Hubris (Dark High Fantasy)
Feanor is the co-host. IC here: http://roleplayerguild.com/showthrea...95#post9870795
And in their hubris they will think themselves as gods, and drink from The Font. Seeking power they shall thirst for the very life of the gods, and this strength will be turned toward the realm of man, leaving the Golden Realm to rust. As the strength of the Golden Realm fades the Old Ones will find themselves unchained and all the worlds shall taste an ancient hatred.
- The Ancient’s Prophecy, long forgotten.
It has been nearly a century since the Great Discovery. The war has raged for almost as long. No longer was divine power held only in the hands of the gods and their few chosen mortals. Those with the will could take that power for their own; they could become agents of their god’s will. It wasn’t long after tapping that power the divide between the otherworld and the mortal realm faded. Soon great cities of the arcane appeared, along with elves, eladrin and all manner of strange and fantastical beasts roamed the Mortal Realm. Fear and hatred drove us to war. Detesting this new power and fearing the consequences, The Purists began their campaign to remove these new powers from the world. With strength of arm and hardiness of steel they would rid this world of this new blight. The Aelear was the first to oppose them, with the mystic powers they seek to turn this world into their paradise. There is no direct translation to Aelear, and the word is difficult to say, so most call them the Obscure League. These two factions fought for several decades until The Righteous began their crusades. They would bring the word of the gods to any who would think themselves better without them or those with the hubris to use magic in any other name.
96 years ago a select few found a way to break the barrier and tap into the very life of the gods. Unknowingly they drained it and focused on the realm of man. The gods, having lost so much of their power, retreated into a safe corner, and their realm is falling apart. Before this so-called “great discovery” there were very few mortals who held any divine power, and they were essentially vessels for the gods. There were only a few in the mortal realm who could tap into the arcane powers, and they usually spent their life secluded and perfecting their crafts. The gods kept the otherworld and the mortal realm separate, but with their powers fading the two realms became one. Naturally this caused tensions. The Purists, those who wish for things to return to the way they were, those without any divine or arcane power, decided to eliminate the Aelear. The Aelear rose to fight them. A few decades later The Righteous had gained enough strength to attempt to… show the rest of the world the error of their ways.
The world has been ravaged by the merger of the two realms. Arcane energy leaks out from various places causing magical jungles to sprout in the most unexpected of places. Nature has begun to have a mind of its own. Naturally, much of it has been burned down due to the vicious wars. Where the land is not scarred the world is very much untamed, massive mountains, raging rivers, grasslands and massive forests are commonplace. Those native to the mortal realm have created settlements of varying sizes, tiny fishing villages to sprawling stone metropolises. Steel is relatively new. No gunpowder devices.
Magical Jungles: These jungles are essentially overgrown rainforests. Most things, as in animals and plants, have at least some sentience. Many animals have been changed by the tremendous magics swirling through these forests. There have been some cases of animals gaining true sentience, comparable to that of humans. Everything is alive in these jungles, and most who enter and do not respect nature will find themselves strangled by vines or otherwise unwelcome. They have appeared at seemingly random places in the world, perhaps soaking in the power from magical waters or perhaps they are simply survivors from the merger.
Magic is split into a few different categories:
Earth - Control over metals and stone.
Water - Control over water supremely in liquid form, minor control over ice.
Wind - Control over air, can cause gusts of wind of varying intensity.
Nature (plants and the like) - Control over plants, and influence over animals. A practicioner of nature magics may not have direct control of animals, but instead can influence non-sentient animals. IE, you can tell this hungry angry bear that x group over there is tasty, but you may not directly order or control said bear.
Energy - Untyped magic attacks, more pure arcane spells, does not have elements but is definitely magical in nature.
Ice - Control over water in solid state, minor control over water in liquid state.
Fire - Can control flames and heat in a manner that allows flames to occur.
Electricity - Control over lightning and electricity.
Holy- Generally healing magics.
Sanctified - Involves making objects or terrain sanctified and bestowing certain attributes, a sanctified blade might cause a person when struck to glow and cause wounds to bleed more.
light - Control over light, may blind enemies and sear them with light.
darkness - Control over darkness, may sow confusion amongst ranks, cause light to fade around them, or step through shadows.
Aelear (Obscure League):
“Knowledge? Where would knowledge lead us? Well, my knowledge will lead you to a shallow grave!”
