The Dominions - the collective name given to the regions ruled over by King Macaan - are a single, sun-bathed continent, with mountainous rocky plains to the north, arid deserts in the south, green steppes in the east, wind-swept craggy grasslands to the west and a fertile central mass. It is surrounded by a massive sea which sailors are unable to cross due to huge monsters destroying any ships that come near the world’s vast, uncharted ocean, referred to as Deepwater. The people of the Dominions are generally Caucasian, with an often tanned skintone resulting from the weather. Since Macaan has managed to erase almost all knowledge of Kirin Taq among the Dominions, the only ones who know of it are other Kirins and Resonants. Kirins hold a bit of a disdain toward Dominions, and so even those Dominions who know of Kirin Taq, tend to not travel there.
Kirin Taq is, in many respects, the polar opposite to the Dominions. Where the Dominions enjoys near-constant fair weather, Kirin Taq is a land beset by twilight due to its sun existing in a perpetual eclipse. Without the day/night cycle the denizens of the Dominions use to record the passage of time, the Kirins have resorted to utilising elements of the local flora - namely the bioluminescent Glimmer Plant - in order to achieve the same goal.
Instead of being fair-skinned, the Kirins' outward physiology has evolved over time in response to their environment. Their skintones range from a deep, ashen grey to midnight blue, while their eyes are noticeably paler than those born in the Dominions. In addition to their unusual looks, the Kirins possess a naturally occurring form of nightvision; an adaptation prompted by the lack of natural light.
The interwoven nature of the Dominions and Kirin Taq is like the ticking of a clock, with each "beat" signifying the passage of a moment in each world and the act of jumping from one set of beats (the ticks) to the other (the tocks) is how it is visualized by some.
However, a third plane is thought to exist. Dubbed the Netherfane, it is rumoured to be the home of the enigmatic Deliverers; the hooded ritualists who are the only ones capable of implanting spirit stones into the bodies of newborns. Like the Deliverers themselves, very little is known about the Netherfane and, due to many physical and temporal precepts not seeming to apply, the simple act of a mundane person gazing upon it is said to shatter the mind and cause insanity.
While the society relies on various infrastructures for their survival, such as water or Tusami City's magma-based geothermal power, one commodity which appears to rule many facets of daily life is the Spirit Stone. Extracted by mining as an inert, colourless gemstone, the Spirit Stones only take on their characteristic colour after being implanted by a Deliverer during a ritualistic ceremony called the pah'nu'kah.
During the ritual, the Spirit Stones are implanted along the spine - specifically, in the voids between their vertebrae - of a newborn child, being partially phased into their bodies so that only one hemisphere is visible. Once the ritual is complete, both the stones and the child forge a connection with the ley lines - conduits of raw energy running beneath the earth - giving the stones a specific colour and the child command over a certain ability later in life.
With the stones themselves being incredibly expensive, possessing multiple Spirit Stones is often a defining trait of the wealthy but, despite this, people in the Dominions possess an average of two or three stones a piece.
Using spirit stones drains energy from their wielders. The more stones one has, the more powerful but draining their actions with these stones will be. The stones can also be drained of energy, which they need to recharge simply by being in close enough proximity to the earth so that they connect with the ley lines.
The situation in Kirin Taq, however, is completely different. In order to prevent rebellion, Princess Aurin - King Macaan's daughter and the ruler of Kirin Taq - outlawed the purchase and implantation of Spirit Stones, rendering the sight of them in the backs of the Kirin people a near-impossibility.
These colours include, but aren't limited to:
Deep Red - Elemental Spirit Stones focusing on the control of earth. With these stones, a person is able to manipulate various forms of earth - such as soil, clay, stone and sand - to their will. Sinkholes, breaches in solid walls and even the creation and control of animated golems are well within their reach. The size and strength of these golems depend on the amount of spirit stones the animator has as well as his/her skill with them. Ley energy from the stones or energy left in the animator is also a factor when animating a golem.
