I'm going to pass this up, the time and effort put into this type of character creation does not fit my free time currently. Still, the setting is gorgeous, and I noted the books for reading.
After much consideration, I think I want to official drop this RP. I just do not have enough interest to devote as much time and effort as you seem to want.
@Morose *drum roll* And the psychopath Malekith Draco Darkling is in the house! Ready for approval and skill rolls. :3
Character Summary
Name: Malekith Draco Darkling Darke Name: H’tikelam Age: 30 Birthday: December 21 (Winter solstice) Birthplace: Port Witch Coven House Residence: Port Witch Coven House Gender: Male Education:Magykal instruction by the Port Witch Coven Position: Warlock in the Port Witch Coven
Appearance
Height: 6'2" Weight: 165 lbs. Build: Athletic Eyes: Dark blue with flecks of black, deep set, hooded Hair: Medium length, straight, dark nearly black brunette; five o'clock shadow Skin Tone: Light Tattoos/Scars/Piercings:
Runic Tattoos
Ansuz - Left side of the back of the head just below the hairline
Small scar from a stab wound on the lower right quadrant of his abdomen
Small scar along his hairline on the right side of his head
Various other faint scars along his arms and legs
Personal Style: One could say Malekith's personal style is reminiscent of his dark soul yet masked by a certain element of grandeur. He prefers to wear darker colors like grays, browns, and burgundy, but he is most particularly fond of the color black. The thing about wearing such a color, or lack thereof, is that one can stand out in a sea of bright colors, and when night falls, one can meld into the shadows. Perhaps this is why he wears it, if you so desired an explanation. Malekith has another particular taste in attire that quite possibly sets him a part from others. The man's "fabric" of choice is leather. He can often be seen wearing a leather jacket or gambeson that has all kinds of intricate engravings, rivets, straps, and the like. It's one part fashionable and one part practical, serving as decent enough leather armor. Under this he wears a basic black tunic and more often than not pairs it with black or brown trousers that have small straps down the sides. Finally, he pairs all this with sturdy tall leather boots, in the color black, of course. See example of outfit.
Sexuality: Heterosexual Relationship Status: Single
Personality: Malekith's personality can be described as being like two sides of the same coin. On the surface, he comes across as quite the amiable fellow, albeit a bit of a charmer. Some would even go as far as to call him a gentleman. He is outgoing and tries to leave a good impression wherever he goes. He is very perceptive in regards to people's thoughts and feelings, and ultimately, he knows what makes people tick. This attention to detail is one of his most endearing qualities, allowing him to readily make friends and to put people at ease. He is also a calm, cool, and collected individual, meaning it's hard to get a rise out of him. He's an all round standup guy, or so he leads everyone to believe.
There just below the surface is a much more twisted individual. Malekith feels no empathy for others. In fact, he barely feels emotion at all. Yet, he is a talented actor, hence how he can so easily hide his true nature behind a façade of normality. He has mastered the art of mimicking the emotions he is unable to truly feel himself. To make matters worse, his moral compass is nonexistent. He instead has an utter disregard for human life coupled with a morbid curiosity. He ultimately uses his skills for his own selfish gain. In the end, he finds enjoyment in manipulating people and gets a high from inflicting pain upon others.
Habits:
Mimicking emotions he doesn't feel
Looking for the perfect victim
Coming up with contingency plans
Hobbies:
People watching
Fears:
Ghosts of his victims
Insane asylums
Creepy children
Likes:
Darke Magyk
The color black
Leather
Dark nights
The smell of blood
Torture
Dislikes:
Lyte Magyk
Authority
Those he deems as beneath him
Being ignored
Royals
Hero types
Cards On The Table
General Skills:
City Knowledge (The Port) - The knowledge of where to find various shops and other locations at the Port without great trouble.
Court Etiquette - The knowledge of how to act with regards to the Castle's Royal Family and other visiting nobles. This includes awareness of proper manners of address and customs.
Stealth - The ability to gain access to secure locations without detection
Deception - The ability to lie to another person and successfully deceive them.
Perception - The ability to notice things that others may overlook. This does not include items and beings of Magykal origin. For that, see Sense Magyk.
Stamina - The ability to sustain prolonged physical or mental effort
Torture - The knowledge of how to extract information or obtain obedience throughout the application of pain. This includes the ability to hurt a human being severely without causing them to expire.
Occupational Skills:
Sense - The ability to sense the emotions of another. These readings are not always accurate, as the person may willfully hide their emotions.
Darke Witch Magyk - The ability to manipulate Magyk in order to cause harm to others. This includes psychological, physical, and spiritual harm. Its use may result in death.
Potions - The ability to turn Magyk into a liquid form by mixing together various ingredients.
Herbology - The ability to use plants and fungi in order to produce a desired Magykal effect. This is typically used in tandem with Physik and the creation of potions.
Divination - The ability to predict the future through the use of specially carved runes. This includes a Three Rune Cast and a Nine Rune Cast, as well as the ability to read runic writings.
Witch's Road - The ability to leave one's body and review events that have already happened to them. With consent of another, they can also relive another person's memories. Note that while the memories are real, they are distorted by the mind and may not accurately reflect true events.