Arcane Warriors. They seek to turn this new world into a paradise for the arcane. They seek to destroy anything that damages nature or those who wish to remove magical influences. Typical Races: Elves, Eladrin, Gnome. Exclusions: None
“Your magic will break against my shield like the tide against the shore.”
Martial Warriors. They seek to eliminate any foreign elements, such as the divine or the arcane. Typical Races: Goliaths, Dwarfs, Humans, Orcs. Exclusions: Elves, Eladrin, Gnome.
“I am the spear of Systanis! I am her arm in this realm and her will guides my strikes!”
Divine Warriors. They see themselves and their powers as the manifestations of the gods. As such, they see the powers of the Aelear as abominations. They will not allow magic unless it is in the name of the gods. Typical races: Human, Dwarf. Exclusions: None
Humans: Humans. Live up to 80 years old.
Elves: Typical fantasy elves, fair skin, hair color varies from silver to black. Native to the otherwold. They stand at 5’2” to 6’2”. 110 lbs to 200 lbs. Eye color varies widely, but typically a lighter shade. Pointed ears. Live up to 700 years old.
Goliaths: Large mountain-dwelling creatures with thick skin that matches the mountain slopes. They have dark patterns on their skin and rock-like substances grow on their skin. They stand at 6’8” to 7’11”. 300 lbs to 500 lbs. Skin color varies from an earth-like brown to a snow-like white. Eye colors are typically brown or black. Males are typically bald, while females have long hair, which usually matches the color of their skin, which they usually braid. Live up to 80 years old.
Eladrin: Native to the otherworld. Very similar to elves in appearance, except their eyes glow a strange hue and have no pupils. Live up to 800 years old.
Dwarfs: Hardy short warriors. They are known for their fine stone and metal-working. They stand at 4’ to 4’10”. They typically weigh 150-250 lbs. Males have long beards, while females have long intricately braided hair. Hair color varies widely. Eye color varies widely. Lives up to 180 years old.
Orc: Barbaric creatures typically not accepted in the civilized world. They have skin that varies from dark green to a green-brown. They typically stand at 6’0” – 6’10”. They typically weigh 190-280 lbs. They have dark hair and eye colors. Live up to 50 years old.
Gnome: Small creatures native to the otherworld. They are very similar in appearance to elves, except they stand at 3’1”- 3’9”. Typically weigh less than 80 lbs. Live up to 400 years old.
Half-races will be allowed.
The exclusions apply to half-races as well. An Elf/human hybrid will be barred from being a purist. Certain half-races will be barred as well; it doesn’t make sense to have a half gnome half goliath player at all.
If you want to be another race or half-race run it by me first, however, be reasonable about the creatures., giving details about the races like above. No aliens. No crystal beings (IE shardminds), no robots, no energy beings, no godlike beings, keep the creatures pg13-esque. I *might* allow vampires and werewolves. Shapeshifters can only become natural beasts, bears, horses, eagles, etc. They will be similarly sized to your character, I may allow doppelgangers. All shifters will have vulnerability to silver or whatever I so choose, or you can try to choose. Aside from vampires - no undead.
Systanis, Goddess of Justice, Light, and Truth. “The Light Reveals the Truth” Systanis is the patron god of executioners and jailers. Systanis is usually known as a brutal god due to the punishments she used to require for the crimes of mortals. She expects mortals to take action against crime and injustice, and anyone who fails to take action is just as guilty as those committing the crime.
Morkhal, the Night. The black of night is the home of power, a place where time means nothing, it is structure and void. The light brings chaos.
Ganakein - The Buried Lord, god of tunnels, caves, trenches, graves and the underground. He takes the form as a giant collection of darkly coloured rocks shaped in a bestial form, bound together by pitch black chains. He wants his followers to keep the underground free of any intruders, namely those who defile his domain without permission. But other that that, is a pretty neutral god.
Character name (First and Last name):
Deity (if applicable)
Appearance (including equipment):
Mild curses only (IE Damn you! Go to hell! Anything that can be said on cable tv can be said here without us looking twice.)
No flaming. IC attacks is fine, but if you have a personal problem with another player take it elsewhere.
Minimum of 3 sentences per post (though more than that is encouraged)
PM character forms to me.
Romances and deaths are permitted, provided they are kept PG-13
I reserve the right to remove people from this RP if they continually break the rules.
If the RP begins to meander I will move the plot along in any way possible. If you believe the RP is meandering let me or Feanor know! Or try to push it along in some way yourself.
