๐๐ ๐๐ฐ๐ด๐ต: ๐๐ฆ๐ฑ๐ต๐ฆ๐ฎ๐ฃ๐ฆ๐ณ 25th
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(character full name)
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[COLOR=EEE8AA] (character age) [/COLOR] | [COLOR=EEE8AA] (character gender) [/COLOR] | [COLOR=EEE8AA] (character race) [/COLOR][/SUB][/CENTER][CENTER][SUP]_______________________________________________[/SUP][/CENTER]
โ [COLOR=EEE8AA]BIRTHPLACE:[/COLOR] (your character's home/place of origin.)
โ [COLOR=EEE8AA]CASTE:[/COLOR] (your character's current and/or former social status)
โ [COLOR=EEE8AA]AFFILIATIONS:[/COLOR] (list any factions/prominent groups your character is associated with)
โ [COLOR=EEE8AA]GOALS:[/COLOR] (describe your character's goals in one or two lines)
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[COLOR=EEE8AA]TALENTS:[/COLOR]
โ (list a couple of things your character is good at)
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[COLOR=EEE8AA]EQUIPMENT:[/COLOR]
โ (list their major equipment excluding Minor Arcana)
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[/CELL][CELL][B][COLOR=EEE8AA]Appearance[/COLOR][/B]
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(describe your character's appearance here, including anything not covered by a face-claim.)
[B][COLOR=EEE8AA]Personality[/COLOR][/B]
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(describe your character's personality here.)
[B][COLOR=EEE8AA]Arcana[/COLOR][/B]
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[B]Major:[/B] [COLOR=FFFFFF]The _____ [/COLOR]
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(please include a description of how your character uses their Arcana. If your character does not have a Major Arcana, please list "N/A." If your character's Arcana is a secret list "N/A" or "???")
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[B]Minor:[/B]
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(please all of your character's Minor Arcana and what function they serve. Remember that there are only 56 total Minor Arcana in the world, and they are exceedingly rare. If your character does not have a Minor Arcana, please list "N/A." If your character obtains a Minor Arcana during the course of the RP, please edit this sheet to include it)
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[COLOR=EEE8AA]Combat[/COLOR]: โขโขโขโข [COLOR=EEE8AA]Culture[/COLOR]: โขโขโขโข [COLOR=EEE8AA]Commerce[/COLOR]: โขโขโขโข [COLOR=EEE8AA]Magic[/COLOR]: โขโขโขโข [COLOR=EEE8AA]Survival[/COLOR]: โขโขโขโข [COLOR=EEE8AA]Karma[/COLOR]: โขโขโขโข
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________________________________________ Germaine Gaulding 40 | Male | Human _______________________________________________ โ BIRTHPLACE: Acies. His hometown has been thoroughly destroyed, as is common of villages in the area. โ CASTE: Theatre/entertainer โ AFFILIATIONS: Actors' guild, unaffiliated underworld contacts, the Church of Truth โ GOALS: Needs to find someone and retrieve a stolen book. _______________________________________________ TALENTS: โ Acting: Germaine is quite the actor and can practically disappear into a role. He often uses this skill in conversations, drawing people in with a performance so that they let their guard down. โ Dexterity: Having been a street magician in his youth, Germaine is well-versed in sleight of hand tricks, and is very good at tasks that require precision of the hands. โ Observation: He rarely misses social cues and, after some time, he can find weaknesses and strange patterns in someone's behaviour. EQUIPMENT: โ A black cane, with a sword hidden inside. For self defense purposes, of course. โ Medicine pouch with first aid supplies, just in case. โ Golden mask, unadorned, with an impassive expression. | Appearance โโโโโโโโโโ A man only slightly taller than average, Germaine nonetheless has a unique presence. With silver hair and kind eyes, he can settle in anywhere he goes. Ever the gentleman, Germaine puts a lot of effort into his appearance. He has various sets of dress shirts, vests, and coats that he cycles between. A hat is important, of course, and he has a good many hats. He always seems to carry the same cane, though. Personality โโโโโโโโโโโโโ Germaine is always polite and open, but somewhat insincere. He can talk your ear off in a conversation but is not one to initiate very often. He seems to avoid talking about himself, and when he does, he's rather dismissive of the past. It's difficult to say how much of Germaine is genuine, though if you ask him, he will insist he isn't hiding anything of great importance. Arcana โโโโโโโโ Major: Judgement Germaine's Arcana manifests in the ability to produce sight-based illusions. To affect a target, he must be in their line of sight. The clearer he is in their eyes, the easier it is for him to work his magic. Once he embeds an illusion in the target's mind he can leave their sight and the illusion will continue until its natural end, though he can't create a new illusion for the target unless he is still in their sightline. He has the ability to project an illusion to everyone in sight, but doing so drains him very quickly. Minor: Golden Mask When worn, the mask allows the user to alter their own voice. They can pitch it higher or lower and increase or decrease the volume. Additionally, the mask allows them to project their voice, making it seem like it's coming from elsewhere. |