Pale Blue – Elemental Spirit Stones focusing on the control of the air. With these stones, a person is able to alter and compress air currents, forming them into various applications of physical or concussive force. Depending on the level of force exerted, the feats possible with these Spirit Stones range from rudimentary telekinesis - such as turning a key or threading a needle without touching them - to defensive barriers to waves of annihilating force which can level forests. Many Dominion royalist guardsmen have them, but more often than not need to be focused by a weapon such as a force cannon or force halberd.
Black – Stones of construction, the bearers of which are immediately recruited into the Machinist's Guild. These people are able to build hi-tech machines that require massive amounts of energy obtainable only by a pilot. All Machinists have these stones.
Green – Stones that grant an affinity with machines, as well as the power necessary to make them function; those with green stones are recruited into the Pilot's Guild. These people are capable of, generally single-handedly, powering and operating machines built by machinists. All pilots have these stones.
Charcoal Black - Blacksmith stones, bearers of these are the best blacksmiths. Not that other people cannot become blacksmiths, but these stones give a 'natural' talent for it.
Coloured Tiger Stripes – Also known as Noman Stones, so named because they appear to be a variety of stone unique to the Noman tribe, give the user the rare ability to manipulate the perceptions of others. Often used in various forms of obfuscating illusion, people who possess these stones can temporarily trick others into seeing them as someone they aren't or by rendering themselves "invisible". The drawbacks to this ability are tied to the number of people the wielder wishes to affect. While the people in question will be subject to the changes their illusions implement, other bystanders will see no change in their perceptions.
Silver – A rare variant of Spirit Stone which allow for symbiotic vision. Usually, the symbiotic connection is between a human (who has the stones implanted) and an animal, be it a pet or other lifelong companion. Unlike other Spirit Stones, where the ability in question is a one-way process, both the wielder and their symbiotic companion are able to utilise the ability; one which manifests as the capability of seeing through each other's eyes.
Milky-white – These stones bestow the gift of psychometry on the user; allowing them to view associated events or emotions that have occurred from contact with an object, such as powerful memories or other times of heightened emotion in the objects presence or, ideally, when the object is touching the person’s skin.
Various colors - Allows the user to manipulate and create fire.
Yellow – A person who is given these yellow stones, enabling them to ‘heal’ another being by taking the damage onto themselves, are the healers of the desert tribes. Though yellow stones also increase the speed of their natural healing rate, they have limits to their restorative abilities and so those given these stones are taken after their pah'nu'kah into a monastery to learn how to use their ability without killing themselves.
Purple and Grey – The stones of a torturer, they give a person the ability to inflict pain in others. The taskmasters of the mines in the Dominions, as well as their bosses, have these.
Swirling Green and Black – These stones possess the power of chaos, entropy, destruction. They allow a person to utterly destroy whatever is around them (thereby causing ‘chaos’). Princess Aurin has these.
White and Red – The stones of regeneration, they are used only when the host is badly wounded.
Feel free to create your own, as long as it isn't overpowered, please.
King Macaan has this purple stone in his forehead. Corresponding stones are placed in many of his subordinates, including the Jachyra and the Keriags. Using this stone, it takes a mere thought from him to wipe out any or all life connected to the trigger stone. This is generally used to keep rebellious or unwilling but useful servants/slaves under tight control.
The heartstone is a stone Princess Aurin wears around her neck. Somewhat similar to the trigger stone, it is used to control the Keriags. Lesser heartstones are implanted in all the Keriag Queens, and if Aurin takes it away from her pulse for more than a cycle, all the Keriags would die. Only one other person can wear the stone, who it is, is unknown.
Glowstones are stones that emanate light. They're used in place of electric lights in the world of Broken Sky. Mainly appearing in the Dominions, Kirin Taq usually makes do with lit torches or other kinds of brazier. They appear in both orange and white colours - the white stones are more expensive as they show colours as they really are.