1. Purists are a movement of radical beliefs. There are plenty of NPCs that share the viewpoints, but not everyone fights for it.
2. There really isn't a way to tell what their beliefs are without talking to someone. Same way you can't tell if someone is a Christian or a Catholic or an Atheist. There is no specific garb that they are required to wear. There are symbols and tattoos and things of that nature, but, in the same way that not everyone who wears a cross or has a tattoo of a cross is militant, not everyone who believes in a deity or agrees with the Righteous are in fact part of The Righteous. The same with the Aelear and Purists.
3. There are, in fact, neutral areas. The closest places you have to government are these neutral cities that survived the merger. I will likely be starting the area in a neutral city, where there are a ton of guards that become hostile once hostility is shown between its guests. Gives us an opportunity to build some tension between each of the PCs before we join the army. Not everyone is involved in the struggle, most aren't. Most people have certain beliefs, but not everyone is willing to fight for them the way the factions are. You could talk to a local blacksmith and he could confess to you, "I don't like the fact that the Aelear and the Purists don't pay homage to the gods. My pappi always told me stories of godly intervention in the realms, we need the gods. But then again, fighting in their name probably won't bring them back. Then again, what do I know, I'm just a blacksmith, I spend all day shaping horse-shoes." That doesn't make him a Righteous, he just has a certain viewpoint that aligns with the Righteous.
4. Although magic requires some natural born talent, nobody has the talent to use it without extensive amounts of training. You are basically born with the ability to develop the skill, or you are not.
5. Magic items are very rare.
Where we start
Aelonsberg never existed before the two worlds merged. However, what did exist was a modest human city "Ansberg", and a bustling Eladrin city "Aelo." When the world merged, so did these two cities. Although most structures didn't survive the merger, many did. Therefore, in this city you see the typical cobblestone and brick structures of human settlements, and the marble spires of the Eladrin. This is one of the only cities that has managed to stop killing each other long enough to come to some form of agreement. The rulers of the two cities came to an agreement that there would be no hostility to occur, and no aid would be given to any of the factions, and would, in effect, remain neutral. Aelonsberg is probably the wealthiest city in the world, having a relatively quick cooperation between an otherworld race and a natural race. As such, the city can afford to train and place soldiers that are known as "Sentinals." These sentinals are capable warriors whose sole purpose is to keep the peace. Most know that old hatreds can be stirred rather quickly, so they are quick to respond to any violence, especially between races and faction members. Due to their neutrality, it is common to find tradesmen and craftsmen selling their wares. This is one of the few cities where half-breeds are not openly ridiculed and targeted.
We will all be starting in this city for one reason or another, and will soon join the faction's forces.
- - - Updated - - -
Character name (First and Last name): Solomon Delacroix
Faction: Purist when the money is good.
Deity: Solomon worships nothing but money.
Appearance: Hard set face, skin leathery from exposure, blue eyes, close cropped salt and pepper hair and a five day beard. He wears a battered steel breastplate over a green tunic, leather greaves and a cold iron vambrace etched with runes on his right arm, heavy leather boots. He has a small quiver of arrows and hunting bow slung on his back along with a small round shield. On his hip is a keen hand and a half sword, strapped to his calf is a long hunting knife.
Personal History: Not much is known about the early life (I’d like to maybe reveal his past in the RP) of Solomon Delacroix before he showed up with Slave at a remote Purist trading post. He strode out of the woods walking Slave before him by the collar, dagger in hand, about his waist was a bundle of scalps all taken from magic users. The Purists in the area had set a bounty on the abominations. Even less is known about the broken man with the iron collar that Delacroix merely refers to as Slave. Slave is clearly a magic user; Delacroix uses him as a bloodhound of sorts, seeking out wild mages and outlaws, or whatever the client wants. The collar around his neck is covered in runes that match Delacroix’s vambrace which makes it impossible for slave to use magic against Delacroix. The collar has a handle built into the back which Delacroix holds onto as they march along.
When asked about Slave, Delacroix had this to say “Don’t ever assume he is a victim. Slave chose this.”
His reputation for brutality efficiency has grown to nearly mythic proportions. Outlaws whisper in fear of Delacroix landing their contract.
I will be playing both Delacroix and Slave.
