliant white, and slightly luminescent.

Weapons: A simple serrated dagger with a sturdy hilt and handle, made more for cutting and breaking than for fighting.

Additional Information:

ONE WEEK PRIOR TO CURRENT DAY

Evelyn on the edge of a merchant's building, staring across the seven foot gap between her and the monolith of a target, some rich noble's monument to science and research. Her uncle had sent her to forge some documents, make this guy look like a crackpot, and take his real research. Apparently he had some formula that would determine the exact value of gemstones quickly and easily. It made sense that her uncle Dayn wouldn't want that available to the people he was ripping off, but then again everything he said made sense. Recently, everything he said had had a purpose. It rubbed Evelyn the wrong way, but she didn't confront him about it. Not yet.

For now, she had a building to climb.

The noble was paranoid, that much was obvious. Not only did he build his house in a poorer part of town, far away from any other tall buildings, but he didn't have the overlapping stones that went past the edges of the buildings. It probably cost a small fortune to maintain, since any repair or building project would have to go up his house before they could work. No one, not even the Haylocks'- well maybe them, could afford to keep a seven story building without scaffolding in perfect condition. Squinting, Evelyn saw that she was right.

A spiderweb crack in the brick, about two-and-a-half stories up the building. Normally Evelyn would've started from the bottom, but it was the middle of the day and she needed this done before tonight.

She removed a small wooden rod from her pouch and gave it a strong flick, revealing it to be a climbing axe.

This was a bad plan- this wasn't even a plan, this was a concept she hadn't even fleshed out yet.

She jumped.

She fell.

She slid down the wall and drove the axe head in the crack. There was a jarring pull on her shoulder as her full weight fell past the length of the handle. There was a little give, but the climbing tool had actually sunk deeper into the brick. She hung there from an arm that burned and a shoulder she was sure she had just dislocated, and took a deep breath. She reached up with her other hand, hanging from that one and letting the other fall loose. This was a problem. She couldn't relocate it without her hand, and her hand was currently keeping her from two broken legs or worse. Now she remembered why she hated burglary.

This was going to be very difficult.

She choked up on the handle of the axe as much as she could, hanging almost flat against the wall. Slowly, she brought her legs up past her face, setting her inner knee on the handle as to hang from them. Letting go with her hand, she slowly, carefully, inched her body away from the wall. She twisted, turned, and shuffled until she was hanging straight up and down, facing the wall. She reached over to her bad shoulder with her good hand and grit her teeth. She thanked whatever divine beings were watching that she had decided to change into her thieving gear, a tight leather torso over her normal getup with a larger belt for tools, and wasn't wearing her just her tunic, that would've been... embarrassing, to say the least. Enough distracting yourself, she thought, gripping her shoulder harder. You're just trying to avoid this, but to move forward this must be done. That much was true. Her face scrunched up and with a sharp jerk, audible crack, and a small cry of pain, her shoulder was back in place.

She reached up and wiped the sweat from her temple, now to climb.

Her shoulder still hurt but the pain was quickly subsiding. She turned her pouch over so she didn't dump the contents all over the ground under her and opened it, sliding three pitons out. She had seen a window on the fourth story, now she just had to get up there. Taking the three pitons in one hand, she reached back up to the axe, thankful it was so sturdy, and pulled herself back up to it. Hammering a piton into into the rough mortar between bricks with one hand took the better part of two minutes, but she was confident it was now a solid foot hold. Twice more she did this, at a height she could easily climb to. She held onto the rightmost of the pitons with a hand, reaching down to rip the axe from where it was stuck. She managed it with four strong tugs, almost knocking herself off the wall in the wall. Climbing up the new pitons with axe in hand, she reached down and freed that first piton from it's hole with the axe, pulling it up to her. She used the axe to hammer it into the wall, grabbing one of the foot holds one and using that to climb. This is what she did for the next ten minutes, a game of climbing and hammering as she drew ever closer to the window. Finally she did reach it, and it was unlocked- obviously the owner didn't expect anyone to get this far. Not that it mattered, she had any number of tools readily available to unlock it, or failing that, just smashing it. She pulled her screwdriver from her pouch and used it to pry open the window, leveraging it enough to slide a few finger under. She pulled it up and open and slid through the now easily accessible entry. A soft thud marked her entry.

The room she was in was filled with books. Poems, epics, novels, research, history, forgotten lore. She couldn't even begin to fathom how expensive it all was, the walls were absolutely covered in books. Other than that, there was a writing desk, a couch with an oil lantern on a short table spanning the length of the couch. A blanket rested atop the cushions and two pillows adorned the arms, it seemed many a night were spent reading until he fell to the Sandman's charms. As much as she would like to take some books, that's not what she was here for, and as far as she was aware the man had paid his dues- she was only here for the incriminating files.

The next floor was an extremely well put together bedroom, with fine furnishings, a large bed, silken curtains, everything befitting the wealthy man the owner obviously was. Fine paintings hung from the walls, and golden accents decorated the purple room. Why have I never heard of this man, he must be a big influence, she thought with unease. Something funny was going on and she didn't like it.

A final set of stairs until she reached the sixth floor, sixth out of seventh. She climbed them and found a room in disarray. Shelves held strange items and flasks of liquid, and one was crashed on the floor. Papers were strewn across the floor, seeming to originate from a large table in the center of the room- a table that now had a knife sticking into it. She walked carefully across the room, but not carefully enough. A wet squish was audible in the room as her foot landed in a puddle of ink that was pooling on the floor. A large inkwell had been knocked over in whatever scuffle happened. She carefully pulled her foot up and unlaced her boot, removing it from her foot. Leaving footprints in what looked like a crime scene wasn't a good idea.

Inspecting the knife, she realized that that knife hadn't been stabbed into the table, whoever was wielding it had desperately swung it at their combatant, before it impacted the table, leaving it buried in the wood. She kneeled down and poked the ink with a finger, looking for the spot the inkwell had come from. On one side of the room, a table with some sort of magnifying device focused on a very large diamond. Evelyn slid across the table and over the ink, making her way to the table slowly, completely relinquishing her cautious pursuit from earlier. The gem was too beautiful, it was the largest she'd ever seen. Something about it was drawing her in, and she caught herself reaching out for it.

Stop it. You didn't come here for a gem and you aren't stealing from a crime scene. She told herself. Her body didn't listen; she just kept reaching for the diamond. Out of the corner of her eye she saw papers on the table along with a hammer and chisel. Papers labelled "Cutting Edge Gem Research". That snapped her out of her spell, she jerked her hand back and started gathering the papers, her heart racing. This place was seriously wrong and she wanted to get out.

A groan emanated from under the knocked down shelf.

She spun on her heels, knocking the magnifying contraption to the ground and backhanding the gem with her left hand. Instead of flying across the room, the gem stuck to her hand. She let out a horrified yelp and tried to pry the gem off her hand, gaining leverage on the ridges.

The gem didn't even slow.

Instead, it spun around, the flesh on her hand flowing like a liquid. The gem aligned itself with her middle finger and continued to sink down. Evelyn fell back against the table, and her right hand found the handle of something. The hammer, perfect. In a last ditch effort, she looked away and brought the hammer in a wide arc against the gem. A sharp trill and a white flash filled the room.

Fun Quote: "Try your best to keep a grip on reality please, this might start moving fast."

Excellent at reading at writing, you have to be to make forgeries. Similarly, handwriting is excellent.

Good with algebra and arithmetic, to figure out pay cuts and to determine fair appraisals.

Elmas Lore coming soon
 
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  • The Mechanical Bird

    e41d4d78bc6a40949ac3dd20039803ec.jpg



    Name: Ava Mane
    Age: Twenty-six
    Birthplace: Gagan
    Position: Miner
    Gender: Female


 
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Name: Kinar

Age: 37

Birthplace: Capitol of Elmas

Position: Corrupt Vessel

Birthstone: Apatite right palm. Tourmaline left palm. Prehnite on his forehead. Black Onyx on the left side of his neck. Kyanite on the top of his right foot. Jasper on the right side of his neck. Rose Quartz on his sternum. Lapis Lazuli at the base of his spine.

Gender: Male

Personality: He was always corrupt going as far back as his childhood. His father was a jeweler much like his father before him and so on all the way back to when Elmas was founded. They were all known to cheat their customers but Kinar was determined to be different. He had morals even if corrupt ones and only cheated other business people like his suppliers and competition. He is charming and always ready to talk someone into a bad deal.

Since finding a shard of the Being he has become more cynical and oddly devoted to searching out more shards but often seems otherwise unchanged. He however has developed a second personality that hates humanity and wishes to see the Being revived so it can claim vengeance. This personality is often talking to himself and is prone to mood swings. The defining traits of it are violent volatility and a burning desire to kill anyone possessing a shard and claim them all for the Being.

Appearance:
6fab50428be5c4082fa4806763cc9dc8--character-concept-character-ideas.jpg

He has black hair that has grown out to below his ears and covers his Prehnite. His previously clean shaven face is now covered with a beard. His previously always smiling face is now quite grim in countenance. He is 6'2 and looks slightly underweight since he began his journey. His deep set eyes are a dark forest green in color and have a faintly detectable air of madness that almost seems to draw you in. He wears gloves and a scarf to hide his other visible gems.