Damper stones are stones that limit the use of spirit stones near them. Like spirit stones, the more there are, the greater their effect. In large numbers, they can cancel out any use of spirit stones in a whole room. Usually, however, they are used alone, set into a metal collar but, in one instance, the damper stone is seen implanted into a slave miner's body at the nape of the neck; a few inches up from where their spirit stones would start. This lone stone, when touching the skin, is enough to dampen the spirit stone use of the person it touches and possibly anyone who comes too close.
A bonding stone, in looks, are somewhat akin to the Trigger Stone worn by King Macaan. However, unlike the Trigger Stone - which is purple, the bonding stone is a deep red. In its inert form, it takes the form of a prism-shaped diamond but, during its use, the bonding stone is split into two halves. One half is placed onto a person's forehead, while the other is placed onto the forehead of a wyvern, creating a bond between beast and rider.
Parakka are a resistance movement set up to overthrow King Macaan from the Dominions, and Princess Aurin from Kirin Taq. They are led by a Council.
Macaan's Guardsmen make up the bulk of his army. Aurin has the Keriags, but Macaan's Guardsmen are just as numerous. For many years it had been the rule that every child given 'force' spirit stones would be conscripted. Thus, Macaan's army is not only immense, but also unmatched in destructive power. They are loyal firstly to Macaan, even those under the command of Princess Aurin.
The Machinists are a coalition of mercenaries who work solely for the highest bidder, so as to finance more of their technological efforts in their Citadel (located in the Dominion plains). Machinist technology is used by nearly everyone, including King Macaan - from Augmentations to Resonants to create Jachyra, to large magma derricks to fuel Tusami City's energy needs, to physical Augmentations for the Machinists themselves. Machinists work in tandem with the Pilot's Guild, who provide the energy required to run all of the Machinists' piloted units.
Resonants are not given spirit stones at all, and it is stated that Resonants cannot use spirit stones. Instead, they are able to shift between the worlds of Kirin Taq and the Dominions, and take along anyone they are touching. It is theorized that while spirit stones give control over certain things such as the earth, fire, memory or physical force, Resonants control time. According to Resonant theory, Kirin Taq exists between each second of The Dominions, just as The Dominions exists in between the time of Kirin Taq. The Dominions being the 'tick' and Kirin Taq the 'tock' of the pendulum in a sense. Macaan has been secretly gathering huge numbers of Resonants for many years. He uses a great number of these to cause the Integration - the setting up of huge 'Ley Warrens’ that allow mass transports of personnel and equipment between Kirin Taq and the Dominions.
The Jachyra are Macaan's secret police. The general public know very little about them, and believe even less. They are, according to popular myth, invisible and always watching you - so even if people did believe all the tales, it would only help Macaan's cause, as they would think they are always being watched. In fact, the myths aren't too far off. The Jachyra can see and travel through mirrors, or any other decently reflective surface. They were once Resonants, but after being augmented by the Machinists, are no longer able to shift between worlds. It has been theorized that the manipulation of their bodies has also manipulated their powers. They are no longer whole in body, being made mostly of metal augmentations to make them fast and deadly. Covered in rags, not many people have seen just how much they have changed. The Jachyra, however, unlike the Guardsmen, hate Macaan. He made them into monsters, and they hate him for it. But thanks to the trigger stone in his forehead, Macaan retains complete control - he has to merely think it, and they would all die, due to being implanted with stones connected to the trigger stone. While this may not be such a loss to many of them, who feel their lives are already long over, the glimmer of humanity left in them prevents them from forcing Macaan to kill them off. They are led by Macaan's favourite, Tatterdemalion.
They are an ancient race, sharing the same ancestry as the Keriags. They are large, bulky and heavily armoured. Because of this, they are much slower than their Keriag brethren. They fight using the large claws on their hands. The Koth Taraan breed very slowly, but live long. Because of this, they are said to have been almost defeated by the fast-breeding Keriags in an ancient war, and were forced to flee. They are led by the Koth Macquai - the oldest of the Koth Taraan. The Macquai has a glowing shard in his center, consisting of all the memories of the previous Koth Macquais. Also, because the Koth Taraan share a kind of mental communion, a form of mass telepathy, their memory is eternal, as each generation knows everything that the previous generation knew, going back to the very beginning. They communicate with humans through a similar telepathy, speaking directly into their minds. Younger Koth Taraan lack the subtle control of this power that their elders possess, and cannot help expressing their emotions as flashes of color that people see in their minds.