Character name (First and Last name): Bunto Skrull
Faction: Rightous - Dark
Deity (if applicable): Ganakein - The Buried Lord, god of tunnels, caves, trenches, graves and the underground. He takes the form as a giant collection of darkly coloured rocks shaped in a bestial form, bound together by pitch black chains. He wants his followers to keep the underground free of any intruders, namely those who defile his domain without permission. But other that that, is a pretty neutral god.
Appearance (including equipment): 7'10'', 500lb, extremely muscled and covered in scars. Has dark grey skin and topaz eyes. Completely bald, with a broken nose. Wears rust scratched and dented iron armour decorated with the sigil of his long forgotten squad. Has a faded and tattered banner strapped to his back. Carries a massive square shield and a large, spiked hammer.
Personal History: Was a promising young general. Had his entire squad decimated and abandoned his comrades to save his life, instead of fighting to the death with them. For this act he was exiled to a desolate mountain range for 25 years. He has returned, ready to avenge his fallen brothers and bring the might of the gods upon his enemies.
Username: Windstormugly (as its a long username, call me anything you like, as far as it can be derived from it or my actions in general)
Character name (First and Last name): Alyre Meqt (having the nickname trail for some reason)
Faction: Righteous, (If you would allow two righteous magics he is darkness sanctified. Otherwise darkness.)
Deity: Morkhal, the Night. The black of night is the home of power, a place where time means nothing, it is structure and void. The light brings chaos.
Appearance (including equipment): 7 feet tall, wearing a long coat that used to be brown filled with iron plates along with undergarments reinforced by iron chainmail, heavy boots and a leather harnesk as well as thick gloves. He has hair the colour of a raven and his skin is slightly tanned and heavily battered by the elements. The most obvious trat is his long nose, making his siluette recognicable simply from that. He carry a claymore imbued with his gods power on his back and two long daggers in his belt.
Personality (optional): Alyre is cynical, and see others as expendables. But if he can survive a bit longer so long as you are alive, he would watch out for you.
Personal History: As soon as he was old enough for it, he started swinging a sword, at first to imitate his father but after a while to become good at it. When his father died in battle, Alyre decided to honor his fathers life by going to war himself. Along with his faction he sees it as a duty to bring the righteous hammer down upon those who no longer pray to the gods. During one such mission he got lost in a magical forest that had grown over an old city. One of the buildings wich he investigated was not capable of supporting his weight, and he fell into a deep well. Not able to climb the wet walls, he ventured into a system of caverns most likely made by the waters steady flow. When he thought himself on the bring of death, his patron god came to him in a vision.
The rest of his troops found him days later at the edge of their camp. Since then Alyre wage war with a clear reason in mind, he will show his gods might upon those thiefs of power that now seek to make the world their paradise.
Character name: Elaia Eien
Faction: Aelear, Nature Magic
Deity: She worships no one.
4' 6", 84 lbs. Yes, she's tiny like a child. The shawl she wears over her dress is a living plant, one that she uses frequently for self-defense. There are thin vines running through her hair as well, making even that a potential weapon. Though it's unlikely that it will prove useful; any warrior close enough for her to choke is also close enough to stab her, and she has virtually no protection once her plants have been disposed of.
Personality: Bonds mean everything. Her bond with nature, her bonds she's made with comrades, and even the bonds that she recognizes among others are special to her. She once spared a pair of Purists because, faced with certain death by her plants, they clung to each other and shared their love. She could not sever the bond between lovers, so she let them go. She would have attended their wedding, had they held it in a neutral zone.
That action earned her some criticism, but her results otherwise have proven far too effective to question her loyalty. When she's not being sentimental, Elaia has quartered people for attacking the magic jungles and destroying the life there. She has a bond with the plants, and anyone trying to sever that bond will in turn be severed. To those who show no hostility, though, she can be charming and even cute.
Personal History: Elaia lost her parents to the war soon after the worlds merged. She was still a young elf, young even for a human at the time. That was when she stopped growing. She hated the Righteous for killing her parents, and she vowed to be able to avenge them. She lived in a magical jungle, training with her magic, growing stronger and closer to the plants. Half a century later Elaia joined the battle against the invaders, the Righteous and the Purists that wanted the Aelear dead because the Aelear were superior. She has had her fair share of victories, and some forced retreats as well. She approaches every loss and victory as a learning experience, though, and is quickly becoming skilled in controlling a battle.
