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Fantasy Voyage To The End [Characters]

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No CSS required, can be barebones or prettied up as desired.

Name :
Nicknames : Optional

Race : Common humanoid fantasy races + human. If it is something custom made or a bit out there, give an ask
Age :
Height :
Weight :
Appearance: Drawn FC or text description. Both if you’d like, if there are missing details in your chosen image.

Personality : You can write a paragraph form description or simply list traits and write a sentence or several regarding how it applies to the character per listed trait.

Biography : You have my permission to create towns, cities or organizations if it helps serve creating your character. I give the option of a relevant short story about your character if you’d prefer to leave it a mystery or simply like the idea. The following are optional questions to answer, but may help you think!

What did their parents do for a living?

Who raised them?

Where did they come from?

Who mentored them?

What major event(s) shaped who they are today?

What motivated them to join the expedition? Money, power, treasure? You get a decent payment just from participating.


Gear: Everyone gets a basic survival kit with some food, water, rope, basic essentials. What more do you have? Swords, shields, etc. Optional if you just have standard stuff.

Magic: These can be passive or active effects!

Example Active Magic : Chucks a fireball that incinerates everything within 5 meters of impact.

Example Passive Magic: Character’s body always operates at much higher than average temperature.

Example Passive Magic: Can control the shape of water at whim.


Misc: Anything else you wanna add!

 




Remus




Name: Remus
Nicknames: Em, Remi
Age: 120~

Height: 3 ft
Length: 8 ft
Weight: 55 lbs
Race: Dragon
Appearance: Once a large, majestic, and mighty creature, the great Remus has been tamed. He is now confined within a permanently small and stagnant body. Remus suffered this fate at the hand of the conqueror mage Kyserias seven decades ago. He now serves the royal council, made to serve his masters by the glowing neon seal embedded into his nape.

A diminutive creature of mythical beauty, its fur is white as freshly fallen snow and its eyes are a deep blue. Its wings are delicate and small, like those of a butterfly, and its tail curls around its body like a protective blanket. Its tiny claws glow with a gentle purple hue as if they were lit from within, and its soft breath was like a gentle whisper in the air. Its beauty was unparalleled—an exquisite little white dragon with blue eyes that seemed to peer into one's essence.



Personality: Remus, the small dragon, is a greedy, violent and disagreeable creature. He is not one to back down from a challenge, often believing himself to be much bigger and more powerful than he now is. His fiery spirit is evident in all of his actions, and he was known for his daring and courage amongst all of his dragon kin. He is not intimidated by anything, no matter how big or small, and he is always ready to take on any challenge that comes his way.

Remus has a tendency to use verbal abuse as a way to assert his dominance over others. He often uses snarky and sarcastic comments to belittle those around him, believing that it makes him appear stronger and more powerful. He often gets angry and lashes out at those who disagree with him, using his words to try and make them feel inferior. He is rarely satisfied with anyone's work or effort and is not afraid to express his displeasure in a loud and aggressive manner. His verbal abuse is seen as a form of dominance by him, and it is a trait that he is not likely to outgrow.

Remus has a deep-rooted eagerness to conduct violence. His body becomes tense with anticipation whenever he is faced with a potential physical altercation. He enjoys the thrill of battle and is often seen as a wild and unpredictable force to be reckoned with. He is not one to back down from a fight, and he relishes the chance to prove his strength and power.

Biography: Remus' homeland was a sprawling jungle embedded in the lower levels of the abyss. It was a vibrant place, filled with lush foliage, wild creatures, and hidden secrets. The trees were ancient and tall, providing a canopy of green that stretched up to the heavens. The air was filled with the scent of exotic flowers and the sound of mystic birdsong, creating a unique and enchanting atmosphere. The jungle teemed with life, and the abundance of plants and animals provided the perfect place for Remus to explore and hunt. It was a place of beauty and mystery, and it was the perfect home for a daring and courageous dragon.

Remus was the undisputed ruler of this area. He was feared by all the creatures that lived in the jungle, and none of them dared to cross him. He was respected for his strength and courage, and he was seen as a symbol of power and leadership among his peers. He was known for his boldness and bravery, and he was always willing to do whatever it took to protect his homeland. He was a force to be reckoned with, and his presence was felt throughout the entire area. No one dared to challenge Remus, and he was the undisputed ruler of his domain.

The day that Remus encountered the conqueror mage Kyserias was a day of dread and despair. The powerful mage descended upon the jungle like a storm, quickly taking control of the area and all its inhabitants. No one was brave enough to challenge him, and Remus was quickly subdued by the mage's powerful magic. He was captured and held prisoner, and his once vibrant home was now a place of darkness and fear. Remus was forced to watch helplessly as the mage took control of his home, unable to do anything to stop him.

Kyserias used Remus as a tool of war to capture various cities above the abyss. The mage harnessed the power of Remus and used it to gain an advantage over any resistance he encountered. He used Remus' strength and ferocity to terrorize and intimidate those who were foolish enough to oppose him. Remus was forced to obey the commands of the mage, and he used his powerful dragon to quickly take control of various cities. The mage was victorious in every battle, and Remus was his loyal servant throughout his conquests.

Before Kyserias vanished, he used a powerful curse to trap Remus in a baby form. The curse was designed to prevent Remus from ever regaining his full dragon power, and it was meant to keep him in this state forever. Remus was filled with despair, unable to understand what had happened to him. He was a prisoner in his own body, unable to use his power to protect himself or his homeland. He was now a small baby dragon, forever trapped in this weak and vulnerable form. He was a shadow of his former self, and his heart was heavy with grief.

With much determination and hard work, Remus eventually learned how to weaken the seal of the curse for a few moments each day. The royal court of the abyss took notice of his abilities. They began to use him on a regular basis in their expeditions, and Remus was soon seen again as a valuable asset to the court.



Magi Seal Fracture: When Remus weakens the seal, he is able to access his full power and become much larger. He grows exponentially and his body swells with energy and strength. He is an awe-inspiring sight to behold, and his size is enough to intimidate any who dare to stand against him. His wings fill the sky, and the ground shakes with each powerful beat. It can be maintained for three minutes, every forty-eight hours.
Nalu-The-Dragon-Warrior-and-The-Dragon-Priestess-The-Giants-Village.jpg

Frostflame: Remus has the ability to spew cold and destructive fire from his mouth when in his adult form. He called this ability 'Frostflame', and it is a powerful weapon that he used to defend himself and his homeland. The fire is cold to the touch, and it is capable of freezing anything it comes into contact with. It is a devastating attack, and it allows Remus to quickly and effectively take out any enemies that dare to oppose him.

Psychic Communication: Remus has the ability to psychically communicate with any form of life, in the language of their consciousness. This ability allows him to understand and speak with any creature, no matter how large or small. He is able to bridge any communication barriers, and he can understand the thoughts and feelings of any living thing.

Scalebourne Guise: Remus has the power to dispel and see through illusions and magical debuffs when in his adult form. It allows him to see through any deception or trickery that his enemies might attempt to use against him.