The Keriags are another ancient race, which shares a common ancestor with the Koth Taraan. They are spider-like, much like a centaur with spider's legs, except that their whole body is chitinous and resembles an insect's exoskeleton in texture. They fight using deadly jagged spears called gaer bolga, which have serrations designed to cause maximum damage affixed to the blade. They are held under the command of Princess Aurin, due to the heartstone around her neck - a fragment of a larger stone, whose siblings are attached to the Keriag Queens. If she should take it off for more than a Kirin Taq cycle (approximately one Dominions day), all the Keriags would die. However, the Keriags would know the minute she took it off, would swarm, and attack her palace, in an attempt to put it back on her. At the very least, they would take her down with them. However, Macaan has added a failsafe in case Aurin should ever attempt to use the Keriags against her father. The Keriags' stones are also connected to the trigger stone in Macaan's forehead - and so he could kill them all with a single thought.
Wyverns are beasts with two sets of wings, one small set for fine aerial control and one large set for actually flying. Wyverns have leathery skin and tough, bony scales and heads, allowing them to ram and headbutt with deadly efficiency. Their eyes are orange and are seemingly without pupils. Wyverns also have sharp teeth and claws as well as a deafening screech. Bred or tamed wyverns will usually have some scales rubbed down or completely off so the rider can tweak the nerves of the wyvern, commanding it where to go. Wyverns do not feel pain from this method of control. The Dominion people use Wyverns as a means of travel. People will breed them for racing, military use, livestock, armor and weapons or simple companionship. Wyverns are sometimes bonded to a single person using a Bonding Stone. When this happens, the Wyvern is given a name and heeds only the command of the person they are bonded to. They share an unbreakable companionship between each other.
We'd all be new members of the rebel organization, Parakka. Our characters can be from either the Dominions or Kirin Taq. We'd all be starting in a village somewhere in the Dominions, if you're a Kirin then you may either be a resonant or brought by one at some point in your life. The characters will all know each other (more or less) as they live in the same small village and be brought into the resistance together.
In the books, the main characters each have six spirit stones. They also end up being among the Parakka's council. Since we are not them, I'll be limiting the amount of spirit stones a character can have to four. Since spirit stones are often very expensive, only characters with a wealthy upbringing or with a fair reason can only have four. All of your spirit stones must be the same color; the Spirit Stones take on a property outside of the newborn's control. The deliverer performing the pah'nu'kah chooses the color of the stones for them. Some say the deliverers can see in the future, others say that they can sense the latent talent in the newborn. The truth is known only among the deliverers.. These colors will never change throughout ones' life.
Most names in the worlds of Broken Sky are usually Japanese, but feel free to deviate from that.
This is age. In Broken Sky, peoples' are identified through how many winters they've been through. For example: He is nineteen winters old.
Picture or description.
Is your character a simple peasant? A middle-class citizen? An upper class? Or maybe a noble?
Spirit Stones (Remove if you are a Resonant):
How many spirit stones does your character have and what color are they? This is also based on your character's upbringing. If you don't want your character to take a higher class for more stones, PM me and give me a reason for your character to have more. Peasants, 0 - 1 Spirit Stones
Mid Citizen, 0 - 2 Spirit Stones
Up Citizen, 1 - 3 Spirit Stones
Noble, 2 - 4 Spirit Stones
Any type of fantasy weapon, such as a sword or a bow. If you have pale blue spirit stones, you may be able to use force weapons which amplify your ability and focus them; allowing for you to 'shoot' compressed air at high speed. An example would be a Force Halberd or a Force Cannon (usually mounted on Wyverns and other Machinist contraptions). You may also forego weapons and fight with just your spirit stones or hand to hand. Feel free to add a description if your character's fighting is unique in any way. Also, please describe your weapon if you have one; pictures or descriptions will do.