Character name (First and Last name): Ire
Faction: The Righteous, Holy (healing)
Deity (if applicable): Systanis, Goddess of Justice, Light, and Truth. “The Light Reveals the Truth” Systanis is the patron god of executioners and jailers. Systanis is usually known as a brutal god due to the punishments she used to require for the crimes of mortals. She expects mortals to take action against crime and injustice, and anyone who fails to take action is just as guilty as those committing the crime.
Appearance (including equipment):
6’2”, 210 lbs, Auburn hair, pale skin, and greenish-brown eyes, his armor is a slightly rusted iron. He wears a slightly faded red cloak, and a large greatsword slung over his back. Underneath his armor, his skin is almost completely covered in tattoos. These tattoos depict various symbols of Systanis. When Ire is healing himself, these tattoos glow with a faint light.
Personality (optional): I’d like to display this in the roleplay.
Personal History: Ire was born to two priests of Systanis. He moved around quite a lot, because of the fervent nature in which his parents followed the commands of Systanis. Most cities referred to them as vigilantes, bringing their particular brand of justice to criminals. Ire was never given a surname, as he was raised to be the embodiment of Systanis’ fury. Unfortunately, he only showed talent in holy magic, specifically healing. As his family was more likely to open a wound than to close it, they had Ire trained in using his healing magic inwards. By the time Ire was 14 he was already proficient with the greatsword, and joining his family in their brands of vigilante justice. Hearing of the Purists and the Aelear, who fought in a name other than the gods, enraged Ire enough that he chose to join the Righteous.
Character name (First and Last name): Drakun
Faction: The Purists
Deity (if applicable): (Wanted to see what Deites you list before choosing)
Appearance (including equipment):
Personality (optional): As a hardened war veteren, Drakun has little to no time for anyone who won't pick up a blade for the cause. Neither reserved nor opinionated, Drakun is the kind of orc who isn't afraid to speak his mind, but that doesn't mean he doesn't think before speaking. Drakun always considers his words, which when spoken, hold great gravity. In combat however, any composure is completely disregarded as his savage orc side surfaces. Drakun fights with such brutal ferocity that even those whom weild magic tremble before his devastating might. When in bloodlust, he shrugs off blows as if soft touches and fear holds no sway for such a warrior. Infact, such fearlessness often causes Drakun to be reckless in comat, often disregarding his own safety in the heat of combat to sate his lust for blood. Yet he doesn't hold such actions in regret, for the greatest honour possible for him, is to die a warrior's death.
Personal History: Drakun has been in the war against the Aelear since he was old enough to wield a blade. The Purists had been in desperate need of warriors to fight the newly arisen Aelear, so Drakun was thrown into the field of battle at a very young age. Growing up on the field of battle, Drakun never had a family. His Father died a warriors death in battle and his Mother years before of plague. His only family now are his sword and sheild. Growing up in combat has made Drakun a fierce and skilled warrior, a veteren respected by those around him.
Yet now, as a new force rises seeking to destroy all others, even Drakun must steel himself. If not, he may find his gruesome deathwish quickly becoming a reality.
Character name (First and Last name): Syrax Bloodbane
Faction: Aelear, Fire and Arcane Mage
Deity Baal, "warrior god of Rage and blood, he who weilds a blade of thunder, a sheild of storm and rain." Baal embodies the fury and rage of a storm as well as the bloodshed taken place under its protection.
Appearance (including equipment):
Tall, well built. Syrax took his last name from his hair, a deep blood red in colour, his eyes glow a electric blue, his skin is almost flawless, the only mark being a scar running from his left sholder to mid chest. dead over his heart. he weilds a blade he layered with runes that draw blood towards it and cause it to almost 'feed' off the blood of foes, while this has no innate effect on combat it does allow Syrax to recharge his magical capabilites through the blade and blood 'drunk' the blade itself is half longsword, half hand and a half sword. oft weilded in tandem with a dagger nicknamed 'flame fang' after its ability to channel flames down its length this isn't an extention of Syrax's magic, just an ability of the dagger, though only mages can cause it to catch light.. Armour wise he avoided heavy plate metal and got a skilled earth mage to draw steel in to a fine wire which he then gave to a seamstress to weve with fine wool to create a armor that was both protective and more practical than huge plate armour, only issue is it isn't as protective from bludgeoning weapons. so in short, if you try and stab him with a dagger he'll probably be bruiesed but uninjured, smack him in the chest with a mace and you'll shatter his ribs, its mages chainmail. as a symbol of his status among the Aelear he holds a staff of Sapient pear wood. this staff as one might guess can think for itself and dosn't just act like a big club, it often has ideas of its own or suggestions, problem is it can't speak. it is however hard as iron. While he spent his youth training as a warrior he didn't have the constitution of one, he is quite frail, he is healthy, but not capable of taking blows.