........................................................................................ ________________________________________ Barbatos Di Comoita 27 | Male | Demon _______________________________________________ โ BIRTHPLACE: Goeta City โ CASTE: Wealthy Family's 9th Son โ AFFILIATIONS: Comoita Family, Goeta Elite โ GOALS: Keep his family's favor; gain information on the Umbral Order; uncover who was, and possibly is, leaking information about Goeta's high profile citizens to outsiders _______________________________________________ TALENTS: โ Debt Collecting โ Investigation โ Free-running โ Street fighting EQUIPMENT: โ Matches โ Set of Knives โ First-Aid Kit โ Brim Stone โ The Ledgerโข | Appearance โโโโโโโโโโโโ Barbatos stands at 5'11''. His physique is fit, and though he has several traits typical of demonkind unfortunately he looks closer to human than not - only two arms, two legs, and pale peach colored skin infrequently dotted with scar tissue. It's been said by many people, family and strangers, that his demon blood runs thin. What demonic traits he does sport include elongated ears and incisors, asymmetrical obsidian horns that sprout from his forehead, dark scales that run from his shoulder blades down his biceps and back, and a tail. His tail is not the stereotypical fork, rather it is more like a reptile's tail - thick, scaly, and long. His eyes are the same glowing, molten gold shared between all members of the Comoita family, so at least there is no denying his heritage. As for style, he usually dresses in clean, practical clothes and accessorizes with gold befitting his status. Personality โโโโโโโโโโโ Patient. Thorough. Inquisitive. In another life he may have excelled as a scholar, but alas. Barbatos works with many people on a near daily basis, so he does his best to play at being charming. His brand of "charming" is a mixture of playful, friendly, and lame. It falls flat for most, but miraculously works on others. Still, many prefer him when he is all business. In such situations he is cool and calm, giving the impression that he is in control even when he is clearly not. He does not shy away from violence, and uses it liberally when negotiation fails - though it's always his second choice, preferring diplomacy or... other less savory tactics before getting physical. His temper comes as a simmer rather than an explosion, and when he does anger it is with a cold fury. His reputation precedes him in many of Geota's circles, and while he is known as a fair man he is also not one to be pushed around. Growing up with eight older siblings and a human face quickly taught him how to stand up for himself. When attending family functions or representing the Comoita he puts on airs, but his true self is more down to earth, humorous, and much more blunt. Arcana โโโโโโโโ Major: N/A? If he wields a Major Arcana, he doesn't show it off. Minor: The Two of Pentacles It appears as a rather simple ring: an alabaster stone set into a band of metal. A first glance it's use seems as simple as it's appearance. When the arcana is touched to something, it "opens" that something. Barbatos uses it frequently, as with just a pass of his hand doors, chests, safes, and the like open themselves. The arcana bypasses locks and magic charms, and hasn't failed to force something open so far. Hidden rooms reveal themselves if the ring touches their entrance, and there was even one case where someone tried to swallow evidence and the ring was able to force open their mouth so Barbatos could retrieve it. |
........................................................................................ ________________________________________Barbatos Di Comoita
27 | Male | Demon_______________________________________________
โ BIRTHPLACE: Goeta City
โ CASTE: Wealthy Family's 9th Son
โ AFFILIATIONS: Comoita Family, Goeta Elite
โ GOALS: Keep his family's favor; gain information on the Umbral Order; uncover who was, and possibly is, leaking information about Goeta's high profile citizens to outsiders_______________________________________________
TALENTS:
โ Debt Collecting
โ Investigation
โ Free-running
โ Street fighting
EQUIPMENT:
โ Matches
โ Set of Knives
โ First-Aid Kit
โ Brim Stone
โ The LedgerโขAppearance
โโโโโโโโโโโโ
Barbatos stands at 5'11''. His physique is fit, and though he has several traits typical of demonkind unfortunately he looks closer to human than not - only two arms, two legs, and pale peach colored skin infrequently dotted with scar tissue. It's been said by many people, family and strangers, that his demon blood runs thin. What demonic traits he does sport include elongated ears and incisors, asymmetrical obsidian horns that sprout from his forehead, dark scales that run from his shoulder blades down his biceps and back, and a tail. His tail is not the stereotypical fork, rather it is more like a reptile's tail - thick, scaly, and long. His eyes are the same glowing, molten gold shared between all members of the Comoita family, so at least there is no denying his heritage. As for style, he usually dresses in clean, practical clothes and accessorizes with gold befitting his status.
Personality
โโโโโโโโโโโ
Patient. Thorough. Inquisitive. In another life he may have excelled as a scholar, but alas. Barbatos works with many people on a near daily basis, so he does his best to play at being charming. His brand of "charming" is a mixture of playful, friendly, and lame. It falls flat for most, but miraculously works on others. Still, many prefer him when he is all business. In such situations he is cool and calm, giving the impression that he is in control even when he is clearly not. He does not shy away from violence, and uses it liberally when negotiation fails - though it's always his second choice, preferring diplomacy or... other less savory tactics before getting physical. His temper comes as a simmer rather than an explosion, and when he does anger it is with a cold fury. His reputation precedes him in many of Geota's circles, and while he is known as a fair man he is also not one to be pushed around. Growing up with eight older siblings and a human face quickly taught him how to stand up for himself. When attending family functions or representing the Comoita he puts on airs, but his true self is more down to earth, humorous, and much more blunt.
Arcana
โโโโโโโโ
Major: N/A?If he wields a Major Arcana, he doesn't show it off.
Minor: The Two of PentaclesIt appears as a rather simple ring: an alabaster stone set into a band of metal. A first glance it's use seems as simple as it's appearance. When the arcana is touched to something, it "opens" that something. Barbatos uses it frequently, as with just a pass of his hand doors, chests, safes, and the like open themselves. The arcana bypasses locks and magic charms, and hasn't failed to force something open so far. Hidden rooms reveal themselves if the ring touches their entrance, and there was even one case where someone tried to swallow evidence and the ring was able to force open their mouth so Barbatos could retrieve it.Combat: 5 โขโขโขโขโข Culture: 6 โขโขโขโขโขโข Commerce: 6 โขโขโขโขโขโข Magic: 3 โขโขโข Survival: 2 โขโข Karma: 2 โขโข
Character submission, one more for the low karma sausage fest.