History: His family has had a prominent business as jewellers since the founding of Elmas and he was groomed to take charge and run it. He took over when her turned 18 and quickly rose in popularity. He was the only jeweler in the city that has a reputation of never cheating his customers but on the other end he was hated by the other business. He regularly cheated his suppliers and stole business from the other shops. It was in this manner that by tinge her became 37 he had amassed a fortune but was one of the most hated figures in the city. One day a waif brought in an Apatite they'd stolen and when he picked it up it glued itself to his palm. Less than a week after that he started showing slight changes in his personality such as always wearing gloves and soon left the store to his employees so he could travel. He's found a total of 8 shards of the Being in his journeys including the first despite three number of times he's almost died.

Strengths:
1. The Apatite lets him communicate with others telepathically and ignore language barriers.
2. The Tourmaline allows him to copy a different gems powers.
3. The Prehnite allows him to force a dream on someone with the contents he desires. They will always remember the dream.
4. The Black Onyx can negate the powers of all gems within 100ft at activation. This lasts for 10 minutes.
5. The Kyanite allows him to channel his anger and rage into those within 25ft of him.
6. The Jasper can be used to put someone within 50ft to sleep.
7. The Rose Quartz can be used to temporarily induce feelings of love in the target towards someone of his choosing.
8. The Lapis Lazuli can identify the powers of other gems.
9. He is knowledgeable about gems able to appraise them flawless and tell fakes from genuine.
10. He is very charming and generally able to convince others to do as he asks.
11. He is one of the only beings capable of wielding multiple gems.
12. He heals unnaturally quickly.
13. The evil urges of the Being have turned him into a capable combatant.

Weakness:
1. The Apatite can only be used when he is calm. When used it puts his right hand (where it is) in extreme pain for one minute followed by paralyzing it for an hour.
2. The Tourmaline can only store one power at a time and must come in contact with the gem to do so. Each time the borrowed power is used it seeps more of the Being's hatred into him. If the gem is attached to a Vessel it will also twist his personality towards theirs to a degree.
3. The Prehnite requires the user to be awake for the entirety of the time the target is asleep. The night after usage will always be plagued by terrible nightmares and it can only be used once a week. The target must be seen by the naked eye within 12 hours before activation.
4. The Black Onyx can only be used while injured. Usage leaves his own gems during the 10 minutes but afterwards shuts them off for 24 hours. After the 10 minutes passes he feels as if the blood in his vains is boiling and this lasts longer each time it is used.
5. The Kyanite can only be used once a month and cause him to lose 1 year of his earliest memories replacing them with the dark memories of the Being. It leaves him unable to think with only animalistic instinct to move him for one hour per person affected.
6. The Jasper can only be used while angry. When used it results in severe dehydration. This will result in death if used in secession multiple times.
7. The Rose Quartz is his most dangerous to use. The effect can be dispelled by a strong will or the love can dissipate in the ways love normally dissipates. When used it diminishes his ability to feel love or any other positive emotion. When used it can randomly cause him to fly into a murderous rage unto he's successfully killed someone.
8. The Lapis Lazuli causes him to develop bleeding from the eyes, ears, mouth, and nostrils. It causes extreme pain and renders him incapable of using any other gem for 10 minutes.
9. The severe pain from his gems is causing him to go insane.
10. He cares little for his own body often allowing injuries through.
11. He can never stay in one place long unless a gem is there waiting to be gotten as he is compelled to search for them.
12. Everyone is his enemy even other Corrupt Vessels.
13. He can only use one gem at a time and not back to back. If he does not leads adequate time for the side effects to dissipate between uses it can kill him or leave him permanently damaged.

Weapons:
A pair of light crossbows often at his waist.
A bandolier of throwing knives.
Being's Vengeance: A serrated dagger designed to maximise pain and tear off flesh when withdrawn.
Being's Mercy: A pole with a loop of thin steel at the end. It is used to loop around someone's neck before tightening and strangling them to submission.
Being's Regret: A large steel shield covered with powdered gemstones (not the special ones)
Being's Anger: A one and a half hander bastard sword made of blackened steel.
Additional Information: He has so far avoided becoming known but did kill another Corrupt Vessel for her gems that was being tracked by Miners.
Does whatever he believes will please the Being.
 
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  • hunting_by_tahra-d38lw5c.jpg
    Name: Sieglinde Adria
    Age: 28
    Birthplace: Haritha
    Position: Member of Jewels
    Gender: Female
    Appearance: Sieglinde has brown eyes and black hair, usually tied back in a messy ponytail and covered in a cloth to prevent it from getting in her eyes. Standing at 5'8" with a slender but muscular build, Sieglinde isn't very intimidating visually and has little in the way of raw strength. Sieglinde usually wears a tight-fitting hunter's outfit decorated with hawk and eagle feathers on her hip and left arm where the elbow joint is, and fingerless gloves, her bow always strapped across her back and an eagle brooch pinned above her heart. When not on duty for the Jewels she usually wears a black bear's pelt around her shoulders.
    {please}
 
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Name: Raizel Rochelle

Age: 19

Birthplace: Yan

Position: Vessel

Birthstone: Garnet

Gender: Female

Appearance:
Btnr1Uq.jpg

Raizel spouts an array of very similar outfit outfits, generally leaving her upper stomach, arms, and belly button exposed fitting the protective yet cool nature that fits the Yanian environment. Strange accessories are often found with her, no shortage of shoulder pads, wristbands, and scarves, that occasionally contrast with her red and purple boutique. Holding the artisan talents she does, Raizel outfits herself and any those she travels with various trinkets, custom made with all sorts of gemstones and colored clays.
She can often be found with many bruises in strange places, showing a lack of self-care and becoming concerning to others, along with not taking the effort to cover up the gemstone on her shoulder blade. She also keeps on her waist a variety of pouches of crafting materials, waterskins, and a diary filled to the brim with cooking recipes. She stands average for a Yanian woman, at a 6' 2"(187cm), and is somewhat broad, showing her hard-working efforts with a slightly muscular frame.
Her hair is generally kept in kinky curls, basic locks, or twisted braids, although it is often held up with a loose maroon headband when possible.

Personality: Raizel holds her status as an emotional person, she acts as if every small event is worth noting in detailed sculptures and as such she finds herself living in the past, holding onto memories as if they were her life force. She shares her memories with others, embedding them into their relationship no matter what happens, something that only amplifies feelings of heartbreak or betrayal.
Despite being such a flighty embodiment, Raizel gets things done, work is placed above all else and only buffeted by competition, especially when it involves Yan, a true pillar that holds up Raizel. She holds her continents work ethic in an unhealthy view, believing it to have been created superior and mighty, surviving among times of strife and struggle the same thing she must do.



History: Raizel had been taught a hard-working spirit, raised in two different environments based on her parent whims from cooking, education, and leadership from her father allowing her to work with and for others, versus her mother, holding an urge for her strength, skills, and abilities wishing her to become a major force and potential for village leadership. Although as many others in her hometown, this allowed her to develop both sides, she was always busy, despite her having a little bit of everyone's interest.

This peaked as she decided to partake in The Festival of Shifting Kings, the place where she gained her injury
Strengths:
  • Raizel is able to emit a gaseous substance out of her mouth, with long exposure causing poison or decay, it can also be concentrated with spit to create a sort of acid like substance, capable of slowly chipping away certain substances.
  • Stamina will definitely never be a problem for her, be it walking across the Chau mountains or climbing up Gaganian trees.
  • Raizel has the passion of a master artisan, and the dexterity to match, although she holds no taste for money, she would happily create accessories to those she likes, or tools for those she believes needs it.
Weakness:
  • Her Miasma greatly depends on what she eats, differing from clunky or dull if she's malnourished, or certain fruits casing her mouth to burn or the spit to become nullified.
  • Raizel holds little concern for herself in the midst of everyday living, she would pick up little bruises or ruin her appearance without even noticing it, this combined with her injury leads her to often become damaged and unable to fight or act properly for short periods of time.
  • Her emotions control her, she will hold grudges even in times of risk or danger, and react "wrongfully" in specific situations that need delicacy or precision.
Weapons: Trust me, when you have acidic spit, weapons become a joke...they also melt when someone tells you a joke.

Later on, she may get a two-handed battle-ax, preferring it due to space it creates in between her and other combatants, and it's severity of wounds left despite it being slow to swing.
Additional Information:
"It is on my shoulders that Yan rest, we have endured our trial with a beingless life, we have proven ourselves, we have shown we are mighty...It is Yan that will rise above you all, it is Yan where the being shall favor"

Raizel has a pet Burmese Python (not venomous, semi-aquatic, sharp fangs, top 5 biggest snakes)she adores, named Silver, it was left at home in Yan for her to potentially pick up later.