FootFollowing - The ability to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
What Is On Your Person:
Clothes - Intricate leather gambeson over a basic black tunic paired with dark brown trousers and tall black boots
Your Path: He was more or less born into it, his mother a witch devoted to the Port Witch Coven and his father a foreigner of noble heritage. In a way he has his foot dipped in two different worlds, but the nefarious ways of the coven has always been his true calling. While the outside world is wholeheartedly against embracing the darknesse of one's soul, the coven accepts you for who you truly are. This is home. This is his family. (not that either of those truly meant anything to him) Nevertheless, this is where he is meant to be. With the magykal talent flowing through his veins and with the power of darke magyk on his side, there is nothing he cannot accomplish. Everyone be damned.
General History: Malekith was born to Marquessa, a witch devout to the Port Witch Coven, and Sebastian, a foreigner of noble heritage. It was a marriage of expedience, or at least it was considered to be so on Marquessa's part. She seduced the foreign nobleman, really, and she has kept him wrapped around her finger ever since, as only a witch truly could. She wanted the title, the money, the power. Being married to a foreigner, and a nobleman at that, gave her connections that not every witch could boast of having. These connections would prove useful to Malekith, providing him with ample opportunities to broaden his knowledge and skillsets beyond just the magykal instruction of the Port Witch Coven. It allowed him to make a name for himself, to meld within society in order to further the coven's nefarious plans. Perhaps though the world bit off more than it could chew with Malekith.
Malekith bounced between parents. His father was still needed back in his own country, while his mother was adamantly against leaving Small Wet Country Across the Sea but loathe to let her husband's connections slip from her grasp. That meant that Malekith didn't often spend time with both parents in the same room, let alone in the same country. During his younger years, he lived with his mother, only really seeing his father when he travelled to The Port for business. It was noticeable from a relatively young age that something was off about Malekith. Most people couldn't quite pinpoint what it was exactly, and as he learned the ways of the world, he also learned how to hide the darknesse within him that much better. The warning signs were certainly there. The lack of remorse after making another kid cry. Finding objects in the house that they didn't own. Never taking responsibility for his actions. Being unmoved by threats of punishment. Pets mysteriously disappearing just to be found days later bloody, battered, and in pieces.
At the ripe age of 5, Malekith was caught by his mother hovered over the bloodied body of their beloved family cat with a blood covered hammer in his similarly blood covered little hands. That's when his true nature, the nature of psychopath, was first discovered. While most parents would probably scream in utter horror and send their kid off to the nearest insane asylum for some much needed help, Marquessa simply chided her son for his actions and cleaned up his mess like it wasn't much of a big deal. As long as he was discreet about it and did not tell his father, she honestly didn't seem to really care much about what he did. Malekith's torture of fluffy pets and cute woodland creatures would continue before he eventually graduated to a much better prey: humans. At the age of 12, he had killed his first person with the aid of his honed skills in darke magyk, and it seemed his mother couldn't be prouder. Over the years, Malekith grew to be quite the proficient warlock and an even better killer and manipulator.
Thoughts on Queen Meliscente: Does Malekith believe that Queen Meliscente was murdered? Does it matter? She's dead. Death is final, and nothing is going to change that. As far as he is concerned, everyone needs to stop whining about it and just move on already. People live, and people die. Sometimes it's on their own terms, and sometimes it's on the terms of another. That's just the way of life. Learn to deal with it, or just go crawl in your hole of unrelenting emotions and die. Meanwhile, he'll be over here unperturbed by the "tragedy" that befell the queen and instead will be plotting someone else's demise.
Extras
Character Quote:
"Be careful who you trust, the devil was once an angel."
"Trust is a double edged sword."
"You inspire my inner serial killer."
"See you in hell."
Theme Song:
Anything Else: Read the rules to check for what you need to include here
*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.
Darke Name: H’tikelam Residence: Port Witch Coven House Stamina Description - The ability to sustain prolonged physical or mental effort Torture - The knowledge of how to extract information or obtain obedience throughout the application of pain. This includes the ability to hurt a human being severely without causing them to expire.
Occ Skills: * Sense - The ability to sense the emotions of another. These readings are not always accurate, as the person may willfully hide their emotions. * Darke Witch Magyk - The ability to manipulate Magyk in order to cause harm to others. This includes psychological, physical, and spiritual harm. Its use may result in death. * Potions - The ability to turn Magyk into a liquid form by mixing together various ingredients. * Herbology - The ability to use plants and fungi in order to produce a desired Magykal effect. This is typically used in tandem with Physik and the creation of potions. * Divination - The ability to predict the future through the use of specially carved runes. This includes a Three Rune Cast and a Nine Rune Cast, as well as the ability to read runic writings. * Witch's Road - The ability to leave one's body and review events that have already happened to them. With consent of another, they can also relive another person's memories. Note that while the memories are real, they are distorted by the mind and may not accurately reflect true events. * FootFollowing - The ability to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Alright there we go. No FC because I didn't feel like it.