Anti-Magic Fur Coat: Remus has an anti-Magic fur coat that partially negates magical attacks. The coat is an impressive sight, and it glows with a strange blue energy. It is able to deflect or absorb most weak magical attacks
 





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  • Mariana de Asal











The Cursed Abyssal







♡design by neon reverie, coded by uxie♡


Name: Mariana De Asal
Nickname(s): Mari, Ana
Title: The Cursed Abyssal
Race: Human (Abyssal)
Age: Twenty-two
Gender: Female
Appearance: Long, strawberry-blond locks frame striking amber eyes in a heart-shaped face with fresh, fair skin. At 5'7 and 150lbs, there's no doubt someone like Mariana would usually be considered to be quite conventionally beautiful... if it weren't for the spiked black horns poking out of her head and the pair of leathery black wings sprouting from her back.
Abilities: Mariana's father misused his magical gifts and, because of that, he earned himself an Abyssal curse, which he passed down to his daughter. This resulted in her Abyssal traits (spiked horns and large black wings), her physical strength and resistance to damage (both of which are considerable), and her susceptibility to darkness, both physical and metaphorical.
The Abyssal is drawn to darkness- feels at home in it-, whether it be the shadows of night, the shadows of a person's heart, or those of the Abyss itself. She can and will lose herself to darkness, be consumed by it and, unless stopped, led to perform terrible, unforgivable acts because of it.
She's tried to learn and study magic to counter these effects, but to no avail- the curse that pervades her body makes her energy too chaotic for her to successfully channel or control any magical energies, and any time she's tried it the results have been near-catastrophic.

Combat Style: Tank. Due to her natural resistance to damage, being the tip of the spear, as it were, is the position she usually takes. In combat against multiple opponents, she's most effective when able to use her wings, which means needing a larger fighting area free of allies she might inadvertently get in the way of.
Her ability to fly will also let her do such things as scout ahead or provide ranged support with her bow, but these aren't by any means her strong suit, and she isn't exactly a great archer either.

Weapons & Gear: The Devil's Fang. This is a two-handed, bifurcated greatsword that pulls apart into two dual-wield long swords. The dual-wield version is her primary and preferred option.

The Devil's Sting. This would be the enormous recurve bow that she usually has strapped across her lower back. With a draw weight of 75lbs, it is not to be trifled with, but the Abyssal is a rather mediocre shot.

Talismans. She wears a variety of loose amulets on her belt, sort of like a charm bracelet. There's the medal of some obscure saint that supposedly belonged to her mother, the piece of a mentor's tusk from her time with the orcs, a petrified, rune-inscribed leaf, and other trinkets she picked up on her travels. It's unclear if any of them are actually imbued with some kind of magic or if, more likely than not, she keeps them for purely emotional and sentimental reasons.

Strengths: Swordsmanship, physical power and resistance to damage, and the ability to fly

Weaknesses: Fighting in confined spaces and the unpredictability of her Abyssal curse

Skills: Archery. She can hit a large, unmoving target from fairly far away (definitely not an expert marksman).
Hunting. She's decently good at catching things to eat, and with most general survival skills.
Music. She has a good ear, a good voice, and is fairly proficient with a reed flute.
Personality: Mariana tends to give off the impression that she doesn't take much of anything very seriously. To the ire of most, she's constantly cracking jokes and acting in a way that's perceived as disrespectful, even on the most solemn of occasions. In truth, this carefree veil masks a deep-seated despair. Since being cast out and leaving the plains, the Abyssal has felt unmoored- never finding a place where she belongs, never wanted or accepted...

What Mariana possesses in physical strength, she compensates for with emotional fragility. She lives in constant fear of what the curse might do to her, or make her do to others, and her coping mechanism to deal with the ever-present uncertainty and trepidation is to make light of everything and float above it.

Likes: Music, flight, wrestling, animals and plants

Dislikes: Coffee, cruelty, nets, and ill-fitting clothes

Habits: Drums a beat on her horns when she's bored

Quirks: Flutters wings when nervous or sensing danger

Hopes/Dreams: She dreams of one day being free of her curse, and maybe meeting her father

Doubts/Fears: She fears she will never be free of the curse, and it will turn her into a monster

Extra: About a year after the orcs cast her out, she was living in a forest when poachers set a trap for her and captured her with a net. They intended to kill her, then cut off her wings and horns and sell them to the highest bidder. She was only able to get away thanks to the element of surprise, and the prodigious strength the men did not expect to contend with in an 11-year-old girl. Since that day, she's hated nets of all shapes and sizes, and is unable to pass over or through a fishing village without flashing back to it and feeling a residual, reflexive panic or, depending on the day, a churning, blinding rage.
The Folly of Ambition

Matteo de Asal was an unfortunate man. Coming from humble beginnings, all his life he tried and failed to make a name for himself- to accomplish something. First he tried to become an architect, only to be shunned for his poor designs and unfeasible construction methods. Then he tried to make it by selling purportedly magical tomes door to door. And then he somehow acquired the capital to establish his own trading company, only to lose the business and become completely bankrupt within a year.

Riddled with debts, he took a job accompanying one of the desert caravans transporting valuables from the Eastern Empire to the Southern Plains, and left his homeland behind for good. In the lands of the orcs, Matteo found a place of savage and simple beauty, and when the caravan left at the end of the trading season, he chose to stay. He felt at home on the plains- free from the expectations of society and of his people.

Within a month, he had opened a simple shop in the town he'd settled in, selling various basic wares. He wasn't rich by any means, but he made an honest, earnest living and, for the first time in his life, he felt at peace. The orcs were accepting and uncaring in a way he'd never experienced before, though he quickly came to realize that this was because humans mattered very little to them.

This bothered him only slightly, for he had no one to impress here- no one he cared to compare himself to or be judged by. And then one day that all changed when she walked into his life. That day marked the end of his peace, and the beginning of his end.

Her name... was Juliana.


To Love is To Burn

Pale-skinned, raven-haired, statuesquely beautiful Juliana. The daughter of one of the richest and most famous merchants around, who lived on the Plains but traded with the Empire, and had considerable influence in both. In other words, out of his league and completely out of reach.

She came to Matteo's shop one day and the poor man was instantly, hopelessly, desperately smitten. Against her better judgment, she found his intense and excessive manner endearing, and consented to a stroll with him the following day. In the next few weeks they entered into a full-blown courtship, and Matteo's entire existence had come to revolve around her.

Juliana's father did not approve, of course- the shopkeeper was hardly a worthy prospect for his daughter, and he dreaded the day when the tasteless, insolent upstart would ask him for her hand. But he need not have worried, for Matteo was acutely aware of the difference between them, and having her favor had brought all his old insecurities roaring back tenfold.

He would not, he swore to himself, ask for her hand until he could be worthy of it. He tried to elevate himself through commerce, at first, though this hardly went better than his previous attempts. Then he tried to turn himself into a dashing, adventurous rogue, but it was hard to stand out in that regard when you lived in a place where even children were naturally at least twice as strong as you were and most people could crush your skull with one hand.

Finally, with other suitors growing more numerous by the day and Juliana's father about to pick one of them, Matteo grew wretched enough to turn to the Abyss. He'd always had a weak but ever-present gift with Shadow Magic and, that day, he made a deal with the Deep. If the Abyss would grant him the power he required to surpass all the other candidates, then it could have him.

His plan worked well- too well. He began using and abusing magic, and became incredibly powerful nearly overnight. Faced with this, his beloved's father had no choice but to agree to the match, and they were married soon after. Matteo was ecstatic, but nearly as soon as they were wed he began to experience the consequences of his terrible decision. It started first with mood swings, appalling and horrific to behold. Pretty soon, the changes to Matteo's personality crossed over to his physical appearance, as the once-handsome man became disfigured and deformed.

In constant daily pain, he made life a nightmare for his new bride, who was ignorant of his desperate pact. The final blow came during what should've been the happiest moment of both their lives: the birth of their daughter. After ten hours of agonizing labor, Juliana pushed out a beautiful baby girl, with limpid amber eyes, incredibly soft skin- even a few tufts of wispy, golden hair.