Raizel loves to spend time in the kitchen, and more importantly, spend time with other people in the kitchen, always wanting to teach somebody a new recipe or have people try out a dish.
  • Blueberries, Raspberries, Grapes all cause a sort of foaming at the mouth, making her mouth burn, it only lasts for a few seconds but it'll definitely distract her a little while.
  • Raw Meats, especially beef makes the gaseous substance heavier, causing it to sink rather than flow freely
  • Lemons allow the Miasma to rust machines, which normally the Miasma isn't acidic enough to do
  • Carrots cause the Miasma to have a slight luminescent glow. (Get it, vitamin c joke, cause seeing in the dark, and light)
  • Pineapples cause the gas to clunk together, becoming no bigger than small dust clouds (small, lethal, poisonous dust clouds)
  • Apples give a pleasant smell to the Miasma depending on the country that they were grown in.
  • Eggs consumed nullify her saliva and also making it hard to produce Miasma
  • Garlic doubles the capacity she can produce Miasma, the smell also becomes intoxicating.
Information on Yan
The Festival of Shifting KingsHolding a semi-annual contest to determine leaders, Yan decides it's leaders through various test of strength, craftsmanship, endurance, and mind, these leaders hold their position for these two years, deciding the village and one trial of the next festival before stepping down.

Because of this Yan is often changing, seeming like major and random events out of nowhere to outsiders.

KurivasYan's official currency.


Kuviras
Country of Yan
Rounded coins made from multicolored clay.

Small traces of rare goods inside, including Silicon, Coal, Gemstones, and Crystals for value.

Hand-Sculpted and Banked.

Major source being through Yan's huge market in Dyed Clay, Coal, Silicon (like how sand makes glass but with clay), Pottery and Gemstones.

MonumentsThe Shifting Sands
A rare weather event found right on the border of Dour and Yan, it occasionally sucks in small amounts of the ocean and disperses it here, creating a sort of sandy substance in combination with the red clay that creates pottery that is highly sought after.

(Please)
 
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  • Grim

    0ea1c6c085c8370d8c73c0ee8f01694b.jpg
    67791c8f3ec4766e2c248a1d84357c52.jpg


    Name: Lithe Carrigan

    Age: Twenty-two

    Birthplace: Biyn

    Position: Vessel

    Birthstone: Opal on her wrist

    Gender: Female

 
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Name: Alba Teno

Age: 19

Birthplace: Gagan, village of Tamera

Position: Vessel

Birthstone: Turquoise, the gem is over his heart

Gender: Male

Personality: Alba was smart since he was little and an inventor at heart but everything he had made never turned out right. His love for inventing was great but he was also a lazy boy who tended to run from his chores and sleep in the deep trees where he had set up hidden hammocks. He was raised with the stories of the heroes and took them to heart, dreaming and hoping of a day that he could go on an adventure. He looked back on the stories and decided that he would be the smart hero so he used their natural and mechanical resources to make equipment that were modified just for him. His laidback nature causes him to be easily fooled and manipulated by others. Alba can get easily excited and rash if things become too boring for him or incredibly lazy if things get too hard or he sees them as not important.

Appearance: Alba is 5,4 and weights 110 lbs. He is thin, flexible, and has short black hair that tends to stick out in places. Dark red eyes and fair skin that was from being hidden from the sun over the years. He wears a red vest over his white shirt that was marked with gold trimmings and an arrowhead necklace that was from his mother.

RT14jUQ.png

History: Alba was born and raised in Gagan, being taught the art of inventing by the village elder and his father. While he had unique ideas that he thought would help people, whenever he executed his ideas the inventions would malfunction and usually blow up in his face. One time while he was young, he was looking for materials for his latest idea and was attacked by a forest creature. He ran through the trees while hiding from the creature and used his machines as distractions until his father arrived and saved him. He became afraid to venture out anymore and his mother began telling him the stories of heroes to encourage him to overcome his fear and gave him an arrowhead necklace of the first arrow she shot as a hunter. He grew improving his mind and learning the way of the blade from his father.

At the age of nineteen, he believed he was ready to leave and look for his destiny. He was given equipment that would help him on his journey and he walked away from the home he always knew to find what else was out there for him.

Strengths: Flight, his intelligence in inventing and strategy, he knows the basics of sword fighting, and can be persuasive when he doesn't want to fight

Weakness: His flight requires that his body is relaxed, his mind empty, and his heartbeat to be slow. While he can be a genius at times, his childish and lazy nature causes him to fail or overlook certain factors. He isn't perfect with his blade and has no real experience in fights. He tends to undermine his opponent and be annoying at times, causing others to get frustrated with him.

Weapons: He made a mechanical sword that takes many different blades to fit the situation but he has to create the other blades and sometimes the sword will malfunction.

Additional Information: He has the incredible talent to fall sleep anywhere and annoy the hell out of his enemies. He can eat his weight in sweets and has little talent in cooking and hunting.

Please
 
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Name:
Haruko Maki

Age:
19

Birthplace:
Haritha

Position:
Vessel

Birthstone:
Emerald
Middle of her forehead. (Like where a third eye would be)

Gender:
Female

Personality:
Haruko is hardly typical of what one would expect from someone born in Haritha especially with her being a bit of a scaredy-cat. Haruko is not really the fighting or hunting type but she can do it and she's quite good. Haruko is cheerful, sometimes sarcastic, genuinely helpful well-meaning she can be somewhat clumsy and short-sighted. She's also bubbly and cautiously-optimistic. She also sometimes tends to be a motor mouth. Haruko can work hard, cares deeply for others, and tries not to let her friends know when she's down. Haruko tends to get prejudge on her skills as a fighter but what people don't realize is she is a lot stronger then she looks.

Appearance:
Height: 5'8"
Haruko love Asian style of clothing. It's pretty much all she ever wears. The outfit in the pic is what she mostly wears. Even though her hair appears short it's actually longer then it looks. Though it looks like it goes to her neck it actually goes to her chest. The bottom of her hair is braided in two braids. The umbrella she carries is a weapon but she also uses it as a fashion statement and to keep out of the sun on really hot days.​

fe75ebd6ab52bbf1a8ede4687b0f38fd.jpg

History:
Haruko was born in Haritha but she wasn't raised there. Her mother was from Mauve and her father was from Haritha. Her father had always wanted to travel outside of Haritha and when he came of age instead making family and continuing on like most he left Haritha and set off to see the world. He traveled to Mzia, Nuri and Mauve. When he got Mauve he found himself getting attached to the place part of it being because he met a woman he became attached to. Both of them soon fell in love and he brought her back to his home. He had actually started to feel a little home sick and missed his family and friends. Plus he wanted his wife to see where he came from and meet his family. When getting back home they stayed there for quite a bit and soon enough the woman became pregnant and gave birth to Haruko. When Haruko turned 5 the couple decided to move back to Mauve and ended up pretty much living there. Mauve was where Haruko grew up. Her father told her about where he came from and how different things were there. He even taught her how to fight and hunt. She was quite good at it though she never thought she would really need to use it. At the beginning she didn't even want to learn so her father tried a different type of approach with it. He told her she could be creative in the way she fought just like she was creative in the way she painted. She could be creative in what type of weapon she wanted and all of that. This peaked Haruko's interest and she did become quite creative in the way she fought. For one thing she used a umbrella which was bit strange but she was able to think of creative ways to use it. Also the umbrella was very heavy and only someone quite strong could pick it up. Which tends to shock people when they realize just how heavy the thing is but she carries it with ease. As she got older she sparred with her father a lot and she continued to get better at it. Though she was good it still wasn't her top interest. But it was always good to know how defend one's self.

Haruko didn't really have any memories of Haritha since she was so young when she left. Recently Haruko and her family moved back to Haritha her father wanting to see his family friends also because he wanted Haruko to see where she was born. It's safe to say Haruko doesn't quite fit in considering where she came from was different and kind of opposite. People dressed and acted differently and were more skilled hunters and fighters then artist. Which was fine but she had to join in on it all and she really wasn't into hunting she could do it but she rather sit down and paint or draw instead out there hunting some animal. She's not sure if will really ever get use to this.

Strengths:
- See into the future
- Combat
- Strength
- Painting
- Creative

Weakness:
- Seeing into the future can cause great strain on her mind.
- Though she good at fighting also doesn't have real world experiences yet. The only other person she has fought is her dad and has never really been exposed to fighting people with different fighting styles.
- She tends to be bit of a scaredy-cat. Which can stop her from making bold moves.
- She tends to talk to much which makes for a bad listener.
- Hates spiders and scary looking bugs.

Weapons:
Umbrella

Please​
 
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Name: Emily Swrin

Age: 25

Birthplace: Elmas

Position: Miner, Position of the Phoenix (Master Alchemist)

Gender: Female

Personality: She HATES being treated like a child. She's kind and nice to those who respect her and treat her right. She likes being praised and tries to act cool in front of her fellow leaders. She will not tolerate disrespect towards her.

Appearance:
42689862_p0_master1200.jpg

(sans the little logo on her hat)
4'5


History:
Emily was born into a wealthy family. Both of her parents were alchemists, selling potions to warriors, adventurers and other people in need of them.
She had higher education than most and was shown how to make potions so she could continue the family business.
When she was 18, she was busy making a potion when she accidently spilled something into the mix, causing a non-lethal explosion in her lab.
When she woke up, she found she was closer to the ground and looked like she was 12. After this incident, she's tried all her life to make a potion to return her to normal but to no avail. She's been treated as a child and been denied access to areas for adults. Although to most, being youthful forever would be a blessings, but to her, it was a curse.
One day, she was attending to her shop when she met quite a large man, at least...large to her, who was asking for a few kinds of potions. She gave him her potions and he gave her his money. She thought nothing of it.

Emily sold her last health potion to the woman in front of her. She knew that she would have to gather more materials tomorrow as she was running out. She closed the shop and went to sleep.