Atkin Bowman
Character Summary
Name: Atkin Bowman Darke Name: *Leave blank - GM will tell you what to put here* Age: 15 (barely) Birthday: December 11th Birthplace: The Ramblings Residence: *Leave blank - GM will tell you what to put here* Gender: Male Education: Nothing formal Position: Extra-Ordinary Wizard Apprentice
Appearance
Height: 5' 7" Weight: 138lbs, 9 st. 12 lb. Build: Wiry, developing Eyes: Bright Green Hair: Brunette, straight, kept very short. Skin Tone: Tanned Tattoos/Scars/Piercings: Scar running down the front of his right calf from when he fell off a roof when he was 10 Personal Style: Up until very recently, Atkin wore very little simply due to the material circumstances he and his family bore. On his torso he wore a dull off-white wool chemise (and a tan tunic during colder months) with brown, full leg hose with a pair of worn, barely intact but surprisingly sturdy boots. He didn't really mind the clothes. They were comfortable for the most part and kept him warm and less wet than if he were naked. However, since becoming the ExtraOrdinary Wizard apprentice, he's in a green robe that just doesn't feel right. Unlike his normal clothes which were hand-me-downs from who knows how long ago, these new clothes were actually meant for him to wear. He likes how they look though.
Sexuality: Heterosexual Relationship Status: Single Personality: Atkin was born and raised on the streets, and his personality reflects that. He speaks roughly, is skeptical of strangers, and doesn't care much for pomp and circumstance or much of what goes on in the more 'civilized' parts of the city. However, what growing up in the Ramblings hasn't done to him is turn him into a thug or a beggar. The lad is a deeply compassionate individual who wants to see his friends and family done right in the world and will fight tooth and nail to protect what he can.
Despite his underprivileged upbringing, Atkin has a nearly unquenchable curiosity in just about anything. He'll do or try anything once if only to experience it. And to back this up, he also possesses a powerful work ethic that allows him to see through these curiosities to the end, usually around the point where investigating backfires on him. Habits: Spitting and checking his nails Hobbies: Wandering/Exploring Fears:
Ghosts
His Mother's Angry Face
Centipedes
Likes:
Arya Rincewind
Learning new things
Sunny Days
His family
Sweet things
Vivid colors
Dislikes:
Sitting still
Injustice
Insults
Thieves
Asparagus
Slackers
Cards On The Table
General Skills:
Archery
Brawling
Streetwise
Climbing
Sneaking
Trivia Knowledge
Occupational Skills:
Intermediate Magyk - The ability to perform basic spells without the aid of a Charm. This includes the ability to perform intermediate spells with the aid of a Charm. Success without the use of a Charm is limited for intermediate spells, but possible.
Basic Charms and Spells - The knowledge of incantations for the most commonly used spells by the practitioner. This does not include the ability to create new Charms
Basic Potions - The ability to turn Magyk into a liquid form by mixing together various ingredients. This skill can only be used if the user has either a recipe to follow or some form of guide.
Basic Wizard Etiquette - The knowledge of how to behave amongst wizards and an awareness of the basic operations/hierarchy of Wizard Tower.
Untapped Talent - An ability unique to wizard apprentices only. The ability to accidentally cause magyk to happen when is not desired, but usually to some positive outcome
What Is On Your Person:
Clothing: Wizard Apprentice Robes, hose, old hand-me-down boots
Dagger - for general purpose knife things
Assorted Paper Charms
Small burlap sack containing his pocket change
Residence:
New Magyk Book
Bow and some arrows - Gift from his father
Spare clothes - Both apprentice robes and his old commoner wear
History
Your Path: If you had asked him at the beginning of the year where he would be at the end of it, his answer would have been nowhere close to where he actually ended up. A few months back he was wandering around the city and came across the Wizard Tower. He'd managed to get in a couple times before, but he never managed to get in far before some Sub-Wizard or Ordinary Wizard would find him and kick him out. However, this time he managed to sneak in with a crowd of Wizards without them noticing, and took the weird, magykal staircase up higher than he'd been before.
As he was poking around the tower, he turned a corner and bumped into Arya Rincewind. After a moment of surprise from both, Atkin tried to make a run for it, only to be frozen almost immediately by the ExtraOrdinary wizard's stopping Charm. After a brief interrogation where she learned his name, that he didn't actually belong to any wizard and that he was only there to sate his own curiosity, she offered to take him up as her apprentice. Atkin never had any great love of Magyk or interest to learn it, but he could tell a once in a lifetime opportunity when he saw it, and becoming a Wizard seemed like a far better choice than the other employment options available to him. All it took after that was convincing his family (it didn't take much), and sneaking his way back into the tower again the next day and tracking down Arya without getting caught, only to find out afterwards that he could have just knocked.
General History: The Bowman family is a slightly renowned family line within the Ramblings. Most of the members are generally competent archers at the very least. It's not uncommon for a Bowman to join the guard and be among the best shots among the force. There appears to be a bit of inborn aptitude for the skill, but at this point, every child in the family to be trained to shoot from a young age. They've never been so notable as to raise above their commoner status or gain any real prestige, but it's notable to the point of archery becoming their surname.