I have plans to reintroduce morality and goodness to the lands, if allowed that is. :D
And in classic waffle fashion, provided it doesn't conflict with any GM/DM plans, I'd like to swap/write most reluctant and unassuming character gifted (or in their view cursed) with the Magician Arcana.
________________________________________ Deidamia 25 Mentally | Genderless(but goes by she/her pronouns) | Rock Golem(usually is disguised as a human woman) _______________________________________________ โ BIRTHPLACE: (Well, technically, she was made, not born, but) The Foreboding Forest โ CASTE: Wanderer/Adventurer โ AFFILIATIONS: Adam Silver(Prior); The Alchemist Society(Prior) โ GOALS: To explore, help people, and prove to herself and the world that sheโs useful/not an inhuman monster. _______________________________________________ TALENTS: โ Playing the flute and harmonica โ Smashing things(which she usually does in her golem form) โ Resourceful; can use almost anything as a weapon EQUIPMENT: โ Her harmonica(used to have a flute, too, but accidentally stepped on it in her golem form and broke it) โ Bag of Holding โ Large, Dark Blue Cloak(it covers her up in either form) | Appearance โโโโโโโโโโ Her human form is one of a petite, brown haired woman wearing a dark blue cloak. She has a slim hourglass figure, though also has some hidden muscle underneath the cloak, and also has an athletic figure as well. Her skin is tanned, due to being outside most of the time, and her legs are long and made for running. Her rock golem form, meanwhile, is tall and fearsomeโฆwhich makes it even weirder when the same feminine, mousy voice that she has in her human form comes from her rock golem form as well. Personality โโโโโโโโโโโโโ Deidamia is a very shy and timid, yet kind and compassionate character. She does like helping people, and finds it much easier to do so in her human form so people donโt run away screaming from her golem form, but it takes a while for her to open up to people, as she usually keeps to herself. Sheโs very aware of her golem formโs size and strength, and this awareness carries over to her human form as well, even though she doesnโt need to be so careful while human. She also has an inferiority complex, usually seeing herself as a terrible monster, and she often tries to prove herself wrong by overly helping people. Arcana โโโโโโโโ Major: The Tower Given that she was made to destroy and conquer, Deidamia often avoids using her Tower Arcana, and is often self-conscious about her origins. In fact, sheโs afraid of using it, due to being worried that sheโll accidentally go too far and everyone will fear/hate her, and, as such, only uses it as a last resort. It doesnโt help that her power of destruction is much stronger when sheโs a golem than when sheโs a human. As for power scaling, in both forms, Deidamia can destroy bigger things, such as doors and tables, but can't destroy anything bigger than that yet, and also can't destroy living things, such as larger plants, animals, and any sapient race. Minor: The Cloak of The Moon(When the cloak is worn, it can transform the user into one specific human form.) |
Deidamia
________________________________________
Deidamia
25 Mentally | Genderless(but goes by she/her pronouns) | Rock Golem(usually is disguised as a human woman)_______________________________________________
โ BIRTHPLACE: (Well, technically, she was made, not born, but) The Foreboding Forest
โ CASTE: Wanderer/Adventurer
โ AFFILIATIONS: Adam Silver(Prior); The Alchemist Society(Prior)
โ GOALS: To explore, help people, and prove to herself and the world that sheโs useful/not an inhuman monster._______________________________________________
TALENTS:
โ Playing the flute and harmonica
โ Smashing things(which she usually does in her golem form)
โ Resourceful; can use almost anything as a weapon
EQUIPMENT:
โ Her harmonica(used to have a flute, too, but accidentally stepped on it in her golem form and broke it)
โ Bag of Holding
โ Large, Dark Blue Cloak(it covers her up in either form)Appearance
โโโโโโโโโโ
Her human form is one of a petite, brown haired woman wearing a dark blue cloak. She has a slim hourglass figure, though also has some hidden muscle underneath the cloak, and also has an athletic figure as well. Her skin is tanned, due to being outside most of the time, and her legs are long and made for running.
Her rock golem form, meanwhile, is tall and fearsomeโฆwhich makes it even weirder when the same feminine, mousy voice that she has in her human form comes from her rock golem form as well.
Personality
โโโโโโโโโโโโโ
Deidamia is a very shy and timid, yet kind and compassionate character. She does like helping people, and finds it much easier to do so in her human form so people donโt run away screaming from her golem form, but it takes a while for her to open up to people, as she usually keeps to herself. Sheโs very aware of her golem formโs size and strength, and this awareness carries over to her human form as well, even though she doesnโt need to be so careful while human. She also has an inferiority complex, usually seeing herself as a terrible monster, and she often tries to prove herself wrong by overly helping people.
Arcana
โโโโโโโโ
Major: The TowerGiven that she was made to destroy and conquer, Deidamia often avoids using her Tower Arcana, and is often self-conscious about her origins. In fact, sheโs afraid of using it, due to being worried that sheโll accidentally go too far and everyone will fear/hate her, and, as such, only uses it as a last resort. It doesnโt help that her power of destruction is much stronger when sheโs a golem than when sheโs a human.