- Bonded with (Remove if you are not bonded): Horse? Wyvern? Other? Please ask if certain fantasy creatures would or wouldn't be allowed.
- Bonded Creature's Name (Remove if you are not bonded):
- Bonded Creature's Appearance (Remove if you are not bonded): Description please
How does your character act? What is its outlook on things and how does it act toward the other characters. Any special feelings for another character? Maybe another character is related or is a romance interest.
All of the characters have ended up in the same village at some point in their life. Either from birth or from moving or even coming from Kirin Taq. Every characters knows every other character to some degree, from knowing their names to childhood friends or romantically involved.
Have something in your CS that couldn't fit anywhere else? Put it here.
As much as I want this to be an RP based off the actions of you. There need to be some ground rules established so that things don't all go to hell the moment the RP begins.
I want to start by saying all of your standard RPG rule apply. This includes but isn't limited to no metagaming, no godmodding, respect and listen to the GM for his/her say in any matter is final.
Aside from that, please respect the other roleplayers. They have their style of writing, you have your own. Nobody is perfect. If you really must create an issue out of it, keep it away from this RP. PMs or another thread is fine by me.
Romance is fine by me.
This RP is WILL have horror elements, and as such, there will be blood. Lots of it. Because of this, I ask you maintain a mature attitude both in character and out.
Because there is a mature theme in this RP, I ask that any in character (or out if that really happens) relationship be kept PG13. Any sexual content should be taken to the PMs. Nobody wants to see your smut. Failure to do so will result in a warning.
If you've been warned once, and offend again, I will have to ask you to leave the RP. I hope I wont need to invoke this rule, but it must be said that it does stand and can potentially be put into use if you're really that ignorant.
Please, PLEASE try to be active. I understand RL is a pain sometimes but this is an RP I've put too much thought and time into to watch die. A post a week is fine by me, anything more is spectacular and as long as you play within the rules, I will most definitely not have a problem with you. If you don't post within a two week period, I will message you to find out whether or not you are still interested.
Finally, please notify me and the rest of the group if you are going to be unavailable. So that I don't eject you from the RP due to inactivity. On that note, specify if I am or am not allowed to control your character as an NPC during your absence to that the plot can continue. If you allow me to do so, I will do my best to stick to your character's style.
If you have any questions, any at all, feel free to ask me and I will answer to the best of my ability.
I am aware and will make a cs shortly. Just didn't want you to think I forgot :D
Hi! I was wondering if I'm allowed to make a child. I was thinking about 10 years old. I'm not planning on making the kid annoying but I wanted to make her curious in a sort of juvenile way like Oliver Twist. If not then that's fine.
Originally Posted by Celesteine
Hi! I was wondering if I'm allowed to make a child. I was thinking about 10 years old. I'm not planning on making the kid annoying but I wanted to make her curious in a sort of juvenile way like Oliver Twist. If not then that's fine.
Hm, would you be willing to bump that age up by a couple of years? 12? 13?
I can do twelve. Thanks! I'm going to start on the CS then.:)
Upbringing: Born into middle class but went into a monastery after pah'nu'kah.
Spirit Stones: Mid citizen with two yellow stones
Fighting Style: Airi never got much training in fighting, considering that she's twelve and lived in a monastery her whole life. She can fight a bit with her bare hand but never got any real training. She took archery lessons in the monastery but never as a way to protect herself. To her archery was a fun sport she played with her friends. She was good at it too and took the lessons for years.
Personality: Airi is very curious. She's always trying to keep up with all of her responsibilities in order to please the people around her. She's fairly likeable and is willing to learn. She honors commitment. She is extremely loyal, lovable and sometimes funny. She has some issues though. She doesn't like talking about herself because it always made her feel uncomfortable. She's never sure of what to say. She dislikes attention and finds it had to trust people. I know, it's ironic how she's loyal but doesn't trust people. I think she's loyal more because she feels it's her duty rather than she actually likes the people she's loyal to. That doesn't me that she's incapable of love but she has difficulty with it.