Atkin was the fourth of five children (the others being Bryon, Pamela, Ida and Gordon from oldest to youngest. Gordy being Atkin's only younger sibling) borne from the coupling of Adam Bowman, one of the city guard and Edythe Langley, a woman known locally for having the strongest grip around, both physically and monetarily. By the time he was born, the siblings were advanced enough in age and sufficient enough in quantity that they took care of a great deal of raising the boy both by parental delegation, and just as a matter of him hanging around them more than his usually busy parents.
Most of his childhood was spent playing in the Ramblings and going places her wasn't supposed to be going. Any chance he could, he'd steal away from the watchful eye of his guardians and go off in whatever direction his heart bade him. Normally he would stick to within the boundaries of The Ramblings, but sometimes he'd venture out further. Once he even tried to sneak into the Wizard Tower, only to be foiled by a passing Sub-Wizard who took notice and kicked him out. After that particular stint, everyone close to him noticed his eyes had shifted from a wooden brown to bright green, but nothing was ever done about it other than a remark or two. Atkin's expeditions away from home would generally end when he got tracked down by one of his siblings, or he managed to return home of his own accord. Afterwards, Mum would give him a beating for going off to dangerous places, but it didn't stop him.
If there were two things that were drilled into his head over the course of his childhood, it was "don't let people walk all over you," and "look out for your own." That second one especially seemed to crop up all the time during situations that didn't seem to make any sense at all. For instance, once when he was 8, his older sister Pamela found abandoned in a ditch a beautiful silver necklace with a ruby embedded at its center. She showed it off to the whole family and wore it around the house for weeks. However, one day the jewelry was noticeably absent from her breast. When he asked what happened to it, she just forlornly stated that she had to look out for her own.
Only years later did he learn of the arguments within the household over what to do with the jewelry: either to sell it for money or keep it for familial prestige, and how others had learned of her new treasure and the danger that put the Bowmans in. It was only when he learned of things like this that he started to truly understand what his family meant when they uttered that phrase.
Before being chosen to become the Arya's apprentice, the major problem in Atkin's life was what he was going to do once he came of age. The most likely outcome was to join the guard like his father, or become a cobbler like his brother, but neither of those options seemed very appealing. Both were doable, but rather dull, and he'd gotten the impression that he'd slowly lose his soul doing a job like that. Since becoming a Wizard apprentice, he's had a very different set of issues. Having to adjust to this new, alien lifestyle while simultaneously catching up on years worth of study he'd never had.
Thoughts on Queen Meliscente: Being a low-class teenage boy, one of the last things on Atkin's mind are castle politics. He's quite busy with learning Magyk and other wizardy things that he doesn't have the time to wonder what was the real reason Meliscente died. In short, the answer to 'what do you think about the Queen' is 'he doesn't.'
Extras
Character Quote: Look out for your own. Theme Song:Van Halen - Hot for Teacher Anything Else: Bayonetta. Never said it had to be a post from this forum *By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.
@Dragoknighte I'm picturing a young Liam Hemsworth somehow. Forever my mental image of him. Aaaaanyways, here you are - fill in as noted -
Darke Name: Nikta Residence: Wizard Tower - 20th and 21st Floors Possessions (wizarding apprentices typically get a present when they start learning, so add this in): Emerald Green Monogrammed Journal - Gift from Arya Rincewind
General Skills - Here are the descriptions...
Archery - The ability to use a bow and arrow with great accuracy. This includes the use of a crossbow, as well as a traditional recurve bow. The user also knows the general procedures for proper care of a bow and general repair of arrows. Brawling - The ability to excel in general forms of hand-to-hand combat in a fight. This does not include proficiency in using weapons, such as a knife, but may give the user a slight edge. Streetwise - The ability to determine what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go in a city or town. Climbing - The ability to scale a steep object without falling to an early death (most likely, anyways...) Sneaking - The ability to gain access to secure locations without detection. Trivia Knowledge - The knowledge of a diverse range of random and unconnected facts. This does not guarantee that the user knows something helpful on the topic of interest, but it is likely that they'll know at least something.
Name: Little-Bell “Bell” Dreamfree Darke Name: Age: 30 Birthday: 06/06 Birthplace: the Forest Residence: Gender: Female Education: Lyte Witch Magykal instruction from the Wendron Witches Position: White Witch
Appearance
Height: 5’7” Weight: 160lbs Build: Soft around the edges Eyes: Blue Hair: Black Skin Tone: Rosy-white Tattoos/Scars/Piercings: Several small burn scars on her hands and fingertips and one slightly larger on her forearm Personal Style: Preferring to wear colourful robes and dresses, she may often be seen in earthy reds and deep greens, with bursts of other colours to lighten it up. During colder seasons she is a fan of huge, knitted jumpers and colourful cloaks. Not overly concerned with fashion; most importantly, her clothing must be comfortable. Never will she wear leathers or furs.