Minor:The Cloak of The Moon(When the cloak is worn, it can transform the user into anything they desire, though it also suppresses their Major Arcana quite a bit when itโs being used.)Combat: 7 Culture: 4 Commerce: 2 Magic: 5 Survival: 7 Karma: 8(as a human), 3(as a golem)
________________________________________ Umara Imaradi 18 | Female | Human _______________________________________________ โ BIRTHPLACE: Umara hails from the infamously eerie Masquewood Swamp, found deep within the easternmost reaches of the Realm controlled by Styx. โ CASTE: Umara is a traveling alchemist, offering her services to the strange caravans that still travel the blighted lands. For a modest, extremely fair price, of course. โ AFFILIATIONS: As a professional Alchemist with a capital A, Umara is a member in good standing of the Alchemist Society. With a mind to her filial duties, she also maintains sporadic contact with her parents by way of somewhat regularly posted letters, carefully curated to ensure that she always appears to be doing very well. โ GOALS: Umara seemingly lives only to further her understanding of the alchemical and arcane arts. Any money that remains after paying for her own basic necessities and current debts, is inevitably spent in pursuit of increasing her knowledge in these two fields. _______________________________________________ TALENTS: โ Alchemy: Despite her youth, Umara is a talented alchemist, capable of combining reagents to produce substances both mundane and mystical in nature. โ Arcane Scholar: Magic is not a mere feeling. Magic is not simply exerting one's will upon the world. Magic is a science. Magic is another gateway that must be opened and another threshold that must be crossed in order to understand the nature of the universe. Convinced that this the truth, Umara views herself as an scholar, following in the faded, often hard to discover footsteps of arcane scholars of long gone ages. In a world filled with death and decay, precious few individuals would care to challenge Umara's claims of scholarship. โ Analytical Mind: Umara possess a sharp, analytical mind. She is uncommonly good at logically analyzing a situation, problem, or discarded tome packed full of forbidden and terrifying knowledge that will likely threaten not only her, but the entire party. EQUIPMENT: โ A hooded blue cloak, adorned with embroidered celestial bodies. โ A turquoise dress, suitable for travel, painted shifting shades of blue and green, and decorated with small trinkets cast in gold. โ A set of glass earrings that seem to glow with a cold light when seen from the right angle. Small inscriptions etched into the metal holding soft glass globes suggest that the earrings were shaped by a master craftsman in the City of the Dead some three hundred years ago. โ A gold pendent bearing runes associated with a long forgotten deity of knowledge. The sole profit from a hasty and disastrous visit to a ruined temple, Umara wears the amulet as a form of good luck charm. โ A simple leather backpack. โ An old, battered book, written in a elaborate cursive that is exceedingly difficult to read. โ An unassuming knife that Umara keeps in a leather sheath looped to a belt tied around her waist. Although the blade is sharpened, Umara by her own confession has neither the inclination nor training to use it as anything but a tool. โ A portable alchemist's kit consisting of two glass beakers, a light metal frame for holding a beaker over a flame, a glass stirring rod, as well as a small pestle and mortar. โ A pouch of common alchemical ingredients, including salt, iron powder, and purified water. โ Carefully secured in her traveling pack, Umara keeps three flasks of Alchemist's Fire. A useful substance for any burgeoning alchemist to create, Alchemist's Fire is a sticky, adhesive fluid that violently ignites when exposed to air and continues to burn until the flame is extinguished. โ A small, battered journal, full of hastily scribbled notes and formulas. โ A small bottle of black ink (no more than one ounce) and an elegant metal ink pen that clearly cost a sizable sum of money to purchase. A waterskin currently filled with clean water. | Appearance โโโโโโโโโโ Touched by the arcane, Umara's eyes dance with not just alertness, but burning flames that leave her eyes a forever shifting yellow-orange. Above and below her eyes, Umara paints geometric shapes, reminders of her discoveries and meaningful meditations on the nature of the Arcana. Enchanted by the ether that flows through her, Umara's hair is cast an ethereal hue of pale blue. Her skin is faded fawn, colored by the sun and time spent on the road. Middling in height, Umara has the lithe, if not athletic, then at least trim figure, of one who spends her life traveling from one settlement to another. The excess fat of too much pleasure, too much wine, and the softness associated with the hearth have had no time to leave their traces on the young woman. Unconvinced of the kindness of her fellow travelers, Umara takes care to hide unwelcome shapes brought on by a growing adulthood. She does not hide that she is a young woman, but she has learned it is best to cultivate a sense of mystery about her person and to keep her companions at arm's length. Personality โโโโโโโโโโโโโ Frequently too curious for her own good, Umara is intensely and dangerously curious when it comes to all things related to magic. Possessing the do-it-yourself education of a practicing alchemist, Umara is surprisingly well-read for a waif lost to the the allure of travel. A quick learner, gifted with a knack of careful experimentation, Umara approaches all of life with the broad minded view of an alchemical researcher. A scientist of all that binds the universe together, as it were. The young alchemist is endlessly analytical and thoughtful when it comes to magic, happily spending hours reflecting on the nature of the arcane and attempting to reconcile it with her understanding of the physical world. For all her many intellectual gifts, Umara is still young. She is focused only when it comes to her professional responsibilities and personal studies. Outside of alchemy or magic, she is decidedly disinterested in most things and does her best to avoid expending any serious effort. Convincing the young pyromancer that it would be good to complete the necessary chores