And poking out from these tufts? Two tiny, spiky black horns.

Matteo fled that very night, horrified at what his folly had wrought on his innocent child, and he hasn't been seen or heard from since.


Better To Burn Than Disappear

Though she didn't know exactly what had happened (to her husband or child), Juliana knew it was something bad. Still, in the absence of a partner or any other support (her father having disowned her when Matteo left), she did the best she could to raise her newborn daughter. She only made it to a few weeks short of Mariana's first birthday, however, before her exhausted and weakened body succumbed to illness. The newly-orphaned child was taken in by one of the local orc clans, and raised by them for the next ten years.

Now orcish society is typically not a place where a human can easily survive, but the child's Abyssal traits made her far stronger than the average member of her race, and she was right at home with the clan. When she turned ten, however, as per clan law, she was to be cast out unless a blooded elder would speak for her and, though they had not been willing to let an innocent child die, that didn't mean they were willing to continue taking her on past the age when orc children were traditionally left to fend for themselves and earn their tusks.

Truly on her own now, Mariana wandered, scraping and stealing to get by. She taught herself to fly by watching the desert eagles (and plummeting painfully to the earth a few hundred times). She wandered as far as the Western Wastes and even the Northern Reaches, but everywhere she went, she remained an outcast, her Abyssal traits marking her as cursed. Eventually, she learned what those traits meant and what her father must have done, but she had no place in her heart for resentment- towards either of her parents; they were gone.

After learning the truth of what she was, Mariana despaired for herself- for her future-, and she roamed to ever more remote corners of Erebus; whether to find answers or to be left alone, even she did not know.


Curses Are Not Easily Broken

Tiring of her isolation, she eventually returned to civilization, determined to become a part of the world and find her place, determined to remove her curse. She made her way to Erebus' center of knowledge, magic and innovation- the great capital city of Axios. She spent hours poring over dusty tomes in libraries, harassing obscure experts at university after university, only to get the same answer each time: no one knew how to remove an Abyssal curse; there was no record of it ever being done before.

Growing increasingly desperate, she started to visit more unsavory characters- warlocks, lychs, goblins, mad scientists and practitioners of dark magic; in her single-minded pursuit of her goals, she stopped caring about the risks, and might have ended up doing something irredeemable if she hadn't caught wind of the expedition in time.

The Abyss, one wise crone had told her, was where her curse had come from, so the Abyss was where she must go to seek answers. Not caring about the fame and fortune, or about the power that could be gained, she signed up to join for one reason and one reason only: to find and identify the origins of her curse, and be rid of it forever.
 
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Name : Gunhild
Nicknames : Shovel Mage

Race : Elf
Age : 292
Height : 5 feet
Weight : 130 lbs
Appearance: Living in the abyss for eons had allowed the shadow elves to develop physical traits that allows them to fare better in the abyss and Gunhild is one such display of these traits. Small, pale, nimble and yet thick skinned, Gunhild can eassily slips through cracks and pass through bushes without much problem. She wears a black garb which covers almost all of her skin. There's a small white flower with eight petals that literally grows on her head. She poses an extensive runic tattoo all over her body that loos like spreading roots, it is invisible but will glow green when she use a large amount of magic.

Personality :
An aggresively altruistic person with little social aptitude and very active imagination. Gunhild makes it her life mission to help as much people as possible to survive the abyss, both because it aligns with her belief and because she personally craves companionship. Though after she accidentally helped Kyserias she becomes a bit more careful. Due to her very infrequent interaction with civilization, she becomes anxious among large crowd and oftenly stutter when talking.

Biography :
Gunhild was born inside the abyss among an elven cult that regards the deepest part of the abyss as the ultimate goal. Ever since she was young the adults in the group started to train her on how to survive and be self-sufficient in the abyss. The flora magic was a staple among the cult members so they can grow their own food if the needs arise. Though they also teached her to hunts so the abyss would accept her into the ecosystem, at least that's what they told her.

Then comes the time when the senior members would left towards their end goal, the last pilgrimage into the deepest part of the abyss and left the fate of the belief in the hand of the fresh new generation. The cult was never big to begin with and its members at any given time never exceed 20. So after the seniors left there's only 3 of them. Two of them decided to visit the elven capital to recruit more members, but neither of them come back, even after Gunhild waits for 200 years. She is still waiting for them until now.

In her personal quest of filling her own time, she made it her mission to help the people she met through the abyss, regardless of their origin. Gradually she becomes a known enigmatic figure among the divers. Some regards her as the lifesavers of the lost and desperate, some other see her as tragic elfs who wasted her own life digging graves for strangers, but everyone agrees on one particular title for her: the shovel mage.

Unfortunately, one day her ignorance of the surface civilization made her unknowingly helped Kyserias during his quest into the deeper part of the abyss. She was horrified when the mage started attacking the creatures there with overwhelming force and managed to subjugate a dragon from the depth of the abyss. She was so scared that she didn't do anything and just silently tagging along until she can go her separate way. After that incident she started going to the surface every once in a while, watching in regret as the people of the surface wages their war. Would things be different if she took a different action back then?

Decades later, with Kyserias vanished and the king assembled the expedition. She decided to come out of the abyss and volunteered. She wanted to see with her own eyes who would be the next ruler of the kingdom, if he turns out to be similar with his grandfather... Maybe she could do something about it and spare the people of the surface from another bloodshed.

Gear:
- Shovel (A sturdy shovel with sharpened edge. Used as melee weapon and magic focus. The handle and the shaft of this shovel is not separate and made from the same piece of wood.)
- Dagger (Regular dagger for everyday use.)
- Seed Pouch (A small pouch to store various kind of seeds.)

Magic:
- Shadowborn (Born in the deep embrace of the abyss, Gunhild can see well through the darkness and can sense abyssal energy as her sixth sense. The cardinal flower on her head is also a natural compass that helps her determining direction within the abyss.)
- Flora magic (Gunhild can use her magic to manipulate plants, mostly in the form of growing their size.)
- Earth Bend (Gunhild can control rock and soil around her)
- Necromancy (Mostly as a way to talk with the dead and perform some rituals)

Misc:
- She lives semi-nomadically within the first five levels of the abyss
- She has several hidden bases throughout the abyss. Although the ones below level 10 are pretty barren.
- Doesn't know how to spend money and easily get scammed
- The graves she make have a crimson sting flower planted on it, an abyss-native flower that spreads hot pollen around it as a way to deter predator from digging the grave
 
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Wip

Prince Carolus Adolphus Godboldt

fantasy, prince, male, gold armor, blonde hair, blonde beard, blonde mustache, s s-1223239297(1).png

Name : Carolus Adolphus Godboldt
Nicknames : Prince Carolus

Race : Human
Age : 28
Height : 6'4 feet
Weight : 215 lbs
Appearance: A tall muscular specimen of human man in his prime. His mature demeanor and facial hair make him look older than he actually is, but the beard does not fully hide a youthful face. Holds himself with dignity and fine posture, giving off the characteristic stiffness of disciplined nobility. His blue eyes hold a weight of seriousness behind them, and he keeps his golden-blonde hair and beard well groomed.

Personality : Carolus is an even-tempered and respectful man. A farcry from his sire. He is an honorable and principled gentleman, that somehow manages to keep a civil tongue in even the most infuriating of political intrigue. Also unlike his father, Carolus is places great importance on responsibility, duty, and self-discipline. However, adherence to these qualities do not always make things easy as his loyalty is still to his father and Arcana despite what his thoughts are on his father's methods of leadership. That said, Carolus is sympathetic to hardships of the people. And has been known to intervene on their behalf when he has been able to.