Sexuality: Bisexual Relationship Status: Single Personality: Ever-ready to embrace the adventure that is life, Bell maintains an optimism that keeps her glass half-full. Not without a mischievous streak, she is wont to follow her feet, and embraces opportunities whenever they present themselves, preferring to leave pleasant surprise in her wake rather than shock. Always seeing the best in people, she might be assumed a tad ditsy, despite her mental acuity. Attuned with nature, she can often be found painting deep in the woods, and has established several “regular” spots, though being a woman of ephemeral focus, these change with the winds. House-proud, she keeps her humble abode clean and prepared, for you never know when you may have guests. Much preferring to live in her own, self-contained world and do as she please, Bell only concerns herself with the affairs of others if she deems it important enough, and even then, begrudgingly.
Habits: Sticks her tongue out when concentrating. Checks her satchel three times before going out anywhere and will check it often whilst out. Hobbies: Baking and painting and music Fears:
Losing her magic
Letting people down
Ending a life, no matter how small
Likes:
Art
Sunshine
Nature
Walking
Compassion
Fires
Dislikes:
Violence
Discord
Confrontations
Alcohol
Malignancy
Lying
Cards On The Table
General Skills:
Occupational Skills:
What Is On Your Person:
A willow wand that doubles as a horse-hair paint brush
A satchel made of green and brown cloth
A small pair of scissors
A cake tin
A selection of paints
Crimson and gold-embroidered robes
Residence:
Tomes and scraps of parchment, most scribbled on by her own hand, on various topics related to baking, herblore, and pigment and dye preparation
Bottles, vials and jars of herbs and tinctures – many are empty though
An ornate, gifted lute – she can’t play but that doesn’t stop her
Tools for potion preparation
Painting supplies – running low
History
Your Path: For Bell, it wasn’t so much a case of choosing to become anything or something, she just… is. Raised a White Witch, it’s all she’s really known, and by the first time she left the Forest, the roots of her values and identity were already deep in Wendron soil.
General History: One midsummer night, Bell was left at the threshold of a hut in the Forest. The twin witches within, Eve and Eva, heard the crying and found a mewling babe. Since then have raised Bell as their own daughter, but from an early age they were honest about where Bell came from. They say they never saw who left her there, and that they have no idea why.
It is from her adoptive mothers that she learnt Lyte Magyck. She also inherited Eve’s love of baking and Eva’s love of art; both taught her to love nature and appreciate life and the precocious balance of it all. Warned against the dangers of the Forest, it was not until she was chased by a starving wolf that she took such cautions more seriously and learnt to respect the Forest.
From one that taught her to value life, Bell would be given another, final lesson. Death can come to any, and Eva’s passing, whilst sad, was educational; Eve helped Bell come to grips with mourning, the harmony between life and death, and the fact that all things must pass.
Now she spends most of her time pursuing her hobbies. Though she prefers not to, she still occasionally gets dragged in to the politics of her coven.
Thoughts on Queen Meliscente: Not long before the Queen’s death, Bell had brought her a selection of small, get-well-soon cakes. At the time, her illness had seemed odd, but it wasn’t until she heard the rumours surrounding the whole ordeal that Bell began to wonder if something foul was throwing the natural harmony of things out of order. Her first thoughts went to the Darke Witches, but she wrote it off as a gut reaction because of her upbringing. Currently, she is undecided about what she thinks caused the Queen’s illness, but it concerns her.
Extras
Character Quote: You can't ever be really free if you admire somebody too much. Theme Song:Emerald Rose - Merry May Folk Anything Else: Thessaly because Sandman. Here *By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.
Darke Name: L'leb Residence: Wendron Witch Circle in the Forest General skills - please fill those in
Occupational skills - please enter these as follows....
Divination - The ability to predict the future through the use of specially carved runes. This includes a Three Rune Cast and a Nine Rune Cast, as well as the ability to read runic writings.
FootFollowing - The ability to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Lyte Witch Magyk - The ability to use Magyk in harmony with nature and the universal forces. This form of Magyk does not allow for harm to be caused or the performance of other malevolent acts.
Injury Transference - The ability to transmute an injury from one person to another, including its associated damage and pain. The witch must prepare herself to transfer the injury before the injury initially occurs. Once the injury has happened, it cannot be transferred.
Herbology - The ability to use plants and fungi in order to produce a desired Magykal effect. This is typically used in tandem with Physik and the creation of potions.
Witch's Road - The ability to leave one's body and review events that have already happened to them. With consent of another, they can also relive another person's memories. Note that while the memories are real, they are distorted by the mind and may not accurately reflect true events.
Sense - The ability to sense the emotions of another. These readings are not always accurate, as the person may willfully hide their emotions.
Once you've entered in your general skills, please re-submit the CS for approval
Name: Little-Bell “Bell” Dreamfree Darke Name:L'leb Age: 30 Birthday: 06/06 Birthplace: the Forest Residence: Wendron Witch Circle in the Forest Gender: Female Education:Lyte Witch Magykal instruction from the Wendron Witches Position: White Witch
Appearance
Height: 5’7” Weight: 160lbs Build: Soft around the edges Eyes: Blue Hair: Black Skin Tone: Rosy-white Tattoos/Scars/Piercings: Several small burn scars on her hands and fingertips and one slightly larger on her forearm Personal Style: Preferring to wear colourful robes and dresses, she may often be seen in earthy reds and deep greens, with bursts of other colours to lighten it up. During colder seasons she is a fan of huge, knitted jumpers and colourful cloaks. Not overly concerned with fashion; most importantly, her clothing must be comfortable. Never will she wear leathers or furs.