of the road or to acquire some practical training, perhaps in how to fight, appears thus far to be an exercise in futility. A pensive creature by nature, Umara's mind frequently wanders, and left to her own devices she can often be found daydreaming or scribbling alchemical recipes in her journal. Buried beneath a studious exterior, the young woman carefully guards an inner sense of worry. A gnawing, gasping fear that she has missed some important secret and that she is doomed, utterly and completely doomed. This worry can lend her words and actions with an unexpected edge of cruelty. Umara is stubborn. She is brash. She is moody. She is still trying to figure out what it means to be an almost fully developed person, to be a woman, and to be herself. Occasionally caught within a web of irrational frustration, Umara wants to be independent and chafes under rules. Even when the rules make sense, even when the rules are fair, and especially when the rules exist to protect her. Without redirection, her obvious frustration and sullenness tends to spiral into the angry shouting matches full of spiteful words. However, in the silent hours of the night when she lays awake, full of guilt and regret over her most recent outburst, Umara knows, she knows better. Caught in these moments, bitter and unwelcome clarity forces Umara to admit quietly to herself that she simply wants someone to tell her that everything will be alright. And that this time, this time, she will truly believe them. Arcana โโโโโโโโ Major: The World Possessing the Major Arcana known as the World, Umara is a Pyromancer, a mage specializing in fire-based magic. Fire is hers to command, conjure, and employ as she sees fit. From her hands appear hurtling bolts of fire, baleful fireballs that blossom into raging explosions, cruelly scorching rays, and imposing barriers of fire. Young and inexperienced, Umara finds that having material components tied to the magic she evokes at hand vastly increases her chances of success when slinging spells. Minor: N/A |
Umara Imaradi
________________________________________
Umara Imaradi
18 | Female | Human_______________________________________________
โ BIRTHPLACE: Umara hails from the infamously eerie Masquewood Swamp, found deep within the easternmost reaches of the Realm controlled by Styx.
โ CASTE: Umara is a traveling alchemist, offering her services to the strange caravans that still travel the blighted lands. For a modest price, extremely fair price, of course.
โ AFFILIATIONS: As a professional Alchemist with a capital A, Umara is a member in good standing of the Alchemist Society. With a mind to her filial duties, she also maintains sporadic contact with her parents by way of somewhat regularly mailed letters, carefully curated to ensure that everything appears to be going more than well for her.
โ GOALS: Umara seemingly lives only to further her understanding of the alchemical and arcane arts. Any money that remains after paying for her own basic necessities and current debts, is inevitably spent in pursuit of increasing her knowledge in these two fields._______________________________________________
TALENTS:
โ Alchemy: Despite her youth, Umara is a talented alchemist, capable of combining reagents to produce substances both mundane and mystical in nature.
โ Arcane Scholar: Magic is not a mere feeling. Magic is not simply exerting one's will upon the world. Magic is a science. Magic is another gateway that must be opened and another threshold that must be crossed in order to understand the nature of the universe. Convinced that this the truth, Umara views herself as an scholar, following in the faded, often hard to discover footsteps of arcane scholars of long gone ages. In a world filled with death and decay, precious few individuals would care to challenge Umara's claims of scholarship.
โ Analytical Mind: Umara possess a sharp, analytical mind. She is uncommonly good at logically analyzing a situation, problem, or discarded tome packed full of forbidden and terrifying knowledge that will likely threaten not only her, but the entire party.
EQUIPMENT:
โ A hooded blue cloak, adorned with embroidered celestial bodies.
โ A turquoise dress, suitable for travel, painted shifting shades of blue and green, and decorated with small trinkets.
โ A simple leather backpack.
โ An old, battered book, written in a elaborate cursive that is exceedingly difficult to read.
โ A portable alchemist's kit consisting of two glass beakers, a light metal frame for holding a beaker over a flame, a glass stirring rod, as well as a small pestle and mortar.
โ A pouch of common alchemical ingredients, including salt, iron powder, and purified water.
A waterskin currently filled with clean water.
โ A small bottle of black ink (no more than one ounce) and an elegant metal ink pen that clearly cost a sizable sum of money to purchase.
โ A small, battered journal, full of hastily scribbled notes and formulas.
โ Carefully secured in her traveling pack, Umara keeps three flasks of Alchemist's Fire. A useful substance for any burgeoning alchemist to create, Alchemist's Fire is a sticky, adhesive fluid that violently ignites when exposed to air and continues to burn until the flame is extinguished.Appearance
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Touched by the arcane, Umara's eyes dance with not just alertness, but burning flames that leave her eyes a forever shifting yellow-orange. Above and below her eyes, Umara paints geometric shapes, reminders of her discoveries and meaningful meditations on the nature of the Arcana. Enchanted by the ether that flows through her, Umara's hair is cast an ethereal hue of pale blue. Her skin is faded fawn, colored by the sun and time spent on the road. Middling in height, Umara has the lithe, if not athletic, then at least trim figure, of one who spends her life traveling from one settlement to another. The excess fat of too much pleasure, too much wine, and the softness associated with the hearth have had no time to leave their traces on the young woman. Unconvinced of the kindness of her fellow travelers, Umara takes care to hide unwelcome shapes brought on by a growing adulthood. She does not hide that she is a young woman, but she has learned it is best to cultivate a sense of mystery about her person and to keep her companions at arm's length.