She woke up and got ready to go to the countryside and get the materials. There were closer places to get the materials necessary but where she usually went, it had materials which would increase the potency of the potions. She grabbed her bag and went off to the woods.

Normally, she would hire a bodyguard but she needed to get the materials fast and hiring a bodyguard would take a lot of time. She needed to pay for food for both herself and her parents, so she decided that just once wouldn't hurt. She was peacefully picking plants, herbs and fruits when she suddenly felt a sharp pain in her backside. She had been shot with an arrow. Luckily, it didn't go too deep at it was slowed down when it hit a fairly hard fruit in her bag, but it still drew blood.
Emily screamed in pain as she drew the arrow from out her back. She looked at the arrow's tip and realized it had been covered in some sort of poison. Emily knew she had to escape, the exit of the woods wasn't that far. She immediately started running but was soon stopped by a sudden shoulder bash by one of the bandits. Emily fell, dropping most of the fruits and herbs out of her bag.


One of the bandits approached her, with a dagger dipped in some sort of liquid in hand.
Emily, even though she thought she wouldn't be attacked, had brought a dagger with her just in case. She immediately threw it in the direction of the bandit, but it only caused a deep scratch on his cheek.


"Tch, You bitch!" said the bandit. He stabbed her in the arm with the dagger and with double the poison in her system now she quickly started feeling dizzy. The bandit was still pissed and had started kicking her and stomping on her, all the while she was screaming in pain. Once the bandit decided he had enough, Emily was left on the ground, beaten and bleeding. Emily, somehow, was still half conscious. She watched and the bandits approached her, grabbing her bag and discussing what they would do with her. Her vision was distorting and their voices just sounded like loud mumbles. The only words she could make out were "Slave", "Sell" and "Kill". She was ready to give up when all of a sudden, a man had leapt in front of her. The bandits were obviously frightened of such a large man and scrambled to unsheath their weapons. Before she lost complete consciousness, she noticed that it was a man that she had sold a few potion to a few weeks back.

Emily woke up in what seemed to be an infirmary. As she opened her eyes, she saw her savior smiling next to her bed. He introduced himself as Gallien and said
"You were tough by surviving all that. What were you doing that deep on the forest? I know that you are making grown up work, but you are still a child.” Emily paused for a moment and then started punching Gallien in his chest. As if her body wasn't enough to make her weaker than normal, she was still weak from the damage she recieved. She spoke softly but with an angry tone. " I-I’m not… a child… I-I’m an a-adult… It was an accident… when I was making a p-potion…” She didn't want to be seen as weak. She didn't want to be looked down upon. She didn't want to be seen as a hindrance.....but deep down...she knew...she WAS weak....
She stopped punching Gallien and started to close her eyes slowly


“Okay. I believe in you.”


Emily, clearly taken aback, opened her eyes.
She completely paused for a moment...then....
She smiled. She smiled...and cried...
She cried tears of happiness.
Somebody finally believed her...
She had spent so many years of people just treating her as a child.
Being looked down upon.
And for someone to finally say those words...
She couldn't help but smile and cry.




After calming down after a while,
Gallien explained to her his work: The Miners organization, the Being, and all that entailed.
It didn’t take long before she asked him to join.


Now, 1 year later, Emily works as the Master Alchemist, making all sorts of potions with the help of her subordinates, whipping mostly anybody who calls her a child with her baton and trying to become 3rd in command. Gallien was one of the few people she admired. He was so kind to her and she wanted to at least help him out in someway. She wants to become 3rd in command so she can work more closely to Gallien and be of more help.


Strengths

~ Not a threat ~
Due to her appearance, enemies assume she's only a child.
What can a child usually do?
Well. A lot of things but certainly not something that could help in combat.
So they underestimate her. By a lot.


~ Alchemist ~
She has expert knowledge on potion making.
She can make love, poison, healing, buff, debuff and a whole lot more types of potions.
She can make potions that either are drunk to get their effect, or making a non-lethal gas that when inhaled, causes the effects of the potion to take place.


~ Leader ~
Since she has the position of the Phoenix, she has quite a lot of subordinates.
Instead of searching for materials herself/ making potions herself, she has the help of them.


Weaknesses

~ Smol ~
Due to her size and body of a 12 year old, she's easily beaten in a melee combat.
She's pretty weak physically and can be taken down easily if she gets hit a couple of times.


~ Pain ~
Once again, due to her size and body, she feels pain more than others.
She's usually the first one to cry in pain.
She can't wear good armour as most good metal weigh too much and would either slow her down, or be too heavy for her.


~ Slow ~
Once more, due to her size, she's slower than her companions. She doesn't has the leg reach to run farther distances nor does she have the stamina.
If she were in a situation where she had to run away, she would need to rely on someone to carry her or she'd be quickly caught up to by her enemies.



Weapons:
ASP52611a.jpg
She carries a baton.

Additional Info
She whips people who disrespect her with her baton, usually hard enough to leave a mark that lasts for a while.
Of course, she's not dumb. If she sees that she's in a dire situation, she will act like a child and try to fool her enemies. Although she hates it, she knows it's one of the best ways.
She respects Gallien a lot. She admires him.
She likes to refer to herself as "Emily the Phoenix" in front of her enemies to sound cool.

She also wears a belt containing various flasks of buff, debuff and miscellaneous potions.
She's been traumatized by her experience with the bandits.
If she's ever in a situation where she's pretty injured and stuff, she's going to be too scared to move or react to almost anything, she's going to be shivering, crying and shaking.
It's takes a bit for her to recover after this. (Mentally that is)


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N E R O

tA2Ndwd.jpg
Basics
Age : 25
Gender : Female
Position : Jewel
Hair Color : Blonde
Eye Color : Golden
Height : 4'11"
Weight : 102 lbs.
Build : Petite
.
Personality

Nero is a strange creature, making up two extremes, two sides to a coin that is all crazy. For the most part, she's a woman overflowing with positivity and happiness. She loves to have fun and play games. A good story, play, game, or activity is likely to capture her attention, which unfortunately, is incredibly flippant. Her energy supply is never ending. A woman who can both be incredibly responsible and the worst person for any job, who will forget the most important things but always manages to come through in the end. She loves with all of her heart, hates with all of her heart... does everything with all of it and wears it on her sleeve. She'd do anything, literally anything, for the people she cares about and tends to take on a role of momma bear. She's over protective, worries over them far too much, and would always have their back in thick and thin. Very dependable despite her inconsistent nature, if she likes you, you can believe you have not only a wonderful friend but your own personal cheerleader and soldier ready to help fight your battles with a big smile on her face.

The other side of her, which tends to be a little more unbalanced and a persona that tends to shadow the previous, is always there but fleeting. She can't focus on anything for too long. She doesn't get angry... she gets maniacal. She laughs and acts to great extremes. She's both incredibly sadistic to her enemies and a huge masochistic. The sight of injury on her or an enemy excites her and drives her a little bit off the deep end. She's obsessive to the point where she can't sleep, think, or eat until whatever problem that is eating away at her is resolved. And her value of human life is varying. Unless she cares about you, life means next to nothing to her, as easily sacrificed as a bug she'd swat away. Especially if it is for somebody she cares for. Her moods are super swingy meaning she can be smiling and happy one second to flying off the handle the next.



Strengths/Weaknesses
+ Fearless : Maybe it is because she always believes everything is going to work out. Maybe it is because she's a bit naive. Maybe it is because she's crazy. But Nero is fearless and rushes into danger with a smile. A big smile.
+ Pain is Power : For whatever reason, Nero was born with an incredibly high if not complete pain tolerance. She feels very little pain and for some reason, seeing her own body injured only adds to her motivation. Not because she's angry, though. Because it is fun!
+ The Opposite of Squeamish : Nero actually likes to hurt her enemies. A lot. The more they bleed, the better. Injury of others does a good deal to spur her on.

+ Loyal Pup : An elephant never breaks a promise... Or wait, that's Nero. She's very loyal to her allies at any cost.
- Off The Handle : Nero can be a little crazy sometimes, especially when it comes to decision making. She's an act now, think later kind of person and acts without hesitation. Sometimes she can really go off the deep end with her maniacal laughter and unsettling pep talks mid fight, but hey, nobody is perfect right?
- 100% Offense : Defense is boring! Why wait to get hit when you can do the hitting? Nero prefers to hurt her enemies, even if it means getting hurt herself.
- Martyr... Kind of : Nero is willing to die for a cause or for somebody else. Maybe a little too ready to die. But it's the thought that counts.
- Momma's Rage : Far too overprotective of the people she cares about, she'll get into fights on their behalf, get hurt on their behalf, and maybe even bother them until they die. Great, right?


History

Nero was grew up as a street rate in one of the major cities of Biyn along with a few other kids her age. They made their money performing, each with their own special talent and pooled the funds to live somewhat comfortably despite not exactly having a place to call home. They preferred their life at it was, not missing the families or lives they might have had otherwise and always prioritized fun above all else. Nero herself put on performances involving fun dances, or ones where she would play an instrument and weave wonderful stories into songs for the crowd like a makeshift bard, albeit most of them were either truths stretched far beyond belief or just as they were, lies. People often ate up those performances and she lifted comfortably for quite a while. As she got older and when it was clear there was money to be had elsewhere, Nero traveled all over Fioza, living her dream of visiting the different countries while making coin off of all kinds of people and bringing smiles to their faces. She'd run into the group of Jewels when they were much smaller of a group during one of her performances in a popular inn, more telling them that she planned to join them rather than ask, thinking that she not only wanted to fight for a good cause but also wanted to go on an adventure.