Sexuality: Bisexual Relationship Status: Single Personality: Ever-ready to embrace the adventure that is life, Bell maintains an optimism that keeps her glass half-full. Not without a mischievous streak, she is wont to follow her feet, and embraces opportunities whenever they present themselves, preferring to leave pleasant surprise in her wake rather than shock. Always seeing the best in people, she might be assumed a tad ditsy, despite her mental acuity. Attuned with nature, she can often be found painting deep in the woods, and has established several “regular” spots, though being a woman of ephemeral focus, these change with the winds. House-proud, she keeps her humble abode clean and prepared, for you never know when you may have guests. Much preferring to live in her own, self-contained world and do as she please, Bell only concerns herself with the affairs of others if she deems it important enough, and even then, begrudgingly.
Habits: Sticks her tongue out when concentrating. Checks her satchel three times before going out anywhere and will check it often whilst out. Hobbies: Baking and painting and music Fears:
Losing her magic
Letting people down
Ending a life, no matter how small
Likes:
Art
Sunshine
Nature
Walking
Compassion
Fires
Dislikes:
Violence
Discord
Confrontations
Alcohol
Malignancy
Lying
Cards On The Table
General Skills:
Plant Identification - The ability to recognize plants native to the Castle and distinguish them from non-native plants. This includes a general knowledge of their applications - i.e. poisonous plants v medicinal plants.
Forest Knowledge - The knowledge of how to navigate the Forest without great trouble. This includes basic survival skills for wilderness type settings.
Swimming - The ability to swim great distances without drowning or excessively tiring. This includes being able to tread water for up to five hours.
Baking - The ability to produce baked goods from scratch.
Cooking - The ability to prepare a dish without poisoning oneself or others.
Music - The ability to carry a tune and read music. This includes a slight proficiency in various instruments, though the user is by no means an expert of them - they simply have a knack for musical performance.
Painting- The ability to create or reproduce images, or interpretations of images, by applying paint, pigment, color or other medium to a support base.
Occupational Skills:
Divination - The ability to predict the future through the use of specially carved runes. This includes a Three Rune Cast and a Nine Rune Cast, as well as the ability to read runic writings.
FootFollowing - The ability to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Lyte Witch Magyk - The ability to use Magyk in harmony with nature and the universal forces. This form of Magyk does not allow for harm to be caused or the performance of other malevolent acts.
Injury Transference - The ability to transmute an injury from one person to another, including its associated damage and pain. The witch must prepare herself to transfer the injury before the injury initially occurs. Once the injury has happened, it cannot be transferred.
Herbology - The ability to use plants and fungi in order to produce a desired Magykal effect. This is typically used in tandem with Physik and the creation of potions.
Witch's Road - The ability to leave one's body and review events that have already happened to them. With consent of another, they can also relive another person's memories. Note that while the memories are real, they are distorted by the mind and may not accurately reflect true events.
Sense - The ability to sense the emotions of another. These readings are not always accurate, as the person may willfully hide their emotions.
What Is On Your Person:
A willow wand that doubles as a horse-hair paint brush
A satchel made of green and brown cloth
A small pair of scissors
A cake tin
A selection of paints
Crimson and gold-embroidered robes
Residence:
Tomes and scraps of parchment, most scribbled on by her own hand, on various topics related to baking, herblore, and pigment and dye preparation
Bottles, vials and jars of herbs and tinctures – many are empty though
An ornate, gifted lute – she can’t play but that doesn’t stop her
Tools for potion preparation
Painting supplies – running low
History
Your Path: For Bell, it wasn’t so much a case of choosing to become anything or something, she just… is. Raised a White Witch, it’s all she’s really known, and by the first time she left the Forest, the roots of her values and identity were already deep in Wendron soil.
General History: One midsummer night, Bell was left at the threshold of a hut in the Forest. The twin witches within, Eve and Eva, heard the crying and found a mewling babe. Since then have raised Bell as their own daughter, but from an early age they were honest about where Bell came from. They say they never saw who left her there, and that they have no idea why.
It is from her adoptive mothers that she learnt Lyte Witch Magyck. She also inherited Eve’s love of baking and Eva’s love of art; both taught her to love nature and appreciate life and the precocious balance of it all. Warned against the dangers of the Forest, it was not until she was chased by a starving wolf that she took such cautions more seriously and learnt to respect the Forest.
From one that taught her to value life, Bell would be given another, final lesson. Death can come to any, and Eva’s passing, whilst sad, was educational; Eve helped Bell come to grips with mourning, the harmony between life and death, and the fact that all things must pass.
Now she spends most of her time pursuing her hobbies. Though she prefers not to, she still occasionally gets dragged in to the politics of her coven.