Personality
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Frequently too curious for her own good, Umara is intensely and dangerously curious when it comes to all things related to magic. Possessing the do-it-yourself education of a practicing alchemist, Umara is surprisingly well-read for a waif lost to the the allure of travel. A quick learner, gifted with a knack of careful experimentation, Umara approaches all of life with the broad minded view of an alchemical researcher. A scientist of all that binds the universe together, as it were. The young alchemist is endlessly analytical and thoughtful when it comes to magic, happily spending hours reflecting on the nature of magic and attempting to reconcile it with her understanding of the physical world.
For all her many intellectual gifts, Umara is still young. She is focused only when it comes to her professional responsibilities and personal studies. Outside of alchemy or magic, she is decidedly disinterested in most things and does her best to avoid expending any serious effort. Convincing the young pyromancer that it would be good to complete the necessary chores of the road or to acquire some practical training, perhaps in how to fight, appears thus far to be an exercise in futility.
A pensive creature by nature, Umara's mind frequently wanders, and left to her own devices she can often be found daydreaming or scribbling alchemical recipes in her journal. Buried beneath a studious exterior, the young woman carefully guards an inner sense of worry. A gnawing, gasping fear that she has missed some important secret and that she is doomed, utterly and completely doomed.
This worry can lend Umara with an unexpected edge of cruelty to her actions and her words. She is stubborn. She is brash. She is moody. She is still trying to figure out what it means to be a person, to be a woman, and to be herself. She wants to be independent and she chafes under rules, even when they make sense, especially when they exist to protect her. She tests the patience of those around her. However, in the silent hours of the night when she lays awake, full of guilt and regret over her most recent outburst, she knows better. There remains but one aspiration, one hope, that someone will tell her that everything will be alright and that this time, this time, she will truly be able to believe them.
Arcana
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Major: The WorldPossessing the Major Arcana known as the World, Umara is a Pyromancer, a mage specializing in fire-based magic. Fire is hers to command, conjure, and employ as she sees fit. From her hands appear hurtling bolts of fire, baleful fireballs that blossom into raging explosions, cruelly scorching rays, and imposing barriers of fire. Young and inexperienced, Umara finds that having material components at hand tied to the magic she evokes vastly increases her success when slinging spells.
Minor:N/ACombat: 1/10
"What need hath the magician for the profane physical implements of those uninitiated in the great mysteries of life?" - Sudro Karavastar
A reader, not a fighter, Umara is tragically unprepared for any sort of combat. She is not strong, she is not fast, and she is no more resilient than any other young woman found within the Realm. She has not trained under great knights, she wields no magical weapon passed down for generations, and she is almost completely uninterested in physical pursuits. Having long since accepted the proclamations of far older and wizened wizards concerning physical violence, Umara desperately clings to the idea that when it comes to fighting, someone else will probably do it for her. If not out of honor bound duty or professional responsibility, then at least out of pity.
Culture: 6/10
"It is said that there are more tongues spoken by the races of the Realm than leaves in the Masquewood Swamp. I do not doubt this and the astute traveler must therefore strive to broaden their linguistic horizon. But what is language, if not culture molded into units of speech? I say then, to understand language, you must understand culture. Knowing this, perhaps the wise among you, will also agree that to understand culture, you must finally understand the history of the Realm." - Gavrin
Fond of reading and driven by her intellectual pursuits, Umara is not uninformed concerning the diverse languages, cultures, and history of the many peoples scattered across the Realm. Far from a bespectacled historian, constant travels since her earliest years have afforded Umara a wealth of experience from which to draw an understanding of the Realm.
Commerce: 2/10
"What is the value of gold? Why waste breath on acquiring mountains of coin? Who cares for paltry trinkets? Can you buy knowledge with these things? No? Ah, then why should these things concern you? Why should you covet them? And why should you die for them?" - Master Ilira
Steeped in esoteric ideas of reality, money is merely a means to Umara, a means to acquire more knowledge and base necessities unfortunately required for her continued survival. Umara takes no pleasure in collecting money. She finds no joy in counting out coins she receives for her work. And she certainly has no aspiration of dying with enough gold to fill a magnificent, priceless tomb. Certain that the pursuit of wealth is merely the quickest path to enslavement, while the pursuit of knowledge is the only way to to discover freedom, true freedom, Umara spends her money quickly and often foolishly, persuaded that her dreams demand little pragmatism. The workings of commerce, the flow of trade routes, and the value of goods across the Realm, similarly hold little interest to Umara.
Magic: 6/10
"This universe, our universe, is an awe-inspiring universe of magic. Waves and motions surround us, for there are no atoms. Here, in this place, you must discard all belief in barriers to understanding. You must put aside understanding itself. The universe cannot be seen. The universe cannot be heard. And it cannot be detected by fixed perceptions. Reality, all of existence, is the ultimate void. There is no preordained canvas upon which forms can be painted. I warn you, that here, in this place, you have only one awareness, only one way to discover the truth. You are a magi, a magician, gifted with a Major Arcana. Use it! Use your imagination! Here, you must learn what is to be human. You must be a creator of order, of beautiful shapes and systems, an organizer of chaos." - Ossul the Prophet
To consider Umara, is to consider magic. She eats magic. She drinks magic. She sleeps magic. Though of few years compared to some, the girl-woman has nourished the seed of knowledge granted to her, cultivating a great tree of knowledge concerning the arcane arts. Skilled in the magic ascribed to the Major Arcana known as the World, Umara possesses a growing academic understanding of magic. Where some see subconscious art and willpower, Umara sees diligent study and understanding. Dedicated completely to this path, Umara strives only to learn more and to fully master her Major Arcana.