Birthplace

Biyn


Weapons
Nero prefers two types of weapons. The first being knives, Nero's knives skills are incredible when it comes to stabbing, slashing, hiding them, and throwing them, it is almost scary.
The second weapon is a barbed mace. If there's anything Nero loves more than stabbing, it's beating the life out of something with a blunt object. The barbs on the mace are hook so they usually get stuck in the object it is hit with.



Other Info

TBA.

Theme








.please
 
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Theme||Bloom Nobly, Ink Black Cherry Blossom Border of Life by TAMUSIC


"I do not remember a world blessed with the Being's kindness, but I remember the stories of such a world. My only wish is that my children are able to experience that world as more than just a story."
- This punk


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Name
Morgan H Ite

Age
27

Birthplace
Miza

Position
Jeweler

Gender
Male

Appearance
Morgan stands at 5'13" and weighs approximately 142.6lb, boasting a modestly athletic physique. His usual clothing style consists of immodestly extravagant styles. His pristine white duster is emblazoned with golden lace flower patterns. The underside of his duster is lined with blue and under his whole getup is a purple skin-tight sleeveless top. The purple color complements his skin tone greatly. Morgan's whole attire gives off an air of royalty.

Personality
There is an earnest foolishness that shines through those eyes of his. It can be said that the body of that man houses the soul of a child. It seems as though Morgan remains unaffected by the miasma of mundanity that comes with growing older. So full of wonder, so naturally curious, Morgan is one who heeds the call of adventure and answers with strides. A giddy man who can never sit still, whose need to run, climb, jump, bruise and fall outweigh most others. That childlike attitude is always apparent but never overbearing. Unlike a child, Morgan understands the weight of responsibility as is able to quell his youthful vigor when needed. That being said, Morgan is a very emotional man. He acts on impulse and has a habit of relying on feeling more than thought. In this regard, Morgan can be called rash much like a child would be. Morgan has to exercise great self-control at times. Yet his emotions can all too easily get the better of him all the same. He is a man of action before thought.

A great kindness and patience exist within Morgan. The man is trusting, to a fault. He is kind and forgiving to an even greater fault. Though he may scowl he is never mad. When he cries he cries for others. If he is betrayed he always forgives. Such foolish kindness is the root of who Morgan is as a person. Such boundless empathy. Both his greatest virtue and his greatest vice. It can often be hard to understand how one like Morgan thinks. His mind is an enigma. Though it can be said that everything Morgan does is sincere, regardless of how outlandish his decisions may seem. He does what he does because he believes it is the right thing.

Strengths
The Arrow That Strikes True
Morgan is skilled with a bow. He takes a long time to aim, but once his sights have been locked he rarely misses. That being said, Morgan's strength lies in hitting stationary targets from incredible distances. Adept at hitting targets from a range of 260 yards. A target that is any further, while possible, is far harder to hit. Mobile targets prove difficult to hit for Morgan. A quick moving target is especially hard to hit.

A Will That Never Falters
There is a strong resilience within Morgan. Not a physical resilience, but a mental one. The type of resilience that keeps Morgan moving through hell or high water. So long as his limbs may move, he will keep moving towards his goal. In that regard, one can say Morgan has a one track mind once he's working towards a goal. Some would be inclined to call that a vice, Morgan would call it a virtue.

Weaknesses
The String That Holds Loose
It is not Morgan's wish to take a life, to make a sacrifice, or let blood be shed. He understands that sometimes progress requires loss, yet rejects that truth all the same. Morgan seeks a peaceful resolution. Even when forced to take up the bow he does not shoot to kill. Pacifist is far too complimentary of a title. Morgan is a fool. Diluted in his beliefs that a war can be won with words.

The Heart That Clings Too Tight
It should be said that being trusting is not inherently wrong. The problem is that Mogan trusts wrong. He trusts unconditionally in a way that allows for anyone to take advantage of him. Morgan will put his faith in those who have proven themselves unworthy of trust. Time and again, always to be played as a fool. Maybe someday he will learn to trust selectively. Maybe not.

Weapons
Aegis Eternal: A flatbow of superior design. It is capable of piercing through metal armor and can cover great distances. It is a cumbersome bow, it's formidable size and draw-weight (140lb) do not allow for quick successive fire. Though the Aegis can use any type of arrow only certain heavy-set arrows have the power to pierce metal armor when used with Aegis.

And a short sword. Though the weapon is far more akin to a long knife than any sword.

History
It was the stories of a land far gone that Morgan knew the best. It was those stories, the ones to tell of love and peace under one sky, that Morgan loved. It is the world painted in those many fables that Morgan seeks to one day find. As a child, Morgan knew the stories of the Being passed down every generation. He knew the stories of the kindness and love the Being shared with humanity and of the peace we knew. As a child, Morgan thought of the stories as nothing more than just that, a story. But as he grew, Morgan came to understand that his bedtime fables could become reality.

Desire began to manifest, a desire to see a world like those in his stories. But all Morgan had was stories of a time long gone. He did not have the means or information to pursue such a grand ideal. So he began seeking out the stories that were hidden. The stories of hated and anger. Of humanities betrayal and the Beings sadness. The stories that were locked away and showed the other side of this world that Morgan idolized. But it was in these stories of strife and pain that Morgan found his answers. So, he set to work. Biding his time in his coven home. Waiting for a sign. In that time Morgan studied. He read about the world outside his caves. He learned the customs of the world outside his own. He picked up a weapon, he learned how to fight. All in service to his quest.

Then, one day, stories reached his coven home of Miza. Stories of those who embodied pieces of the Being. Morgan knew that they held the Being's love. To know the world that he knew in his stories. Morgan's goal was simple. The Vessel's which held the Being's love had to be gathered. Morgan set off to do just that. He said goodbye to his coven home. He said goodbye to a world of strife and readied himself to welcome a world of kindness under the Being.

Additional Information
N/A

Glamor Shot
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Ready to Take Aim
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Having Some Grub
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Please and thank you!​
 
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Vagrant Knight Bael
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Name: Bael

Age: 32

Birthplace: Phailin

Position: Sapphire Vessel

Birthstone: Center of Ribcage, see above.

Gender: Male

Personality: While now a man of silence, Bael was once quite a chatterbox. His nature is of a man who loves his companions and has a passion for his work, and though it may now be mired in the mud of his past, a few scant remnants remain. He's someone who definitely tries to act gruff, stern and powerful, but the curiosity that once drove him still rears its head on occasion. A shift in body language, a wayward peer over a shoulder, or an excited trek through an ancient tomb, are perhaps the last vestiges of the man who once was. But before this, he has adapted to his new lifestyle thoroughly. In his work, conflicts of morality are of little concern for him and he's long since abandoned any desire for the comforts of society or comradery. In his day to day life, he's simply a man who wants to get his job done as quickly and cleanly as possible.

The only thing he spares any regard for is his own quest for redemption, and though he's not quite far gone enough to commit any atrocity in their name, calling his pursuit of it ruthless wouldn't be too far a cry from the truth. His own sense of restraint is long since shattered, but he's held at bay by the memories of his comrades lost, his core as 'a good man' kept warm and alive by their long-dead hands. Hopefully, to one day bloom once again, shed the mask, and restore the man that he once was to a state where he can face the world at large once more.

Appearance: A vagrant knight clad head to toe black, save for the snow-white mask that ever presently sits atop their shoulders. He stands at 5'8", and a pair of greyish blue eyes peer out from behind his mask, should you look closely enough.

History:
Knowledge is power, and power corrupts.

Within the snowy plains of Phailin, Bael was once a scholar that one would expect of the land. Then he called the ancient Serpent Schools his home, dedicating his heart and soul to the pursuit of knowledge. To unveil the secrets of a time forgotten, and ensure the mistakes of the past would not be repeated. A Historian, he once called himself.

In his prime, he worked under the White Snake himself with the full support of the schools at his disposal. Diving into tombs, plundering ancient libraries, unearthing ancient burial grounds, if it was in the name of knowledge there was little he could not do, authority and prestige both at his back. Studying the ancient history of man, he eventually encountered it. He delved deep into a tomb, exposed by an unexpected thaw and opened to the outside world for the first time in decades. Within were walls painted in endless and beautiful murals, telling tales of ancients long since faded into history. Fiction rather than fact, he was sure. But, their beauty hid an equal degree of treachery. The tomb was of a masterful craftsmanship, so naturally, its defenses were too. He entered that tomb with five of his best contemporaries, and only two would ever leave.

And all the surviving pair had to show for it was a single measly, blue gem.

The tomb itself had been a cultural treasure trove, but it was little more than that. Cultural. Something for stories to be extracted from and be told to entertain the young and bored. Not something worth the loss of life, both the survivors agreed.

Or so Bael thought.