Aside from this, he shows a taste in philosophical and intellectual pursuits. As well, on a personal level, Carolus is a friendly individual. However, his respect will only extend so far should civility not be reciprocated.

Biography : First and foremost, it would be important to mention that Prince Carolus is the son of the infamous King Eligus, and grandson of the mythical Kyserias. Carolus was born into royalty during his grandfather's reign, and all the privileges therein.

Of the most notable events in his formative years, was his tutelage under a mage named Cicero. Of all the influences in his life, it is perhaps thanks to him that Carolus retained his morality despite his upbringing under a tyrant. Carolus learned much from Cicero, from a general education, to magic, to philosophy, even how to navigate the political landscape. Even after Cicero had left royal employment, the Prince still made the effort to visit Cicero. And while.he hadn't the time to dedicate himself to the same degree of tutelage under Cicero, he still found himself learning from his mentor in the years to come.

Yet, his family had other plans. Duties. From governance to military, the Prince was expected to assist as he grew older. And his father expected him, his other siblings to be a cut above the rest. To uphold the superiority of the Godboldt family. The Prince delivered on this expectation, along with his brothers and sisters.(Though one might speculate that the King used his children in such a manner to help further secure and gain power and influence as they operated as arms of Eligus's will)

As the years passed, the inevitable question came into being. Who would become heir apparent? Eligus did not help matters in saying that they must decide it amongst themselves (no doubt to encourage infighting and keep.them under control) But as it stood, they all knew full and well the disaster of the last succession, as such each sought to win the title of Heir Apparent before before such an occasion it might result in war. And while each of the royal children schemed their own methods... it was the three eldest children that decided to take advantage of the expedition into the abyss.

Prince Carolus was among these three.

He would need to beat them to the lowest level, with the power and prestige he would acquire, he could secure his claim to the throne and prevent a war that might shatter Arcana. As well as preventing his siblings from following in his father's footsteps...

It would be a risky move, but he felt it was what he had to do to help correct the course of Arcana's future.

Gear:
- Dragon's Tear: A swordstaff taller than the prince himself. A royal heirloom from the days of his grandfather's conquest. A potent weapon, and a magical focus.

- Royal Heavy Aegis: Forge for the use of royalty by Court mages, it is a durable plate armor and an effective focus for physical and defensive magics. The armor of Carolus is blue and gold.

- Starter bundle

Magic:
- Might: The most basic and internal expression of magic, bolstering ones own strength, vitality, speed, and stamina. A very common magic among soldiers, and for good reason. While simple, it is capable of achieving incredible levels of mastery.

- Shielding - Localised barriers on particular areas of the body or on a tool, often as a shield or to enhance durability. This is also taught when learning the basics of magic at the Valerius Institute.

- Elemental Alchemy
The signature school of magic of the Royal family, focusing on the deconstruction of the elemental forces to their basic principles, and reconstructing them into different combinations with wildly different effects and results.

Employing the basic elements, various forces are combined to create different effects. For example, combine fire magic and water magic to create steam. Yet, by adding the forces in different orders, and in varying amounts, combing the same two elements can lead to completely different results.

Without dedication and a comprehensive education, practitioners of Elemental Alchemy might only be able to do the most basic of elemental combinations. However, the Royal Families talent for this art has contributed, in no small part, to their power.

While initially it may seem to lack the grandness and nuance of the focus of one element, even the hands of a novice its versatility alone can impress, but that is nothing in comparison to witnessing a true master work.


- Lightning Magic
Even elemental alchemists start somewhere in their endeavor to master the elements, and it is not uncommon for such mages to have an affinity for one element over the others. For Carolus, that happened to be lightning.


Misc: Pardon any imperfections with the art, have been trying my hand at AI generation.
 
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Cicero Valerius Cato - [Sis-Uh-Roh]
Cicero the One-Ear; Royal Advisor & Left Hand of Kyserias; Mentor to Prince Carolus; Grandmaster of the Valerius Learned Institute; Scholar of Arcana; Master of Psychics; Explorer of the 18th & 81st Levels; Cicero the Twice-Banished


Race : Half-Elven Human
Age : 132
Height : 6'3 feet
Weight : 176 lbs
Voice : French-Carribbean



Personality :
"Cicero is a man of decent stature and holds himself with a sense of refined discipline. Often his hands are folded into his sleeves as he walks with even-paced steps. His actions are always slow, methodical and deliberate even in his day-to-day mannerisms. He does not fluster easily and has an analytical eye, scrutinising intently before applying judgement on the world around him.

In a more general sense, Cicero is a kind and compassionate man with great patience for those who act out of simple curiosity or interest. A teacher and advisor in the truest sense, he has learned to separate his own desires from those of others so that they may grow and develop unhindered. He dislikes conflict and worries over the stability of the Kingdom of Arcana ceaselessly.

He has a soft spot for both Prince Carolus, whom he had tutored for many years, and Remus the Small Dragon. In many ways the Prince is the son he had never sired, with Remus proving to be not only a fellow unwilling comrade-in-arms but also a very old friend. He is not fond of many others in the Royal Court, least of all the Royal Family itself."

-Unknown, Date Unknown




Biography :

219AE - Arkaanicae Era
Entry #34251

Today I ponder my history.

The sun had not long begun its descent. On this exact afternoon I walked through the city, listening to the winds of sound pouring through the streets. Marketmen shout haggled prices, competing by the fierceness of their trade. Children run amok on the stepping stones of our cobbled roads. I look to my left and I see two men in a darkened alley conspiring deals of avarice. I look to my right and find my path: the warmly inviting orange hues of the local tavern.

Inside is cheer and bustle; the common sight a weary traveller hopes to be greeted with after toiling a long road. I sit for a spell, taking in the smells of semi-professionally cooked meals and tankards of ale amidst cries of laughter. Near me an erroneously overzealous knight begins spinning a long yarn of his tales to grandeur. He proclaims to his friends, or perhaps those he had just met that very day, "I entered the eighteenth level fearlessly- that's right -and I tell you, not a thing in there could frighten the likes of me!"

I chuckle and swig my ale, much to the man's ire. He stands and boorishly calls for a better story, but I excuse myself with a quick apology and make a swift exit. He tries to follow, but I am rendered all but invisible to his eye by the time he steps onto the street.

Yet still, I find myself thinking of his call for a tale. What story would I have told him? How I was born to an Elven clan in the far reaches of the Western Wastes? My mother was the High Priestess of the Yah'mna Oasis Tribe, my father merely a human traveller. I was pitied by my elders and ostracised by my peers with derision for the muddied blood that coursed through these veins. Of course it was mostly envy that drove their gall, for my talents in Arcana swiftly outweighed their own as I progressed my studies. If I had known the pursuit of knowledge could lead one to such self-destruction...

Perhaps I would have told him of my divergence into the wastes, how I travelled unwittingly and unprepared East until I collapsed from malnutrition and exhaustion. I was saved that day by a mysterious traveller: once again a human with whom I had no former connection. Nursing me back to health, he taught me ways to survive the desert even the tribe knew not. One of these methods became what I now come to teach in my own school as 'Barriercraft'. I have much to be thankful for in my time, the kindness of strangers being amongst them.

But then, relying on kind strangers has not always served me well. From the Western Wastes I travelled through the Central Valley. There were many lords and barons who sought my abilities for their own gain. I spent some years playing the wise mage of Elven heritage, exotic and powerful in ways they could only dream of becoming. What I gained in coin; I lost in murky waters of moral ambiguity.