Survival: 3/10
"Wizards? Pah! They know nothing about the world or how it works! They're weak, sniveling cowards who hide in their towers and wouldn't last a day in the wilderness." - Timmok Thrice-Hanged
Well acquainted with the many perils of long journeys across uninhabited and dangerous lands, Umara is keenly aware of the importance of being able to survive in the wilderness. However, beyond endeavoring and largely succeeding at not becoming an unduly burden to those she travels with, Umara is not particularly gifted when it comes to following tracks, hunting wild game, navigating frozen wastelands, identifying signs that direbears live nearby, predicting the weather, or avoiding quicksand and other natural hazards.
Karma: 5/10
"What do you despise? By this are you truly known." - Mialee the Just
Others view Umara with uncertainty. She keeps to herself or her close companions, seldom engaging with strangers beyond what politeness dictates. Yet, her appearance is peculiar and she is hard to forget. Still, the wisp of a girl seems to pose little danger and many a wanderer has concluded that she is simply another strange alchemist plying her trade. Only the ignorant and unnecessarily cruel suffer her true ire.
________________________________________ Anselmet Guernier ??? | Male | Human _______________________________________________ โ BIRTHPLACE: Royal Palace, Borisan Kingdom โ CASTE: Dangerous Spirit; King (formerly) โ AFFILIATIONS: Styx; Borisan Kingdom (formerly) โ GOALS: To destroy Hades and return control of the East to his longtime friend, Styx. _______________________________________________ TALENTS: โ Comedian: Not many would expect a scary, infamous spirit to be so funny but Ansel provides a uniquely cynical and sarcastic sense of humor. His dark jokes may not be suitable for children. โ Stealth: Being without a body makes for ample opportunities for sneaking. Untold years of haunting the mortal realm has allowed Ansel to be able to surprise even the most acute senses. โ Translator: Having existed for so long has made Ansel a master of nearly every language, both current and dead. โ A Warrior (in spirit): Though unable to make much use of these skills as a spirit he was once a powerful champion, capable with any weapon put in his hands. Perhaps he could be an excellent coach or teacher, if he felt so inclined. EQUIPMENT: โ Spectral clothes that are in fashion for the modern ghosts and ghouls. โ His sharp, often mean-spirited wit. โ It should be apparent by now that he doesn't actually have any equipment on him, as he is a spirit. | Appearance โโโโโโโโโโ Though he is permanently semitransparent it is usually quite easy to distinguish his features. Ansel may not actually be dead but he sure looks like he is with his deathly pale skin. His long black hair appears both grizzled and greasy. His eyes black and piercing, haunting to stare into for too long. His stature is that of a muscular, trained man of an average height. At a glance he may appear to be a dirty, middle-aged man but only when he doesn't mind being seen... Personality โโโโโโโโโโโโโ In his mortal life he was a proud, self-righteous man capable of immense kindness as well as immense fury. Since his curse was awakened, however, Ansel has changed a number of times over. At first he tried to make the best of his new situation but when that failed his nature began to change. He became angry and spiteful, indignant over his fate and lashing out in any way he could to cope with his upcoming eternity. But as time dragged on even the emotional wounds of an immortal would heal. His rage turned to apathy, his spite to cynicism. He would go on to meet many people, see many lands, and he found that he simply did not care about hardly any of them. Though he has made friends over the centuries with similar immortal beings and spirits he only pays mind to mortals as a source of entertainment. He rarely kills anymore but will still frequently scare or annoy mortals purely for fun, as it remains one of the few reasons to continue existing for him. Of course he can mostly tolerate mortals when he isn't in the mood for a little haunting, but the question becomes whether they can tolerate his offensive humor and lack of conduct. What he lacks in sympathy he makes up for in comedy, though his intended audience is only himself. Arcana โโโโโโโโ Major: Death Ansel awakened his arcana as a grown man and was rewarded with the immediate, painful destruction of his mortal body. Ages have passed and he has had plenty of time to learn, practice, and play with his magic. He can move through objects, hover or fly at great speed, and adjust the transparency of his spirit to the point of invisibility. However his most potent and dangerous ability, and the one for which he has become known, is the ability to possess the body of a living victim. From within he can control them as if they were a body of his own, and can even glance through their memories, but he cannot manipulate the body in ways it is physically incapable of. Unable to replicate his former strength in any normal mortal, Ansel found it far easier to "fight" mortals by simply possessing them and forcing them to commit suicide. Only those of a higher caliber, of the strongest wills, can resist or repel Ansel. Minor: The Ace of Swords A potent, powerful artifact capable of striking at a soul directly. Typically eternal spirits like Ansel will never die but if they were to be struck by the sharp edge of this blade it would destroy them. Worse than death: it would remove them from existence entirely. Ansel originally collected this blade as a means to hide it from the rest of the world and ensure he could not be destroyed, but now he views it as his option to cease existing once he finally grows too tired of immortality. That being said: Ansel is not in direct possession of this blade and has not been for a very long time. Instead it is hidden, though he was the one who hid it himself so he knows where to find it (as long as nobody else managed to find it, that is). |
________________________________________ Aelia Arrianus 76 | Female | Dark Elf(Elf) _______________________________________________ โ BIRTHPLACE: City of Evermoor, Isle of Alista โ CASTE: Noble โ AFFILIATIONS: House Arrianus โ GOALS: To claim her birthright as Archon of Alista and get revenge on her half-brother Lyklor _______________________________________________ TALENTS: โ Axesmanship โ Agile โ Sailor EQUIPMENT: โ Elvish Axe bearing the sigils of her parents' houses. โ Cloak โ Necklace that contains a picture of her family | Appearance โโโโโโโโโโ Standing at 6'1 and