While he pushed that cursed tomb to the back of his mind, the man he would now call his partner pushed it to his forefront. An obsession was born within him. That place had taken his friends, charged the greatest price that it possibly could, so he would not allow it to cheat him any further. If he had to sacrifice as much as he had, he would get what he paid for. Knowledge. Power. Whenever he could, he delved back into that place whenever he'd the chance, and slowly but surely unlocked its secrets completely. Tales of gods, wars, and powers supernatural. He figured it out. The gem. The fragment. The power it held and the power that was out of his hands, but not out of his reach. It was, after all, only dangling around the man named Bael's neck, taken as a reminder of the brashness of his youth. And his mind had long since gone to tatters.

He struck in the night, swiftly and savagely. Bael didn't even come close to seeing it coming. Not even when he felt silver in his mouth and blood in his throat did he understand his friend's betrayal. By all means, he should have died that night, but one dominating thought prevented him from drawing his final breath. Struggle. He'd only minutes to live, even less if his attack was to go unfettered, so his actions were swift and instinctual. He didn't even bother to fight. He fled as fast as he could, only ever stopping to sear shut the bloody torrent he once called a mouth, and escaped into the night.

By sunrise, he was a criminal, branded with the titles of both betrayer and thief, accused of stealing away with state secrets by the man he once called friend. The fangs of the schools he once called home had been born upon him, and he had no choice but to run.

To survive.

To struggle.

He took whatever work he could, wherever he could. Anything. He scraped his way through the muddy underworld of society, working jobs illicit and immoral for the sake of his survival. Within that mud, the Sapphire finally accepted him and the Masked Knight was born. Bael abandoned his scholarly pursuits with only one goal in mind, retribution. For his fallen friends, and to save the husk he once called comrade from himself.

Strengths:
  • Born of the Sapphire Fragment, Bael wields the power of Telekinesis with a modus-operandi of "precision and control". A warrior of training rather than intuition, Bael's preference for planning and lucidity is clear in his use of his powers. Accelerating thrusts, deflecting blows and reinforcing his agility are the primary uses that Bael's telekinesis finds itself used for, with a clear lack of overtly fantastical applications to be found in his 'arsenal'.
  • Bael is a tried and true warrior. He's served as a blade for hire for clients ranging from rouge to royal, his experience making him more than adept in not only the handling of his gear but in the countering of his foe's. Be it a spear, bow, sword, axe, mace or hammer, there's nary a tool or tactic that remains unseen to his eyes.
  • Despite his current state, Bael was once a true scholar. He lacks the thirst for knowledge that once drove him, but should the need ever arise, he's maintained his talent for study. He's quick to parse information and put it to use.
  • What he lacks in general sturdiness, he makes up for in tenacity. So long as his legs function and his consciousness remains in the light, he will never be forced to back down.
Weakness:
  • Bael lacks a certain creativity. He's someone who is sternly set in his ways and shows no inclination to stray from them. This, in other words, could be called a lack of mental flexibility, something that maims the prowess of his powers garnered by the Sapphire Fragment. His mental movements are not only jerky and delayed, but lack the ability to move in anything other than the cardinal directions, relative to Bael, entirely.
  • Bael has seen his fair share of battles, and they've left their mark. Scars of all shapes and sizes mar his body. One, in particular, causing a weakness in his left leg the would be easily exploited by any with a keen eye and a swift foot. Most debilitatingly, his tongue has been long since lost, and he is unable to speak.
  • His betrayal at the hands of the Serpent Schools has left him with a keen resent for the plottings and planning of higher minds. He outright refuses to engage in trickery and deceit, resigning himself entirely to the role of a brute-force grunt should one be willing to do the thinking for him.
  • He has very little regard for his own wellbeing, especially if one of his goals lays in his sights. He's come much closer to death than he should have on several occasions, for no reasons other than recklessness or neglect.
Weapons:
  • Tooth - A semi-hollow thrusting sword that resembles a lance. It is two and a half times the length of Bael's forearm, the 'forearm length' at the base of the weapon is hollowed out. The weapon's grip is contained within, the weapon's sleeve protecting the user's arm from attack. It is purely a thrusting weapon and is meant to be used with a shield.
  • Claw - A silver, crescent-shaped longsword meant to be held with two hands. Nothing special about the design, a weapon that is solely for killing.
  • Palisade - A oval, black shield that is half the height of Bael's body. Very thick and durable, requiring a strong arm to wield.
Additional Information (Phailin): Phailin is a land of rolling snow and great schools. As old as the country itself, the Serpent Schools of Phailin serve to both govern and educate. After all, who better to rule than the most educated of the land? The greatest of the sit, starkly and impressively, as mighty monoliths atop the snowy plains of Phailin, townships naturally twisting out form them like the tightened coils of a mighty constrictor. Amongst its elite, the Scholars, you'll find 'indoorsmen' in surplus. Men and women of great wit and even greater bellies who spend their days interpreting and re-interpreting the ancient texts of the land, unfolding mysteries of history and culture alike. The common man, or 'those that do not think' is quite the opposite. Minds who do not find themselves enjoying regular mental successes are cast from the schools, and tasked with physical labor. Maintaining the Schools, expanding the townships and most importantly, perpetuating the fur trade that is so vital to the country's economy. At the apex of their society, sits the White Snake, a position held by they who hold the most scholarly accomplishments in their life. They hold a great sway over society, deigning what is and isn't an important topic for study as they please, regulating the lesser caste of society and maintaining relations with foreign powers.

In general, the people of Phailin live lives dense with purpose. You'll find few within their society who go purposeless or homeless, and while to some it may seem their society lacks a certain freedom, their peoples are some of the best fed and peacefully living, so perhaps it is a tradeoff that is well worth taking.
 
Name: Fintis Riverhelm

Age: Nineteen

Birthplace: Hodus Valley, Chau

Position: Vessel

Birthstone: Pearl, set on his chest right above his heart.

Gender: Male

Personality:
From a nation known for their medicinal breakthroughs and their distrust of foreigners that has kept their secrets among themselves, predictably Fintis is a bit of a mess given his occupation of choice. Both a caretaker due to his profession and skeptical about the intentions of strangers, his decision-making process is often hindered by the war of nature versus nuture - his natural inclination to aid versus his taught inclination to question. Still, he is a healer through and through and when necessarily, he will force himself to swallow his doubts to save another person. Despite what his occupation might suggest, he isn't the most nurturing of people. He doesn't have a lot of empathy, nor is he patient enough to soothe the people he cares for. He is more likely to tell someone to bite on cloth to both keep them from harming their teeth and to keep them from talking than to actually try to reassure someone while working on them. Though it doesn't make him the most sought after healer in the Valley, this lack of emotional stake does encourage diligence on his part and can help him keep a level head. For the most part, anyway. 'Peace' isn't an ideology Fintis understands. Raised while watching townspeople leave for the forest only to never return again, he like others from Chau learned the art of the hunt. Pacifism was death in a land plagued by dangerous creatures. It's a mentality he is very unlikely to grow out of. He possesses some curiosity of foreign culture and art, predominantly literature, that can be considered hypocritical given the distrust of strangers. This interest has helped in dispelling a bit of his ingrained scepticism.

Appearance:
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A male of average build for one of his age that engages in semi-regular exercise, Fintis stands at about 5'10", his heeled boots giving him an extra inch. His skin is light, with freckles dusted across his cheeks and the bridge of his nose. His lips and eyelids both have natural bright colours, making it appear that he wears make up. Annoying as a child but beneficial as a conflict-involved young adult due to the underestimation it presents him with.

History:
Not originally born in Chau, he found his way to the nation after his father's forced abandonment of their family when he stole from a noble and was caught. His mother, a Chau native, decided to return home and brought her (at the time) one year old son with her. Settling in Hodus Valley, the first few years there were rather lonely, as very few of the townspeople in the little town cluster lovingly named 'Ansol' knew what to make of the pair. Around the age of ten when Fintis was to decide on an occupation, however, one of the village hunters took a liking to Fintis' mother and the boy himself, opting to take care of the two and to take Fintis under his wing. It was an enjoyable but insightful time in his life, as he came face to face with the dangerous animals with sharp teeth, sharp claws, and short tempers that he'd been warned to avoid. Although not a prodigy, he took to it well enough, seen deploying his own traps and taking aim with a bow before ever being cued to take the shot. It was even better to come home and see his mother's proud and smiling face at seeing her two boys come home. Unfortunately, it was a peace that wouldn't last. A hunting trip deemed too dangerous for Fintis to come along on claimed the life of the hunter, sending his mother into a spiraling depression at losing not one but two lovers. Fintis quit hunting at his mother's behest, something that temporarily soured their relationship at he believed hunting was the only connection he had to his father figure, as he never knew his biological father and had no real interest in doing so. With nothing to entertain himself with, he mostly just read the books his mother brought back with her and did off tasks around the town until his attentions were finally called elsewhere.

More and more people were coming back injured from their trips to the mountain. Even those who weren't hunting returned injured or dead. A call for more healers was made, and as Fintis was no longer an active hunter, the town elders asked him to consider becoming a healer. He could have declined, but it would have been a damning sentence for he and his mothers' reputations, so he accepted. While just proficient at with a bow, he was an artist with herbs and water. Medicine came to him naturally and his former hunting skills enabled him to travel around Chau to gather what he needed without waiting weeks for merchants to acquire and sell him the ingredients. It made him a formidable healer, though his personal temperament did dissuade those conscious from dealing with him. It was during one of those aforementioned hunting trips that Fintis came upon someone odd. A stone in the shallow waters of a creek; a sizeable pearl. He ended up returning with it, his originally intentions being to give it to his mother as a gift for her birthday. However, he woke up the next day to find that very stone on his chest above his heart and no amount of effort could get it off. When he discovered that that stone had given him some very significant gifts when healing an injured child that morning, he became much more welcome to its presence, though something nagged at him that such a gift couldn't come without a price. He just couldn't fathom what it would be.