All the radon in Erebus could not force me back to that, or so I had chosen to promise myself. It seemed radon still drove my decisions at that time, for I instead chose to shift my career to that of an Abyssal Guide. I would ferry adventurers, nobles and sometimes even dumbstruck merchants down into the depths to witness the greatest wonders our world had to offer. And its greatest dangers. I became known as a veritable and reliable guide through the 18th Level, but I confess many were inadvertently sacrificed before my knowledge of its horrors grew effective.

After all the death and sacrifice, I began yearning for a simpler and more peaceful life. I moved far to the East and opened a small school for practising Arcana. It was a humble beginning, but my skills and stories were beginning to spread. People knew of the half-elf named Cicero the One-Ear - a name that somehow had followed me from the tribe and much to my dismay. But despite the degradation, still they came to ply me for knowledge, for history, sometimes even for simple advice. It was indeed a time of peace, yet I felt a restlessness in my soul still.

I remained helpful for payment, but I felt the pull of my ancestry. My mother would not have wanted me to give up the secrets of our people so easily to the whims of man. I closed the school indefinitely and took my possessions. It was time to return home. The journey back was less arduous now that I was a more learned man, but the welcome was the better reward. My tribe greeted me as a lost son, back from the tutelage of life under the watchful eye of Yah'mna. My mother embraced me, a warmness and softness I will not soon forget. I felt compelled to return the kindness I had received on my travels to my birthplace, so took up an educational role once more with my mother's blessing.

However, it was not meant to be. Not some years later destruction visited the people of Yah'mna and our will was all but scattered to the desert winds. Alone and without purpose, I became the wandering traveller myself. Scouring the lands of Erebus for people and places to attach myself to became my new calling. It was a lonely and self-destroying time, for I could only act to please those I sought companionship from. They would come and go just as I would, but that void within me would only ever-expand.

I eventually decided that the mindless serving of others could no longer serve me. I became an Abyssal Guide once more, this time with more practice, experience and knowledge than before. No longer was I merely Cicero, Explorer of the 18th Level - I spurned deeper into the Abyss with little care for my wellbeing. Fearless in a word, careless in meaning. So great were my talents that I survived long enough to reach the 81st Floor, although I could not say the path had been easy. It was here that I had my closest brush with death yet. I cannot write within these pages of the terror I felt that day, or the things that I saw to merit it. But I knew then in my heart that this was not what Yah'mna intended for his misguided follower. To toil the Abyss for emptiness was not my purpose.

It was upon my return to the surface that I was noticed by a figure soon to be known of incredible importance: Lord Kyserias. He was a mage of much greater talents than I - something my prideful self had never come across before. His mind was fast and agile, quick to turn my wisened years of dealing with humans into triflings of mere perspective. He was charming, yes, but powerful and commanding. The man soon convinced me of a new purpose to follow - his grand vision. He wanted to build a kingdom dedicated to Arcana; a mighty empire of magic that valued all the experience and knowledge I had spent decades collecting. The promise was all too alluring, and had I known then what I know now I shudder to think what ways he would have danced around my attempts to find faults in his reasoning.

Still, follow him I did. I became his Left Hand, shielding him from the harm his many enemies would cause him or from the prying eyes of his friends that wished to subvert him. We journeyed deep into the Abyss together, exploring areas of levels I had passed unaware and had yet to uncover. We travelled to the Lavender Palace, known as one of the most dangerous locations within the Abyss, and fought the mighty dragon known as Remus. He had been a terrifying and glorious creature then, tamed by Kyserias and rendered a shadow of his former self. It was only after this grand feat of strength and power did he name me his Royal Advisor in an official manner of statecraft - for with his new weapon he could announce the birth of his latest extension of will: The Kingdom of Arcana.

Through mystic arts I was not privy to, Kyserias controlled Remus and forced him to lay waste to our enemies. It was only around this time that I began to realise that I was the erroneous knight; the overzealous fool that had so blindly flung himself into the path of self-perceived purpose. Kyserias' cruelty knew no bounds as he destroyed and rebuilt the territories of what has come to be called the Eastern Empire. I watched as he burned my people and the people of many races across Erebus in the name of his glorious kingdom. It became exceedingly apparent that his vision was not also my own, but had always been his alone.

I tried to step down from my position in an honourable and official faculty, but Kyserias would not allow it. It was my service, or my life. If I were to commend anything of the tyrant, his tactics and strategy were impeccable. Instead of grand warfare, he had me tutor his grandson: the man now hailed by the people as Crown Prince Carolus. I reopened my school, now the Valerius Learned Institute of Arcana and History, and set to manifesting an environment where the young and innocent could live and grow shielded from the horrors of the world.

With all my past scars and haunted nightmares, teaching this young boy proved to be one small light in the sea of darkness we found ourselves in. One prevailing purpose I could find solace in, just as I had once endeavoured years and years ago in what now feels like a dream someone else had in another time. We laughed, smiled and learned together, shared a bond I could never have known before while our King continued his path of undeniable destruction.

Some have almost forgotten, and many were not even yet born, but it has only been nine years since Kyserias' mysterious disappearance. As much as many demanded explanation of me, I could answer no honest truth but my ignorance. I busied myself with study and tutelage in that time, more the Royal Advisor than the Left Hand in these waning years. My status and resources kept me from suspicion, but I gratefully took the opportunity to remove myself from the Royal Court and fully dedicate myself to study.

A new purpose has called to me, one that I feel Yah'mna and my mother would approve, and I will not let anything deter me from that path. I watched as Eligas rose to power and I watch still as he drives the kingdom into decline. I cannot claim to possess ultimate knowledge in the wrongs and rights of this plane, but I can strive to gather, collect and teach all that I discover in the hopes that another may find better insight than I into these matters.

Perhaps whoever finds my journal long after I have perished can do so, for I have found it to be a painful and confusing venture. I still do not know what story I would have told the knight that day. I feel I want to say the truth, but history has taught me that the truth will oft harm quicker than it would help. I pray the time does not come where I am forced to choose.

Prince Carolus tells me that Eligus has begun assembling adventurers and the like for some grand expedition. He intends to join. As much as I hate to involve myself in matters of the crown once again, I cannot watch as he plunges himself blindly into the abyss of politics as I once did. I will join him, but only to serve him.

He will not be made to suffer a terrible fate of his own making as I have.

-Cicero





Gear :
Cicero prefers to travel light; a cluttered bag is a cluttered mind. What he does carry with him he deems of great import, thus causing him to be overly wary of pickpockets and the like.
  • Master's Robes - Cicero wears a refined, flowing robe that makes him feel more 'academic'. It is enchanted with protective Barriercraft runes to ward off low-level physical damage and corrosive effects like acid and fire.
  • Scorpica Pendant - A talisman created from the dried corpse of a highly venomous sand-scorpion native to the Western Wastes. It rattles violently when predators or monsters are near.
  • Chalk-Dust Pouch - A moderately-sized leather pouch with a drawstring used to facilitate Cicero's Seals, worn at the belt.
  • Cicero's Journal - Possibly his most prized possession. It contains many things, from his personal thoughts and feelings; documentation of his many journeys; legends and tales he has heard and even experimentation with new spellcraft. It possesses the same enchantments as his Master's Robes, and an extra one to allow the pages to be limitlessly turned.
  • Basic Survival Kit - Everyone gets one.


Magic :
It is of particular note that the majority of Cicero's magic is activated by a subcraft of Runic magic known as 'Seals'. One must draw the correct runes on one's hands or a surface, then perform a series of hand movements to activate the effects.

  • A hard arcana to perfect, Cicero has earned his title as Master of Psychics. He mostly specialises in mental fortification, but has been rumoured to possess knowledge of more... aggressive spells.