History: Airi was born to a middle class family but she never knew her parents due to her stones being yellow. She was taken to a monastery to learn how to control her power and there she learn how to shoot a bow and arrow as well as get her basic education. Eventually she was taken in by a master healer, Taro, who was her professor at the monastery as his "apprentice". She had been living with him for the past couple years. He eventually was called on a mission to the village we are starting in. He brought Airi along with him to continue her training and so she can get some real experience. The mission was going on for the past six months and while living in the village, Airi worked with the village healer and her teacher.
Miscellaneous: Nothing that I can think of. Let me know if I'm not allowed to have my character have a teacher, I'm sure I can find a way to change it if need be.
Accepted, Celesteine. :) A teacher is fine. But for the sake of the plot, there is a village elder our that sends us on our way.
Also, I forgot to mention the name of the village. Minabe Stud. A somewhat larger village overseen by a noble family.
My CS will be put up either tonight soon or later tomorrow.
Terra understands her position among the family as does little act against her fate. Her upbringing has inevitably led to her parents clouding her vision of King Macaan; finding him to be an appealing and superior king. She enjoys taking walks throughout Minabe Stud, getting to know the villagers under her father's jurisdiction. Unlike her father, Terra wishes to lead among the people of Minabe Stud, rather than lead above them. She doesn't enforce her nobility on the lower classed individuals of Minabe Stud and requests that they don't look up to her as a noble in return.
Terra's father had grown excited upon the news that his wife was pregnant with Terra. He had always wanted a daughter among the family, the first daughter after three sons. In his excitement, he decided that he wanted nothing but the best for his daughter. Much to the dismay of the people of Minabe Stud, he demanded they work double so that he could manage the finances for acquiring four expensive spirit stones. He received them, but not without sustaining the once fine loyalty in his subjects. The lessers of Minabe Stud looked at Lord Minabe with a sour view, his want for a fine daughter putting everybody else in the way of heavy exhaustion. His act to work the fine people of Minabe Stud formed a stigma outside of Terra's control, one that branded her as 'princess' and 'daddy's girl'. Both titles she tried desperately to get away from.
After hearing from some of the villagers what her father did just so she could lead a powerful life, Terra promised herself and the rest of the villagers that she'd never work the humble people for her own selfish needs. With that, she found herself at a young age spending time with the other children of the lesser classes. It was an activity that her father never really understood, how she could mingle with the poor. But he wanted her to be happy, so he let her live her life in the village with the people. The hurtful names she was once called seemed to diminish slowly, though it was occasionally spat out every once in a while. Terra only wanted the approval of her subjects, so she reached out to as many as she could in the village of two hundred.
When she was ten winters old, her father had told her that she was to be sent to Tusami City for the finest schooling in the Dominions. Though Terra, mature even for her age of ten winters, said that she wanted to be taught in her home, with the other children of Minabe Stud. Her father had a look of disapproval but he didn't deny Terra her wish. So instead of being in a large, prestigious academy in Tusami City, Terra was learning in the forests and grasslands surrounding Minabe Stud, under the tutelage of Ju-Jin, the village elder and trainer in the use of spirit stones. Terra was surrounded by the children of the Minabe Stud, lesser folk, some wearing fine clothes, a trademark of the upper classes, others wearing tattered rags of the lowers. While they were at each others' throats, Terra was always treated as somewhat of an icon in the class. She never knew if it was because she was the Lord's daughter, or if it was because she had the most spirit stones, even more than Ju-Jin! Perhaps even both reasons.