Thoughts on Queen Meliscente: Not long before the Queen’s death, Bell had brought her a selection of small, get-well-soon cakes. At the time, her illness had seemed odd, but it wasn’t until she heard the rumours surrounding the whole ordeal that Bell began to wonder if something foul was throwing the natural harmony of things out of order. Her first thoughts went to the Darke Witches, but she wrote it off as a gut reaction because of her upbringing. Currently, she is undecided about what she thinks caused the Queen’s illness, but it concerns her.
Extras
Character Quote: You can't ever be really free if you admire somebody too much. Theme Song:Emerald Rose - Merry May Folk Anything Else: Thessaly because Sandman. Here *By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.
@jdh97 Alright, looks good. The descriptions you selected are fine, so no qualms here. Move her on over and get working on relations - you need at least one relation and I strongly recommend having one with Valda, since you're in the same Coven
This RP is now closed to new players. If you've already stated interest and are working on a character sheet, you are still welcome to apply. ^_^ We are just not going to accept any further newcomers at this point who have not yet expressed interest. IC should drop Sunday if possible.
Remember, today is the last day to do your relations. I'll be posting the IC tomorrow - I'll be in and out of airports but my plan is to post it during my lay over in Portland, however brief that is. It's already written so I'd really just need to copy and paste it over.
If you are wanting to create a second character, I will review characters up until 9 PM PST tonight (that's 12 AM EST). Have to be up at 2 AM for the plane and want to give myself at least a chance to sleep. The sooner you can get in additional characters, the better. If you miss the 9 PM cut off (at which point your character should just need final approval to go into the CS tab), they won't be brought in with the first update. They'll have to wait until the second or third update.
If you have relations you still need to chat with me about, please do those ASAP. Will be heading offline at 9 PM PST.
Sorry for the double tags - I just went through and marked all characters with their relations complete enough to begin with an * in the original OOC. Please go check to see if you still need to finish those sheets up.
@Morose Okay, I'm done with Lyra. wipes sweat off of brow
Character Summary
Name: Lyra Persephone Lauerk Darke Name: *Leave blank - GM will tell you what to put here* Age: 21 Birthday: March 26 Birthplace: The Lands of the Long Nights Residence: *Leave blank - GM will tell you what to put here* Gender: Female Education: Private tutors/self-taught in hospitality and armed combat Position: Lady-in-waiting to Princess Valda
Personal Style: Though Lyra is a servant, she tends to dress more boldly and out of the box for her station. She goes for a mixture of elegance, edginess, and practicality. She enjoys wearing flowing dresses, particularly in shades of blue. Yet she also requires that what she wears provides ease of movement and slits for hiding the weapons that she always keeps on her person. Sometimes she may pair a dress with basic pants and tall boots, but sometimes she might not. It depends on her mood and the occasion really. At times, her fashion sense can parallel that of a woman of noble birth rather than a mere lady-in-waiting, which in turn can cause some to have preconceived notions about her. Nevertheless, she has the confidence to rock whatever she wears, and she refuses to dull things down simply to fit people's standards of what a servant should be.
Personality: Lyra has the heart of a servant but the soul of a warrior. That is to say that she is a lover and a fighter simultaneously. She lives to serve others, putting their needs and desires far above her own, but she also cannot deny the call of the sword and shield, that irresistible call of battle. That's not to say that she enjoys violence or killing. No, to her, battle is not about taking lives, it is about saving them. Yet, she is an intelligent individual, who knows that battles can be fought and won on many fronts, if one only knows what is truly worth fighting for. People. To Lyra, people are worth fighting for, and in the end, she would much rather protect someone while standing at their side than to protect them from far off on the battlefield.
She is a very personable individual, who enjoys the time and delicacy it takes to build a long lasting relationship with someone. She is very conscious and considerate of people's thoughts and feelings. Granted, at times, she is bolder than what is deemed appropriate for her station. She is willing to point out flaws in people's thinking and to call them out on their crap, even if it means stepping on some toes in the process. In any case, her intentions are good and honorable. Ultimately, she pours her heart and soul into those around her. She is loyal until given one heck of a reason not to be.
In the end, Lyra is almost always a picture of serenity. She is a level-headed individual, meaning she is slow to anger in most instances. She takes criticism well, looking at it objectively and learning from it. Ironically, she is her own worst critic. The thing is she cares about people deeply, and as such, she beats herself up over things she knows that she could've handled better. Additionally, she is a woman with a cause. Threaten innocent lives and those she holds dear, and she will unleash a storm upon you. Look into her beautiful eyes, and you will often see her for what she truly is: the calm before the storm.
Habits:
Training early in the morning
Holding her hands laced in front of her
Carrying concealed weapons on her at all times
Twiddling with her necklace when in thought
Hobbies:
Weapons training
Socializing
Fears:
Being controlled by Darke Magyk
Failing to protect her mistress
Being stuck in eternal slumber, i.e. coma
Likes:
Peacemaking
Fashion
Daggers
Early mornings
Justice
Serving/protecting others
Making new friends
Dislikes:
Darke Magyk
Senseless violence
Injustice
Gawkers
Being underestimated
Threats
Cards On The Table
General Skills:
City Knowledge - (the Castle) - the knowledge of where to find various shops and other locations in the Castle without great trouble.