    • Meditation - A group of spells dedicated to calming, enhancing or otherwise protecting the mind from negative forces.
    • Communion - Though it is not as effective as Remus' version, it allows Cicero to communicate via surface thoughts with a willing creature over moderate distance. It is possible to link other creatures in this way via Runes.
    • Corrosion - While this magecraft borders on taboo in Cicero's view, he deems it a necessary violence. Contains spells dedicated to attacking, decaying, slowing or otherwise impairing the mind. He refuses to teach these spells.


Misc :
The Valerius Learned Institute of Arcana & History is Cicero's pride and joy, built from the ground up over the course of a century. The school largely focuses on magicka pertaining to defensive and supportive qualities, but also has programming for sensory arts and more rarely-found arcana.
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Cicero has been attempting to pioneer a new form of arcana by combining his Illusory Magicka with the element of light.
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The markings on Cicero's face are carved scars denoting his ancestry to the Yah'mna Oasis Tribe. The owl depicts the tribe's spirit guide, an ancient beast from the depths of the world that is believed to have once flown up through all the levels of the Abyss and into the eye of the sun. Elves of this tribe believe the sun is simply a gateway to the next level above Erebus and that they are merely yet another stop-gap in an infinitely-expanding reality.
 
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Vaimi XelnamothOrc_woman_cropped.jpg

They/She
Spellseer, Sick Little Sorcerer

"When the students are practicing their spellcraft I keep seeing that elf peeking in through the door, scribbling in some notebook. And when one of the students' spells suddenly flares up or fizzles down out of nowhere I know they're practicing out there too. Honestly, I know they're a special case and I sympathize, really, but I'm this close to filing a formal complaint and having the higher-ups keep them far away from my classroom!"
-an exasperated professor


Race : Elf (Northern Reaches)
Age : 74
Height : 5'2" (157 cm)
Weight : 91 lbs (41 kg)
Appearance : Vaimi's body rarely is able to keep up with their mind. Sickly since birth, they are both small for their age and very underweight. Their bones are almost always visible beneath their grey-green skin even when eating well, though not much is visible under the near-perpetual cover of their cloak. Despite this, their golden eyes always sparkle with an almost glowing light against the dark backdrop of their deep blue-black hair, and they carry themself with a childlike spirit that seems uncharacteristic for the rest of their condition and their age (at least from a human perspective). The Compendium is carried over their shoulder by a leather strap, only ever being removed for use, while they otherwise carry little with them other than a pouch of essentials to avoid tiring out more quickly.


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Personality :
A curious, childlike, genuine, and occasionally mischievous character, Vaimi finds the world to be full of wonder. Every new person is interesting, every new place is invigorating, and every new magick brings their mind to life. There is little they don't enjoy, so long as there is something new to be learned, and their body will always give out before their mind. This outward appearance leads some to assume they are naïve and foolish, a child through and through, and many treat them as thought they were one. Those who have been with Vaimi for some time, however, learn they are intelligent, wise, and on rare occasion vicious beyond their years.

Likes: Deep conversations, fruits and sweets, journaling, observation, lively atmospheres, surprising people
Dislikes: Stairs, bright lights, closed-minded people, being held back, meat, boredom

Habits: Taps on or grips The Compendium when deep in thought. May hum very quietly or make small noises when excited or curious about something.
Quirks: Rarely blinks and sleeps with their eyes half open, both of which often make people uncomfortable. Has a very quiet voice on account of their weak lungs, so often uses non-verbal communication of Communion instead. Often calls people they're close with by shortened pet names.

Hopes/Dreams: To do what they love despite their weakness and enjoy life. To answer the call of the Abyss.
Doubts/Fears: Holding back their companions. Feeling like something is off or wrong.

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Biography:

Vaimi Xelnamoth was born to Holalana Xelnamoth of the Ior'lyr Clan (Yor-leer) of the Northern Reaches. They arrived somewhat prematurely, and it was initially thought that they wouldn't survive. However, their fathers (all men of the clan share responsibility for the children) attended to them day and night, and their condition improved significantly. Unfortunately not everything could be fixed with care, and Vaimi remained sickly, if not in immediate danger.

As they began to grow up they were instructed in all manner of magics known to the tribe, from healing and conjuring to fortification and martial, in hopes that practice in the magical arts would help to strengthen their mind and body. Their mother Holalana led Vaimi's studies, being the most skilled and powerful mage in the clan, but despite her and Vaimi's best attempts they showed almost no aptitude for any of them. Perhaps if there had been more time they would have been able to think of something, but the outside world, which the Ior'lyr kept a careful eye on despite not interacting with much, had other plans.

Kyserias's rise to power was met with skeptical concern within the Ior'lyr clan, but his war quickly arrived at their doorstep. Their strongest fighters and mages readied themselves and joined the other clans on the front line, hoping to keep the warzone outside of their homes and away from their kin. Holalana resisted for some time, wishing to stay with Vaimi in case something happened, but ultimately made the choice to leave their side in order to ensure their safety. Vaimi heard of their mother's exploits on the front and how she was able to single-handedly hold off the hordes for several hours, and was full of pride. They redoubled their attempts to improve their strength, for her sake, continuing their studies under the elders who could not fight.

Months went by, then years, then decades, and news from the front became sparse as the fighting grew increasingly intense. Rare were the returning stories of triumph and resilience, and frequent were the vigils held for those that would never return. They heard that several of the other clans had been wiped out and their villages razed. Vaimi could see the fires raging in the distant forests at night, and every day they feared for their mother, who they had heard almost nothing of for years. There had been scattered reports of her being seen on the battlefield fighting like a demon, destroying everything in her path, but she always disappeared again before she could be approached.

That was, until one night when Vaimi was out watching the flames in the distance while the others slept, as they often did. Vaimi was suddenly blinded by a writhing ball of energy erupting skyward from the distance, before streaking across the sky towards them and slamming into the ground not far away. Vaimi ran to investigate, knowing even with their weakness they had to protect the others if possible. The watch had seen the impact as well, quickly notifying the elders and preparing for the fight they had hoped would never reach their doorstep. When they went to confront the threat, however, all they found were Vaimi and Holalana unconscious in the crater.

While Vaimi awoke after several days, their mother remained catatonic. The elders claimed that her spirit seemed to be absent, and there was little that could be done to improve her condition. They surmised that Holalana had likely overdrawn on magic during the fighting, becoming unable to control herself as the Abyss's power took hold, and that had been why she had stopped returning. Now there was essentially nothing left of her but a husk. When pressed, Vaimi claimed to have no recollection of what had happened that night after going to investigate the impact, and seemed remarkably calm despite what all had happened and what the elders told them. They attended to their mother's physical needs for several years following, feeding her, cleaning her, and sitting with her, watching as the fires retreated away from their home, until the day they took her cold body to the elders for her last rites.

News of Kyserias's disappearance and the collapse of his armies brought celebrations throughout the clans of the North, though always beneath them hung the bitter sadness of all those no longer there to celebrate with them. Vaimi thought of their mother often, quietly thanking her for helping to keep their village safe all these years of conflict. In the years since her death, Vaimi had finally uncovered a form of magic that their body could channel, one that could manipulate the very foundation of spells into new and versatile forms, and they whispered thanks too for the gift they had been given. For their mother and for themself too, they knew what their next goal was, and it meant taking a big leap. Now that this age of war was closing, the time had come to leave.