Personal History:Born to the higher Echelons of the Eladrin council he was destined to be a warrior, and such was his first 100 years of life dedicated to, up untill the incident, he pretty much unleashed a magic nuke upon one of his training foes, he's never been able to do it since but since then his magic has always been strong. continuing his training as a warrior he also lent his talents to magic, learning further and further in to the magic growing fond of flame and the more strange mysteries of the arcane. within hours of his 450'th birthday he'd finished his training and left for the Aelear. since then he'd gone up in the ranks fast, his powers and knowledge aiding him well.
Character name (First and Last name): Jinarrin(Gin-are-in) Falix (Jin for short)
Appearance (including equipment): 7ft 5in, she took more to her father's height, but her mother's eyes and hair. Though, she does find rock like growths on her skin every now and then and her skin has a light dark pattern. Hardly noticeable unless one was searching for it. For equipment, she has a black vest(Seen in appearance), and the rest of her gear is black as well, made out of sturdy leather. Electrically charged earrings(seen in appearance)
Race: Half-Elf Half-Goliath
Personal History: Most of Jinarrin's life was spent living with her mother, in the elven lands. She knew next to nothing of her father, beyond the fact that he was a Goliath. For the first fifteen years of her life, she lived normally, unaware of her magical abilities. That is, until she nearly burned down their house with an errant flame when she got rather irritated with her lack of ability to finish a carving. Luckily, she managed to smother the flames before they spread, but her learning of the magical arts, at the hands of an Aelear mage, began quickly after that. That's primarily where she earned her views, from her teacher. The Purists only sought her death because they were afraid of her power. The Righteous would seek her death for nothing more than an innocent question or comment. You can trust very few people in this world. And even then not completely. The one thing you could truly trust, was your magic. And even that could kill you if not used carefully. Rapidly, her specialties became fire and electricity, the latter more than the former.
When her training ended, her teacher gave her the earrings she wears now. They're fairly simple. Just charged with electricity she could draw upon at any time. Not much, just enough for a lightning bolt if she draws from both.
Character name (First and Last name): Setta Delacoix
Faction: aelear – a giaonist – basic earth,
Deity (if applicable) – Obei – the creator – “ he who sets sun and moon, who breaths life and gives love to his children.” A principle god in the Old religion he stands for all that is life and the natural cycles of life. He stands against perversions of the natural such as the undead and against slavery, for no man has a right to control the destiny of another ( in a nutshell).
Appearance (including equipment): A brunhilde in every sense of the word, she appears barely human though her linage is mixed. Thick shoulder length amber hair with a light wave, Cinnamon skin with markings of shackles on neck wrist and ankles with about a dozen short clean cuts spotting her body, and emerald eyes with gold flecks with small brown bags underneath. Large heart shaped bubble gum lips sit beneath a petite nose and mirror slightly pointed ears.
Her physique – Kerri Walsh Jennings
Equipment: a set of onyx, obsidian, and green marble gauntlets that help focus her control of earth, a simple gladiator styled armor with a mix of metals and leather straps with underpinning that covers her completely save from the knee down and the elbow down.
Race: half elf
Freedom was an unknown idea to the child born unto Vectus house in Belesara City, The bastard of an heir apparent to a shipping merchant's empire in the sands. To conceal his discretion he sent the child away to the Maadi, a slave camp just south of a limestone quarry. The mines built endurance in the young slave and as every bud does in the spring of youth, she blossomed. Agile lithe but strong she was sold to a traveling merchant who knew of where her abilities would be best used, the Arenas in Mastaba village.
Trained in the gladiatorial arts she rose to great fame as The Desert Rose in her short time there. The sand spoke to her as she laid blood and body to rest upon it and whispered its secrets to her, how to control the very earth she had toiled under and upon. Bonds were broken from both her body and heart with a victory on her birthday. A man, nigh godly in his perfection waved his hand and the young desert rose was freed. The man vanished in the crowd but her former master gave her the man’s name. She set out from the desert in search of the one she heard had freed her, The Dragon of Stonebridge.