Strengths:
The Healing Arts:
Granted to him by the stone above his heart, Fintis holds great healing magics at his fingertips. Manifesting in talents as simple as sensing sickness to the more complex although stereotypical ability to heal great wounds and 'cure' ailments.
Hunting: Born in a mountainous region full of wildlife notoriously violent in nature, it was a necessity to learn to hunt large and small beast alike for not only food but for safety as well. Though healing has and always will be his predominant skill, he possesses at least an average ability and knowledge of tracking, trap setting, and hunting with a bow.
Focused Mind: Due to the lack of empathy Fintis possesses, he is able to remain objective in times of great emotional duress. As a healer, this especially benefits him when dealing with severe injuries or when dealing with demographics like children.

Weakness:
Limitations and Consequence:
Though healing abilities are regarded as 'miracle working', Fintis can only heal that which is not fatal on its own, such as an injury to vital organs. There is no limb regrowth to be seen with his magic and all he can really do in such a circumstance is slow the bleeding. Additionally, as healing magics walk a line with life, a price is paid for its utilization to maintain balance. Nothing as severe as a plague will come upon the user nor will the requirement that Fintis bear the injuries of those he heals. However, Fintis does exhaust and fall ill through its use. Healing smaller injuries and minor illnesses may only wear him out slightly, resulting in less 'pep in his step' and perhaps tiring altogether at an earlier hour than usual. Healing large injuries and severe illnesses, however, can bring fever, nosebleeds, and great lethargy that spans for more than a day. If not careful, he can fall comatose or worse if he uses his abilities too extensively.
Skill and Proficiency: Still first and foremost a healer, although capable of hunting with all the skills to be functional at it, Fintis does not have the flexibility, speed, or endurance of a proper hunter who has maintained their physical strength throughout the years, since he himself quit. Additionally, having always hunted as a group before, it will take a considerable effort to remain formidable against a tough opponent if left to his own devices.
Lack of Understanding: A lack of empathy means Fintis as a harder time putting himself in other people's shoes. Though it makes his decision-making easier, it just as easy for him to forgo others' feelings in matters as well which can make him come off as something of a jerk (To put it kindly).

Weapons / Inventory:
- A bow and quiver pair. Quiver is on his hip, attached to the belt his medical supply bag rests in. Bow is worn across his body.
- A dagger with a handle dressed in vines, kept in his boot.
- Needle and Silk for sutures.
- Small Medical Supply Bag around his waist containing herbs, bandages, and a very tiny wooden mixing bowl and stone. Rests on the hip opposite of the quiver.

Additional Information:
W.I.P

---

Please.
 
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character two: electric boogaloo

Character Sheet - Nuri Jewel:

Name: Maikas (pronounced make as) Jonob

Age: 34

Birthplace: Nuri Capital

Position: Jewel

Gender: Male

Personality: He always looks angry, with a stern face underneath whatever helm he's wearing. He'd like to say he cared about you, but he really only cares about restoring or stopping the being. He is always looking to help people improve themselves, if not for themselves then so they can back him up better. He's very opinionated about the proper way to go about things and doesn't care if someones opinion of him is lessened because of it. He is extremely loyal, but to the cause, not a person. Any attempts to corrupt his mind or control his path will be met with heavy resistance, and if you persist, a sword in the place of your trachea.

Appearance:
6'5" (1.95 m), 220 lbs (99.8 kg) of pure muscle. His hair is cut short while a bit taller and flat on top in a traditional Nuri Military style. His face is clean shaven for the same reason. He has a big nose, crooked, like it's been broken more times than even he remembers. He wears plate armor with a great helm, and the hilt and ends of his cross guard of his sword are decorated with Hematite. On his back over the hilt for his claymore, he carries a shield, the shield is decorated with obsidian from Afi's volcano, making up the edges. On his back hip he carries a very large crossbow capable of firing two bolts at once, with a quiver for bolts built into the crossbow itself (under it, not a repeating crossbow).

Like many a teenage boy with more brawns than brain, he joined the Nuri military to find a sense of purpose. He had extensive military training that he essentially poured his life into, hoping it would help him later in life. Because of his background he has experience wielding almost any sort of conventional weapon, as well as limited experience with mounted combat and siege weaponry. But although he was skilled in combat and respected by his brothers-in-arms, he left the Nuri military to find work somewhere else, as it didn't give him the meaning he strove for. As the older brother to three siblings, a sister younger than him and twin boys younger than her, and in a less than wealthy family, he knows what it's like to struggle in life. His dad passed from old age a few years ago, but his mom and siblings are still alive and kicking, he often mails them as his sister can read his letters to the family. They are some of the only people he cares about in life, although he wouldn't admit it to them. The other people he cares about include Noran, a friend from military school and friend from childhood, and <blank>, a <insert player's character who would like to have been friends for a few years or more>.

He wandered Juvela, acting as a sellsword for awhile, but this didn't appeal to him in the long term. He worked his tail off to get the skills that he had, and all he was using them for was to stop lowlife thieves. He put away his sword and vowed never to unsheathe it again unless he found a worthy cause. He traveled all across Juvela, sometimes offering lessons to those he was interested in, and always looking into groups in the area that could make use of his skills. It was either fate or a miracle he never joined the Miners, but at 27 he reached and found the Jewels while travelling through Phallin. At first he was skeptical, a group of people worshiping old religions didn't sound up his alley, but he could tell that their members were wholeheartedly invested in their beliefs, something he desperately strove for.

He joined and rose through their ranks, and the first night as he unpacked his gear and travel equipment, he polished his sword for the first time in 5 years

Strengths:
  • Emotional Detachment. Even when the going gets tough, when his friends fall beside him, he'll keep pushing until the mission is done.
  • Strong Willed. He is extremely determined and can often instill people with determination of their own.
  • Combat Expert. In a purely one on one melee, there are few people who could defeat him, as he is extremely skilled.
  • Combat Training. He is proficient in almost every non-exotic melee weapon. He can use any sword with ease, but something like nunchucks or
  • Tank. His armor is almost impenetrable, only blunt, heavy, or specifically armor piercing weapons can hurt him.

Weakness:
  • Overburdened. He carries 3 weapons and his armor is very strong, but also very heavy. He can not chase down a fleeing target and in a fight he'll likely be the last in the fray.
  • Social Ineptitude. He can often be downright rude or haughty, and chooses not to interact with people for "fun". Some may see this as stoic strength, but the inability to gain the full trust of allies is a weakness, especially in battle.
  • Final Stretch. When the end is in sight, instead of his resolve becoming stronger, it often weakens, as in "it's so close, phew, we have this". Any last ditch effort or tragedy will demoralize him.
  • Sword Beats Pen. As a higher rank in the military, he learned the alphabet and basic words as well as basic mathematics to follow letter orders, but other than that he has minimal education.
  • Prep time. His armor takes about 15 minutes to get into, and he needs help to do so. He must take it off to travel, or anyone travelling with him must wait for him.

Weapons: Large steel claymore, expertly forged and maintained. Heavy crossbow with heavy, blunt bolts for bruising armored units, still capable of puncturing light targets. A decorated shield and a simple steel arming sword.

Additional Information:
  • Enjoys watching the sunrise. Not so much the sunset.
  • At one point he apprenticed under a forgemaster. He can't craft the stuff but he can keep a forge running.
  • He's seen a cannon be used in person. It was pretty cool.
 
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Please excuse me if I am a bit rusty. I have not done a group rp in a while. :3

Name: Rupert

Age: 34

Birthplace: Nuri

Position: Miner

Gender: Male

Personality: Rupert is a prideful warrior who sticks to his own ideals of what he believes to be right. Life in Nuri is often measured by ones prowess in battle and those too weak to fight would be culled in one way or another. No matter how strong Rupert may be he realizes one day he too will be bested and fall like the comrades he witnessed over the years. Wether it be age or lack of skill one day he would die what he hoped could be called a warriors death. Rupert steels himself for this inevitability every day and copes with the fact by drinking... heavily. He is also infamous for his gallows humor.

Appearance:
FFF5BDE8-2086-4715-8990-CDC6BE518C6D.jpeg
Rupert is a large and muscular man who’s body has been forged over a life time of training and combat. His hand can eclipse a man’s skull in a single grasp and it is rumored that he is half giant, but those rumors never quite reach his ears because many would fear the retribution. He has short black hair cut in a militaristic fashion and usually sports a neatly trimmed beard. To some he may have once been considered handsome but years of fighting have worn heavily on the man’s face giving a more rugged and serious appearance. His dull green eyes compliment his brooding nature but every so often a glint of fire can be seen in his otherwise dead eyes when in the heat of battle.