It took much convincing, but eventually the elders were persuaded, knowing Vaimi was their stubborn mother's child. After several months of preparation and a lovely farewell festival, Vaimi and one of their older clanmates, Yelpeiros, who had fought in the tail-end of the war, was experienced with the outside world, and was not much older than Vaimi, set out from the Ior'lyr clan home towards the the Eastern Empire. Travel was slow on account of Vaimi's condition and their lack of travel experience, but with Yelpeiros's help they made the journey without incident, moving through the Central Valley after stopping to hire a couple mercenaries and gather information about places of magical study. Hearing more about the Valerius Learned Institute for Arcana and History, and the master at its head, Cicero Valerius Cato, they were confident that this would be the place to train. Once in the Empire the two sought out the Institute, where Vaimi wasted no time submitting their application (after selling a few elvish items to prove they had the funds). Their application went through and was enthusiastically accepted, much to their relief, with Cicero himself apparently hastening it through the system. The two met in-person to discuss Vaimi's background and plans before they began their classes, and they hit it off immediately. Yelpeiros, taking this as a sign that things were proceeding apace, then parted ways with Vaimi to return to the Central Valley, where they claimed they had people to meet with.

A couple years into their studies, Vaimi was surprised when Cicero suggested they they give teaching a try, holding special lectures on the magic of their homeland and the nature of their unique form of spellcraft. While a bit unnerved by the proposition, they didn't want to throw away a chance to try something new, so they accepted, and while they were considered rather strange and challenging to work with by the students, these lectures, and Vaimi's unorthodox style, became popular enough that Vaimi began teaching full courses alongside their own studies. Thus began an arrangement that has continued to this day, with Vaimi balancing their time between teaching, practicing and improving their own craft, working alongside Cicero, and exploring and enjoying the exciting new atmosphere. It was a joy every day, and despite not getting to their goal just yet they were happy.

When the major expedition into the abyss was announced they knew the time had come and they were ready. They volunteered in a heartbeat, and despite being initially rejected for their poor health, repeated attempts alongside several figures at the Institute vouching for their skill eventually forced them to reconsider and allow Vaimi to take part. Now they eagerly await the call to gather for the descent, making the last of their preparations. Vaimi won't waste this opportunity to finally answer that pull they had felt in their heart for all these years.


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Gear:
- The Compendium - A thick leather-bound grimoire of no special make other than having been enchanted at their village as a parting gift. This is Vaimi's most prized possession, in which they record all they learn, whether it be about spells, people, stories, or environments. Enchanted with a seemingly unending number of pages, extreme durability, and the ability to open to any piece of contained information you think of while holding it, its pages hold Vaimi's life's work. Typically they write things down in a a mundane notebook throughout the day and transcribe it all into the Compendium as an evening ritual.

- Lune - A simple but elegant elvish steel dagger previously belonging to Vaimi's mother that Vaimi always keeps on their person. While they aren't practiced with using it, it's just about their only form of self-defense in a pinch.

- Spriggan Cloak - a large-hooded cloak of black dyed fabric purchased on a whim, Vaimi finds it far cozier than it probably actually is, and wears it just about everywhere they go.

- Explorer's Bundle - basic gear supplied to those entering the abyss. A bit heavy for Vaimi, but they'll manage.

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Magic:
(While Vaimi is currently incapable of channeling enough magic to produce spells with a physical manifestation, they have honed their ability to observe and skillfully manipulate the fine, largely imperceptible components that shape magic and spells. This allows them to alter the expression of spells cast by other individuals, both to help and hinder.)

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Download - a unique utilization of active divination magic, Vaimi can use this to observe the underlying magical components governing a spell's manifestation. At Vaimi's current level of experience a single casting can allow them to pin down three components.

- View - a derivative of Download thought up by Vaimi, this hones in specifically on the emotion embedded in a spell or magical effect to provide insight into the caster's mind. Such emotion may include the will, desire, thoughts, and/or wishes that were embedded within the spell's casting. This does not reveal any components themselves, however, and uncovered emotion is rather hazy at Vaimi's current level of experience.

- Scan - a passive trait, this provides Vaimi the ability to vaguely sense the presence of magical effects in their close vicinity and where they originate from. They also feel a sensation when magic is concentrating close by, such as when a spell is being cast.

- Communion - the only spell of another's design they have proven able to replicate thus far in their studies, Vaimi learned this in their time spent working with Cicero. Allows Vaimi to communicate their surface-level thoughts to nearby individuals. Often utilized in place of normal speech by Vaimi due to their communication challenges.

(The following magicks are used to manipulate spell effects, either by activating them when a spell is being cast or on a lasting magical effect. They ease of manipulating a spell is dependent on both Vaimi's familiarity with the spell as well as the individual casting it, as stronger magic generally have a greater number of more complicated components, and the individual qualities each individual inputs into their spellcasting have to be accounted for.)

- Paste - Vaimi's most basic form of spell manipulation, and the one they are most experienced with. Injects a single component generated by Vaimi into a spell or magical effect's casting, resulting in a correspondingly altered manifestation. Injecting a synergistic component may empower part of a spell, an antagonistic component may dampen part of the spell, and an unrelated component may result in new properties.

- Cut - More challenging to perform, this type of spell manipulation allows Vaimi to entirely remove a single component of a spell or magical effect. This is typically quite taxing on their mind and thus they prefer to use Paste to inject an antagonistic component instead unless a greater effect is needed.

The Ior'lyr are one of several dozen elvish clans scattered throughout the Northern Reaches. They act mostly independently of each other around a group of families whose elders share leadership over the clan. Their villages (and cities, for the larger of them) regularly trade and interact with each other, and conflict between them is typically rare outside of smaller disputes.

Within Ior'lyr culture, and many of the tribes of the Northern Reaches, spirituality is subtle and revolves around the "Ahnemos", a piece of the spirit that governs instinct and the subconscious. The Ahnemos is said to be a source of great worldly understanding that expands beyond what can be recognized and processed by the conscious self, and balancing the Ahnemos with the conscious mind is seen as an important pursuit of many Northern Elves. Self-improvement, mindfulness, and magical practice are all often undertaken for the purpose of improving the understanding and connection with one's Ahnemos, however the manner in which each individual goes about doing such things. or even if they do so, is left up to them. The only person that can know one's Ahnemos completely is oneself, therefore centralized practices, rituals, and the like aren't undertaken, and spiritual leaders emphasize in their teachings individuality and choice in finding what feels right for each practitioner.

Vaimi's gender is rather ambiguous and they prefer neutral pronouns, however they begrudgingly have learned since leaving home that many people are unused to this. Because they view their Ahnemos as being feminine, referring to it as she or her, and because they are most commonly assumed to be female by people they meet, they have started using she/her pronouns in addition to they/them. Ideally they would prefer not to have to do this, however.

Vaimi's mother, Holalana Xelnamoth, whom they regularly called "Mama Lana", was one of the strongest mages in the Northern Reaches, and known for being as loving as she was forceful. Before she settled down more to take care of her children, she regularly travelled between the clans, resolving disputes and fighting off monsters (and sometimes outsiders) that were proving especially troublesome. She specialized in magics with forceful power, preferring the efficiency of raw destructive energy and close-quarters attack to the more nuanced natural manipulation common among the other castors. Why she chose these magics was a question she always laughed off, but whatever her reason, it was no surprise that when she finally arrived on Kyserias's battlefields she raised absolute hell.
 
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Name: Jasha Taniyn
Race: Human
Age: 25
Height: 5' 8"
Weight: 148 lbs
Occupation: Making easy money and adding notches to his belt.
Personality: Jasha is nothing other than a scholar and a gentleman.