【Full Name】Aenyarin vi Saryss
【Sexuality】Bisexual; Prefers Women
【Faction】 Tentatively the Righteous
【Deity】 Aenyarin does not worship any gods, though she takes an interest in Morkhal.
【Weapons/Tools】 Aenyarin carries an advanced survival kit, as well as a staff to help augment her magical energies. It is often used as a walking aid.
Aenyarin is, in summary, an intelligent woman. Aenyarin knows all too well the way the world works, and she finds that those who eschew the traditional vanities in favour of more practical facets of the personality thrive in ways that others cannot. Aenyarin does not look for love, or for beauty. Love and beauty have no meaning - power has meaning, and survival has meaning. Aenyarin knows these things all too well, and is very sentimentally attached to Nature rather than the more traditionally sapient races. Aenyarin holds the natural world in high esteem, and she prefers the company of wild animals and of plants much more palatable than that of humans, dwarves and their ilk.
That being said, Aenyarin is not immune to the charms of her fellows should they act in a manner that favours practicality over sentimentality, and she is more than capable of the softer emotions that she loathes so fiercely - but getting her to a state where she would open up even remotely enough to allow herself to feel like this towards someone would be an extremely trying process. Aenyarin is also something of a scholar, and she believes that knowledge is power, and that power has meaning to her. Aenyarin is extremely patient in this regard, and will often lay low on the outskirts in order to obtain information that will be useful. All in all, Aenyarin is simultaneously both extremely practical and extremely patient, making her a force to be reckoned with should she ever let you get that close.
Aenyarin vi Saryss is an Eladrin of mysterious origin, and of perhaps great importance. Years before the ancient prophecy was ever created, the first of the noble house Saryss performed a dark ritual in the dead of night that would take advantage of the immense amounts of magic released when the two worlds would eventually collide. Gathering his family and as many sorcerors as would follow him, the noble lord of House Saryss called upon powers both eldritch and divine to ensure that his progeny would be born with immense magical potential as soon as the worlds collided. Any of his progeny who were alive when the prophecy finally rang true would reap the immense benefits of his sacrifice, and House Saryss would become renowned throughout the Eladrin world.
Unfortunately, not all plans for the future can come true, and over the hundreds of years that it took for the prophecy to finally happen, the dark ritual that had been performed was waning in power, and soon it would confer no benefit to those of Saryss blood when the vast energies were released. Aenyarin's parents took it upon themselves to ensure that fate would not strip House Saryss of its greatest treasures. Sacrificing Aenyarin's father and several other retainers, Aenyarin's mother renewed the dark ritual with exceptional vigour, and she prepared for the times to come.
It was not long before Aenyarin was born with the full power of the ritual coursing through her veins, and the young Eladrin child was born with a great potential for magic. Aenyarin's life was one of quiet contemplation and magical study - her mother ensured that - and she trained in the arts of Magic long before she knew of the great destiny that was about to unfurl around her. It did not take very long for Aenyarin to develop her magical potential, and she was becoming more and more potent in the art of manipulating nature to her whim. Aenyarin had very little sway over animals, but her mastery over the lives of plants was surprisingly potent for an Eladrin so young.
It was in the next few years that the Prophecy rung true, and entire worlds changed. As the chaos unfurled around the young Eladrin, the effects of both the first and second rituals to have been cast upon her before she was born came into play and she begun to grow vastly in magical potency as the worlds collided and the Gods' powers waned. Aenyarin awoke from this incident many years later, now aged and no longer with her family, in the middle of one of the vast magical jungles that the collision between worlds had spawned. While she had been in her coma, she had gotten glimpses - brief glimpses - of what she believed to be Thylassa, Goddess of the Wilds. She spend much of her time dreaming deep in thought about the Goddess that had been revealed to her, and summarily of what that Goddess meant to the world.
Without the Gods, countless lives would be lost - entire ways of life would vanish due to the merging of worlds, and that gave Aenyarin a purpose. Aenyarin vowed to herself to protect what little of Thylassa's power she could, and if Magic as a whole had to suffer, so be it. No amount of power was worth extinction. Aenyarin took her waking in the jungle to be a portent, an omen from Thylassa that she was her chosen, and that she would be tasked to protect the world. This, fortunately, was met with great conviction due to her earlier vows.
Now, Aenyarin wanders - tentatively in cohorts with the Righteous, but yet to make anything official. She seeks the cities, for they are surely where she must begin her God's work.