History: As soon as Rupert could walk he joined the ranks of Nuri’s military. He didn’t know his parents nor did he care too. His family consisted of his brothers in arms and that was good enough for him. Though the failings of a commander Rupert barely left a mission alive and many of his brothers were slaughtered for nothing other than a feud between nobility. The deaths of his comrades weighed heavily on Rupert’s heart and he left the Nuri ranks as a deserter. A crisis in character and the meaning of his life coming to question he searched for purpose. It was like fate had answered his call because he was presented an opportunity to hunt down the harbingers that could bring the end of the world. Rupert saw this as a worthy cause and perhaps his only way to a noble death. Needless to say he joined the miners the first chance he got.


Strengths:
Strength- He is as strong as an ox or three.

Constitution- Arrows have been known to strike the man and cause little more than blood and annoyance.

Willful- Rupert will give up when he is dead.

Weakness:
Intelligence issues- Rupert is not a critical thinker and finds the best way to solve his problems is to hit stuff. Hard.

Slow- He is a big guy that wears heavy armor. Needless to say you won’t see him running any marathons or doing acrobatics.

Stubborn- His way is the right way. Even when it’s not the right way.

Weapons: A large steel two handed warhammer and when that’s not available pretty much anything that can make ruin of a man’s body.

Additional Information: He is a terrible cook but loves the culinary arts.
 
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Liana GravehoundRun swiftly with the wind at your heels, and hide with the shadows as your cloak- I will find you.
Age:
23

Birthplace:
Phailin

Position:
Civilian

Gender:
Female

Personality:
In this world, it is hunt, or be hunted. That is how Liana Gravehound saw things. To say she is a cold-hearted individual is too much of an overstatement, but there is ice in her veins nonetheless. The Yaksa youth finds no joy in interacting with others, and only thrill in stalking her target. ‘Savour the hunt’ was less of a motto than it was a mantra to the young woman, and to some, her persistence as she stalked her mark could be seen as some strange form of sadism.

She genuinely hates interacting with others, and balks at the idea. While she does not seem to mind working together with others, and tends to follow orders and sticks to whatever tactics had been thought up, she would rather no one actually speak to her directly, and seems extremely uncomfortable when someone actually does try to converse with her. Her abject refusal to interact with others has caused her social ability to suffer greatly, and while she can read the movements of a hunt, she is unable to read the atmosphere of a room even if it was written down on a piece of paper.

She has no loyalty to any group, except to her own tribe, but seems to be able to, at least, honor debts and alliances, to some degree. She has the belief of ‘better to work with the demons she knows than the angels she doesn’t’, and exhibits a strange loyalty towards mercenaries she has worked with, and recognised, before. Something to note is that she hates 'people' in general, but reserves her feelings for 'persons'.

Appearance:
5’5” in height, red hair, brown eyes. She often wears a brown, drab cloak with feather inlining, indicating her position amongst the Yaksa as a hunter. She features a couple of war paint on her visage at all times, possibly as a tradition thing, and somehow manages to keep them well-painted. The braids depicted in her image are from her ceremonial headwear, and she actually has short hair, with braided sidetails.

History:
Liana Gravehound hails from a hunting tribe in the snowy regions of Phailin. Liana was opted by her tribe to become a hunter. Whether this was luck, or just fate, is left up in the air. Nonetheless, the girl proved to learn quickly, and joined the adults at 13, before going out on her own hunts by 15.

She earned the name Gravehound after one of her hunting parties had been ambushed by a group of common robbers. She hunted every single member of the group down, tracking them across several miles of snow-covered forests, killing them one by one. Her sheer insistence on their deaths for disrupting her peaceful hunt gave her elders inspiration to grant her the title of Gravehound.

She later left her tribe to dabble in much more lucrative trades, which was to say she took up mercenary jobs. She served mostly as a guide for merchants and mercenaries alike, showing them safe passages across the regions, but peddled her reputation as an able hunter and tracker as well. An escaped convict, a slave hiding away in the forests, rival mercenary groups, the like- she earned hefty amounts of coin for assisting in seeking out targets. She undoubtedly reaped in the largest profits of all by finishing the job herself rather than let her clients dirty their hands. She has been working as a mercenary for 5 years now, initially working within Phailin, but has since taken her job outside Phailin’s borders to further her knowledge on the geography of the other lands, and is now quite well-learned on a majority of it to pick up on minor tells when on the hunt.

Strengths:
Tracker: A disturbed leaf trodden upon is all she needs. Liana puts many trackers outside of her tribe to shame. Scent, movement, disturbed rocks, peculiar additions to the undergrowth, she notices all. Her sheer ability with tracking both people and prey have given her nearly supernatural ability to even identify the age, gender, health, injuries, how long ago her target has passed by the area, and, given some other clues, even what they were wearing and small details of their appearance. Needless to say, she is capable of following said tracks across large distances while remaining undetected herself, and an amateur’s attempt to cover up tracks is a simple game to her. If you wish to escape, then you'd best be less than a shadow on the forest floor.

Hunter: Forested areas are her primary hunting grounds, and she is often deployed in such areas, for good reason. She has shown proficiency in many things that pertain to surviving in the forest, including constructing an arrow from basic materials, trapping and snaring prey, stalking, carving, skinning, cooking, salting, so on and so forth. She has survived for extended periods of time alone within the wilderness, and should not be overlooked due to her height and age.

Sharpshooter: She primarily hunts within forested areas, where an archer’s aim is often disrupted by trees and other nuisances. Liana has trained herself well enough to pinpoint and predict movements of her prey to nearly render this handicap moot. Her longest ranged shot has been recorded as 220 metres, across a clear field, at a fleeing target.

Weakness:
Anti-social: Even by Yaksa standards. Liana leaves the talking to whatever group or partner she is travelling with. She rarely does trades through first person, instead relying on merchants that she is familiar with. Due to this, her pockets are lined just enough to send back cash to her folks, and enough for her to keep herself stocked up for her travels. She is confirmed to be deliberately so, purposefully putting on the air of a lone wolf. Due to her mannerisms, she is extremely uncharismatic, and cannot be relied on to hold even attention, much less conversation. Her social skills suffer because of this- she can’t dance, she can’t play instruments, and the only playing she does is with her prey.

Close-combat: She can weave her way around a fight at close range, but is limited to a carving knife as a weapon. As a result, she suffers greatly against much more capable combatants, and often beats a hasty retreat when her back is against a wall.

Survival Over All: She has very little regard for others, and if there are abysmal chances of her managing to save someone, she will most likely ditch it. This trait is further amplified if there is a danger posed on her life.

Weapons:
Composite Recurve Bow: Her main weapon of choice. Created by her own hands, it is a work of art, containing high draw weight, and is extremely comfortable due to having been custom-made just for her use. It features a unique wood that reduces the creaking sound when the string is drawn, and the high quality materials utilised in it make sure that all it requires very little maintenance to work properly, and keep its tensile strength even in the cold of Phailin. Its compact form allows her to stay relatively hidden in forested areas, and has less tendency to get caught on surrounding undergrowth as well. This is a bow made for her, by her, and it shows.

Poison: She has a couple of poisons extracted from venomous and poisonous animals stored within unique canisters she bought from a travelling merchant. Most of the poisons she has do not kill, immediately, and most simply render their victims numb throughout their bodies. In small applications, most prey, including humans, will just fall over, paralysed, after an extended time. However, much more generous dosages of these poisons are more like to cause internal organs to fail completely, resulting in permanent internal damage, or death. Neither of these are preferable in actual hunting, as meat is more valuable fresh and undamaged. She primarily uses these poisons for sport, slowing a prey, or for hunting the most dangerous game.

Additional Information:
Liana is obsessed with bows. To say that she gushes over well-made bows is an understatement. She has a discerning eye for identifying what makes a bow, and possesses an innate sense of just how well a bow can work just by tugging at its bowstring.

Liana’s hunting tribe, the Yaksa, roam around the lands of Phailin, and their hunters are one of the most renown. Like Liana, a good lot of them sell their services as guides and trackers along with the pelts and loot, but unlike her, many of them do not wander away from their tribe for long. They are terribly xenophobic people, and do not get along well with outsiders, unless you have coin to spare. That said, however, they are a neutral force, and don’t like to stick their nose into affairs, local or foreign, and would usually silently move away if a conflict is about to happen. The tribe in general does not participate in wars and the like, but some hunters have been known to join up as combatants in exchange for money.

The tribe also earns their keep by mostly hunting and peddling their wares, either loot from dead bodies and bandits, or pelts from their prey, at local towns, and their hunters are known for their trackers, who have had rumors that they commune with the spirits of the wind to find their prey, human or not. This is most likely just speculation, and the trackers are just extremely competent at what they do. The Yaksa do not have family names, and instead give titles as ‘surnames’ instead. While most names are usually unique, there have been repeats, but these are often in honor of the original owner of the name, i.e. a tracker who has performed a feat just as Liana has done will also be bestowed the name of Gravehound. [created with permission granted by The One Eyed Bandit The One Eyed Bandit ]

The eagle headpiece she wears in her image is ceremonial headwear, usually used to indicate the leader of a hunt. Its more practical use is so fellow hunters won’t lose sight of their leader. Normally, outside her tribe, she never wears it. She does find great entertainment to prop it up on shelves or the like to give some people a good scare.
 


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    Name: Holt Jahon

    Age: Thirty

    Birthplace: Jahon, Nuri

    Position: Jewel

    Gender: Female

 

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