Terra was trained in the use of her four deep red spirit stones. Two winters of hard work had led to her animating golems, some standing at her height, others standing a head taller. She had also learned how to sense the geography of the land around her; sensing the caves nearby as empty spaces where earth should have been. Or vibrations along the ground from the footsteps of her peers. Another winter passed and Ju-Jin was beginning to teach them the offensive abilities of their stones. She learned how to call forth the vines from trees, send rocky spikes from the ground. Open clefts in sheer stone to create paths and close them to crush. But even with four spirit stones, she was drained of energy like the rest of the students. Ju-Jin explained this to be the lack of ley energy within the stones and that they needed time to 'recharge', thus they stole energy from their bodies to maintain themselves. His advice was simply to rest, and let the stones draw from the ley lines within the earth.
Now that Terra had come to a level of comfort with her spirit stones, she then moved onto learning how to defend herself without the use of her spirit stones. Being the daughter of a Lord attracted dark attention from dark corners. Unfortunately, her father demanded that this practice be done in the safety of the estate with a private trainer. So that the lesser people couldn't harm her if she made a mistake in sparring. Though not happy with her father's choice, she complied and took to her lessons with an ornate katar, smithed by Minabe Stud's finest blacksmith. Needless to say, without genuine peers to practice with, she didn't become very keen on fighting with a katar. She preferred using her spirit stones if she had the option.
When Terra was of working age, she was out of the estate more and more. Finding the odd jobs around the village to help out with. She was no longer considered the princess and started to be regarded as a true leader. Terra took to her position in the society, a noble but also a worker. An heir to lordship but also a simple villager. She was happy with the way things in the Stud were going.
From sixteen to her current age of eighteen winters, however, Terra's father seemed distant. He seemed less fatherly to her, and while she enjoyed the fact she wasn't being watched every step of the way, she sort of missed her father's care. It was then and still is to this a mystery to her, what had changed in her father. She had noticed some strange people coming to the village, dark skinned figures which seemed like the polar opposite to her own fair skin. She didn't know of the parallel land of Kirin Taq and their denizens and every time she asked, she either got a 'I'm not sure' from the other villagers and a 'They're from far away lands in the Dominions' from her father.
Her curiosity and inexperience with the outside world now getting a hold of her. She is beginning to question, and delve into things her father warned her not to try to figure out.
I keep using this same picture...anyways this but with grey skin and he wears a blue cloak with a face cover which he only uses for half of his face.
Two purple stones which give him the power to enchant his arrows with temporary powers such as armor piercing
A bow with magical metals that allow him to enchant his arrows once he readies them on the bow (That way he can't just enchant random crap whenever he wants)
- Bonded with: A white wolf
- Bonded Creature's Name: Sebastian
- Bonded Creature's Appearance: A magnificent white pelted wolf with piercing yellow eyes with a black spot over the left eye. Fletcher is currently five winters old.
Yukio is somewhat mysterious as he lives alone on the outskirts of the village and doesn't enjoy socializing with people much. When you do meet him though, you see that he is kind and caring but somewhat shy(Plus he just hates some people in the village)
When Yukio was younger he was obsessed with archery and always tried his best to learn and become very good at it. Slowly over time he became better and better but found that whenever he hit his mark, he would often not be able to pierce his targets armor. When he was first born, Yukio's stones were unknown to the world, thus he couldn't figure out how to use them until he came upon a bow, enforced with magic that he found could channel the power from his stones. He slowly found more ways to enchant his arrows and decided to leave his family to live alone. Sick and tired of their way of life, he moved to an abandoned house out in the woods until he came upon a resonant. The resonant offered him safe passage to dominion and he gladly accepted. Before they left, the resonant asked him for payment and Yukio grabbed all of his money as the price was hefty. The money wasn't enough so the resonant asked him a favor. Use his power to hunt down evil and vanquish it from the land where he was to soon go. He gladly accepted and was taken to the village and found yet another abandoned house and made his home there. With that the resonant left and Yukio never heard of her again.
Just a quick couple of his enchantments.
Armor piercing, freezing (Although it can easily be blocked) magic proof (Only low level, like it can go through weak magic barriers) Light arrow.