Traits
  • Filthy Rotten Liar: Jasha is naturally deceitful and insincere with others. While he does have a talent for lying, it's off-set with a difficulty in convincing others when he speaks truthfully.
  • Armor? What's that?: Jasha is fast, faster than average members of his race, but any suit of armor (even light suits of armor) hampers his movement considerably.
Merits
  • Circus Monkey: Jasha can walk a tight-rope and is a skilled gymnast/parkourist. Palming a few coins or a coin purse without getting caught is also within his repertoire.
  • Master of the H'Whip: Jasha uses the whip as an extension of himself. The whip in his hands is like unto a live thing, obeying his every command.
Flaws
  • Chivalrous Courtesy: Jasha despises raising his hand against sentient creatures of the opposite gender; therefore, he suffers from self-inflicted penalties to his attacks against members of these finer folk.
  • Why is it always a cave?!: Jasha becomes 'shaken' while in any space that is sufficiently enclosed and/or if it has a ceiling that is less than ten feet. In addition, he becomes 'panicked' whenever he is entangled, pinned, or bound.
Supernatural Powers (Magic)
  • Abyssal Jump: A form of teleportation. At the moment, Jasha can only 'jump' 25 feet at a time and only with what he can easily carry. While the jump can be quiet in the right circumstances it is by no means stealthy. If he were to jump right behind someone, they would feel the aftermath of the jump: a strong current of air followed by a weak concussive force.
  • Abyssal Reflexes: This power makes it seem like time is slowing down for Jasha, but his brain is just 'moving faster', so he can react faster if he's surprised/caught off guard hopefully giving him enough time to teleport away like the coward he is. Just to reiterate, it doesn't speed up his body, only his brain. It's a combination of an intuitive danger-sense and he can channel it to observe something particular e.g., card players using sleight of hand to cheat; or movement that human eyes normally wouldn't be able to catch without modern-day specialized equipment.
    • In addition, Abyssal Reflexes can override or provide resistance to mind-affecting abilities, e.g., people trying to read his mind will get an information overload of random useless garbage like the colour, length, width and average thickness of his last 1,000 poops; the BMI of all the women he's slept with, etc. Basically, it would make the mind reader's head feel like it's going to explode and may hinder or nullify mind-control.
Other
  • Jasha's eyes are an amber colour.
  • Asides from the vest and the white wraps around his shoulders and upper biceps, the rest of his upper body is bare.
  • Assume that any semblance of armor on his black, buckled short-pants (the white ornate looking cuisse/tasset) isn't there
  • His red full-body tattoo is magical in nature. It provides the following benefits: existing comfortably in conditions between –50 and 140 degrees Fahrenheit; continually provides him with life-sustaining nourishment; refreshes his body and mind, so that he need only sleep 2 hours per day to gain the benefit of 8 hours of sleep.
  • The black tattoo around his neck does not emanate a magical aura
Gear
  • What he's wearing
  • Anway's Whip
    • 12ft long
    • Magically enchanted to return, uncoil and harden into a flexible pole on command
    • Made from the hide of a resilient abyssal creature
Backstory
  • Anything before the age of 13, Jasha says he can't remember.
  • As far as he knows, he discovered his ability to 'jump' around the time he hit puberty.
  • He joined a band of circus performers called Cirque du Lune; stayed with them for nine years before moving on.
  • He's been on his own for the last three years, just doing his own thing; never staying in one place for too long.
  • Recently got into trouble with the wrong crowd.
  • This 'crowd' is holding something or someone significant as a bargaining chip to get Jasha to do whatever they say.
  • Things were starting to get boring, so Jasha decided to 'play along' with these people for the time being.

Misc
 
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WIP

Name: Petra Nisbet

Race: Human
Age: 19
Height: 162cm
Weight: 53kg

Appearance:
In terms of her physical appearance, Petra can best be described as unremarkable, having a plain appearance, with brown hair and eyes, somewhat tan skin, and pretty much no notable traits other than perhaps being rather scrawny. If one were to note anything about her appearance at all, it would probably be just how little effort she puts into maintaining it, while her clothes aren’t dirty or in disrepair, she has spells for that after all, they were clearly chosen to be clothes and nothing more, cheap and functional without any concern for fashion.

Personality:
Petra tends to come off as brash and inconsiderate to most people, seemingly doing whatever she wants with little regard for those around her. In actuality, it might be better to describe her as not caring about other people’s opinions of her and unconcerned with actions that don’t have a tangible effect on others. Though she might seem impulsive at a glance, when it comes to anything of consequence, she’s quite the opposite, becoming calculated and analytical as the situation calls for it.

Petra also is the sort to form very strong opinions about certain things and though her opinions can be changed she can at times become quite hostile towards those who fail to do so. Most notable of these opinions is her intense dislike of anyone she views as having received an unfair advantage in life.

Biography:

Petra’s early life was an unfortunate though not uncommon story. Her mother died during childbirth and when she was quite young, the backwater village she was born into was bought up by some noble for development. Petra’s father, Joseph, was a blacksmith by trade but having only ever worked in the small village he was born in, he lacked the skills and connections needed to be successful in the wider world, so they were forced to travel around a lot, taking odd jobs where they could.

Despite the constant travelling, Petra was pretty happy during this time, content with what she had. Joseph on the other hand was not so content. It was clear to him that Petra was incredibly intelligent even at such a young age, and the idea she might follow in the footsteps of a man who couldn’t even hold a single job frightened him more than anything else. What she needed was an education, and for that, he would need money.

Tales of the vast riches one could make delving into the abyss are common amongst the impoverished, though for all their talk most bar the truly desperate or foolhardy know better than to try. Joseph however was desperate so, despite his daughter's pleading, set out into the Abyss, promising he’d only go for as long as it took to get the money he needed. His first expedition was successful, as was his second. He didn’t come back from his third.

After that Petra spent the next several years on her own. Fortunately, she was a quick learner, quickly picking up on how to scavenge for food or where it was or wasn’t safe to sleep before her lack of knowledge could cause any significant problems for her. At some point, Petra discovered her love for magic and started learning it wherever she could, never anything truly spectacular like the spell crafts taught at dedicated academies or used by specialist casters, but instead the kinds of magics used as tools by everyday people. Over the years Petra began to dissect her various spells, attempting to figure out how they ticked, while she still can’t say the underlying mechanisms make even the slightest bit of sense now, her understanding has advanced to the point that she’s been able to construct countless variations of what spells she does know.

Magic:
Petra's magical talent stems from her intense curiosity and dedication to learning rather than any particular aptitude for the subject. If fact, if one had to quantify Petra’s innate magical ability, one would probably conclude it to be very poor, as attempting to channel any notable quantity of magic at once causes the girl to become rather sick, with her condition quickly worsening the more she pushes beyond that. Beyond that, Petra can’t be said to specialise in any single school or style of magic, except perhaps utility spells, her knowledge of spells having been drawn exclusively from those simple spells used by commoners and her own self-study.

Despite these limitations, Petra has managed to learn a truly astonishing number of spells for her age, which through painstaking testing and an ill-advised lack of caution, she’s managed to expand into a plethora of variations thereof. Furthermore, what she lacks in raw firepower she makes up for in skill and technique, squeezing the absolute most out of any spell she can get her hands on.

In combat, Petra favours using telekinetics, as this represents the most directly combat-applicable form of magic she has at her disposal, slingshotting projectiles at her enemies with telekinetic tethers or distracting them with telekinetic pokes. Petra also has a tendency to use her tethering spell in combination with one for resisting damage from falls as a means of enhancing her mobility, flinging herself around in combat or using it to rapidly climb sheer surfaces.
 

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