Sword Fighting - Proficiency with a blade longer than 14 inches in combat, including the general rules of etiquette for dueling.
Knife Fighting - The ability to use a bladed weapon no longer than 14 inches in combat without unintentionally injuring oneself.
Etiquette - The ability to act accordingly during formal settings, such as proper ways to eat, and how to act during an important event with others.
Perception - The ability to notice things that others may overlook. This does not include items and beings of Magykal origin. For that, see Sense Magyk.
Cooking - The ability to prepare a dish without poisoning oneself or others
Swimming - The ability to swim great distances without drowning or excessively tiring. This includes being able to tread water for up to five hours.
Occupational Skills:
Boating - The ability to pilot a small water craft, such as a rowboat or canoe, without capsizing.
Fast - The ability to go extended periods of time without eating and still be able to perform required tasks.
Bribery - The ability to successfully identify what another person would want in exchange for an otherwise unlikely to obtain service.
Persuasion - The ability to convince someone of something, whether it is true or false.
Country Knowledge (the Lands of Long Nights) - The knowledge of the general geography of the Lands of Long Nights. This includes the ability to find a path from one location to another, as well as a knowledge of the culture and customs of that country.
Deception - The ability to lie to another person and successfully deceive them.
Sailing - The ability to sail a vessel across great distances. With a large or medium vessel, the assistance of a crew is needed but it is not required for a small vessel.
What Is On Your Person:
Clothes - Blue dress with black leather armor and open back and paired with gray pants and tan boots
Your Path: Most in her line of work, in the work of a servant, would have been born into it or forced into it. Yet, you could say that she is the oddball of the bunch, as she chose this life of her own free will. With a father who is a Northern Trader and a mother who is a shield maiden, she had sufficient paths to choose from. Nevertheless, she chose to humble herself and live the life of a servant. Why? Because what better way to live life than to live it to the betterment of others. Though she can't fully deny the call of the sword and shield, the life of a warrior, at the end of the day, she loves that which they defend more than anything. So she took her passion for people and her skill with a sword and melded it together to become a self-proclaimed warrior servant. She lives to serve, and if the need arises, to protect her mistress with her life.
General History: Lyra was born the youngest of three to Jamison, a well-off Northern Trader, and Vega, a sought-after shield maiden. Growing up in The Lands of the Long Nights with her two older brothers, Cetus and Aries, she could easily keep pace with the rest of the guys. And that she did from a young age, despite her avowed love of more "girly" things such as fashion and dancing. You could say in some ways she didn't always fit in with any particular social group, being too feminine for the guys and too masculine for the girls. Nevertheless, it did little to deter her from pursuing whatever she set her mind to, and in the end, she proved her worth. She was her mother's daughter after all, a lover and a fighter.
Over the years, Lyra had become well-versed in a variety of skillsets from hospitality to sailing to combat. She was an ever eager learner. Yet from the moment she was strong enough to hold a sword, she had always been drawn to the life of a warrior, like a moth towards a flame. Her mother poured into her every bit of knowledge and life experience she had, always emphasizing the importance of restraint and humility on and off the battlefield. In the end, she shaped her daughter into a humble servant rather than some pompous knight who felt that they were entitled to glory and riches due to their "service" to others.
So the question is, what changed to make Lyra shift gears and opt out of the life of a shield maiden for one of a servant. Well, one could say that she was bold from birth and ultimately danced to the beat of her own drum. She took what she had been taught and what had been instilled in her and made it her own. The Small Wet Country Across the Sea, a land she had seen many a time when traveling with her father, called to her, and she decided to build a life and a legacy of her own making. But to achieve greatness, one must start at small beginnings. At the age of 18, she took the big leap and moved to The Small Wet Country Across the Sea where she soon landed a job a servant in The Palace. Perhaps her skill in combat gave her a slight edge on the competition, but at the end of the day, her dedication won out. Following the return of the long lost Princess Valda, and soon after that the tragic passing of Queen Meliscente, she managed to score herself a job as the lady-in-waiting to the crown princess herself. Lyra was certain that if she could do something truly positive, it would be here at the feet of the future queen.
Thoughts on Queen Meliscente: To Lyra the death of anyone, big or small, significant or seemingly insignificant, should be considered a tragedy. Never should death be celebrated. The day one celebrates death is the day one becomes less than a human being. So, for a ruler, whose very life holds the lives of hundreds others in the balance, is a tragedy deed. And worse yet, for the ruler's death to be under questionable circumstances, raises even greater concerns regarding the stability of the kingdom. As to whether or not Crown Princess Valda had anything to do with the death of the queen, her own mother, Lyra is willing to give her the benefit of the doubt. Regardless, she gave an oath to serve and protect the future queen with her life, and with the lives of hundreds others hanging in the balance, she will not break that oath.
Extras
Character Quote:
"I am the calm before the storm."
"What better way to live life than to live it to the betterment of others."
"I've got the heart of a servant but the soul of a warrior."
*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.