having a muscular build. Having white hair common to a dark elf. Despite her current appearance as a common woman and wearing clothes belonging to a commoner. Along with a common cloak, only how she carries herself, dignified and proud, shows her true upbringing. And her elvish axe that is finely decorated and bears the marks of his parents' houses. Personality โโโโโโโโโโโโโ Despite her noble upbringing and she can act like a proud noble. Aelia can at times engage in commoner behavior like drinking people under the table or some friendly sparring. Still, she has her limits as she is not one to attack unprovoked or cause needless conflict. At times helping those that she finds on their travels and does not speak of her past to strangers. Only to those, she trusts, and she cares about family and is protective of those she cares about. Arcana โโโโโโโโ Major: The Lovers Aelia, as it is her magic, is useless without her other half. With her not knowing what she and her partner are really capable of when in sync with each other. This has not stopped Aelia from experimenting with what she can do without her partner. Which she is only capable of making small lights that she uses mainly to guide her path at night or in dark places. Minor: N/A |
Ansel, the Wraith
________________________________________Anselmet Guernier
??? | Male | Human_______________________________________________
โ BIRTHPLACE: Royal Palace, Borisan Kingdom
โ CASTE: Dangerous Spirit; King (formerly)
โ AFFILIATIONS: Styx; Borisan Kingdom (formerly)
โ GOALS: To destroy Hades and return control of the East to his longtime friend, Styx._______________________________________________
TALENTS:
โ Comedian: Not many would expect a scary, infamous spirit to be so funny but Ansel provides a uniquely cynical and sarcastic sense of humor. His dark jokes may not be suitable for children.
โ Stealth: Being without a body makes for ample opportunities for sneaking. Untold years of haunting the mortal realm has allowed Ansel to be able to surprise even the most acute senses.
โ Translator: Having existed for so long has made Ansel a master of nearly every language, both current and dead.
โ A Warrior (in spirit): Though unable to make much use of these skills as a spirit he was once a powerful champion, capable with any weapon put in his hands. Perhaps he could be an excellent coach or teacher, if he felt so inclined.
EQUIPMENT:
โ Spectral clothes that are in fashion for the modern ghosts and ghouls.
โ His sharp, often mean-spirited wit.
โ It should be apparent by now that he doesn't actually have any equipment on him, as he is a spirit.Appearance
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Though he is permanently semitransparent it is usually quite easy to distinguish his features. Ansel may not actually be dead but he sure looks like he is with his deathly pale skin. His long black hair appears both grizzled and greasy. His eyes black and piercing, haunting to stare into for too long. His stature is that of a muscular, trained man of an average height. At a glance he may appear to be a dirty, middle-aged man but only when he doesn't mind being seen...
Personality
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In his mortal life he was a proud, self-righteous man capable of immense kindness as well as immense fury. Since his curse was awakened, however, Ansel has changed a number of times over. At first he tried to make the best of his new situation but when that failed his nature began to change. He became angry and spiteful, indignant over his fate and lashing out in any way he could to cope with his upcoming eternity. But as time dragged on even the emotional wounds of an immortal would heal. His rage turned to apathy, his spite to cynicism. He would go on to meet many people, see many lands, and he found that he simply did not care about hardly any of them. Though he has made friends over the centuries with similar immortal beings and spirits he only pays mind to mortals as a source of entertainment. He rarely kills anymore but will still frequently scare or annoy mortals purely for fun, as it remains one of the few reasons to continue existing for him. Of course he can mostly tolerate mortals when he isn't in the mood for a little haunting, but the question becomes whether they can tolerate his offensive humor and lack of conduct. What he lacks in sympathy he makes up for in comedy, though his intended audience is only himself.
Arcana
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Major: DeathAnsel awakened his arcana as a grown man and was rewarded with the immediate, painful destruction of his mortal body. Ages have passed and he has had plenty of time to learn, practice, and play with his magic. He can move through objects, hover or fly at great speed, and adjust the transparency of his spirit to the point of invisibility. However his most potent and dangerous ability, and the one for which he has become known, is the ability to possess the body of a living victim. From within he can control them as if they were a body of his own, and can even glance through their memories, but he cannot manipulate the body in ways it is physically incapable of. Unable to replicate his former strength in any normal mortal, Ansel found it far easier to "fight" mortals by simply possessing them and forcing them to commit suicide. Only those of a higher caliber, of the strongest wills, can resist or repel Ansel.
Minor: The Ace of SwordsA potent, powerful artifact capable of striking at a soul directly. Typically eternal spirits like Ansel will never die but if they were to be struck by the sharp edge of this blade it would destroy them. Worse than death: it would remove them from existence entirely. Ansel originally collected this blade as a means to hide it from the rest of the world and ensure he could not be destroyed, but now he views it as his option to cease existing once he finally grows too tired of immortality. That being said: Ansel is not in direct possession of this blade and has not been for a very long time. Instead it is hidden, though he was the one who hid it himself so he knows where to find it (as long as nobody else managed to find it, that is).Combat: โขโขโขโขโขโขโขโข
Though it is now ancient history, Ansel was once a powerful warrior-king. He had decades of experience in combat against foes both mighty and many before he lost his mortal body. Though unable to fight in a traditional way those skills still remain.
Culture: โขโขโขโขโขโขโข
Though generally apathetic and sometimes a menace, traveling the world over the course of many lifetimes is a good way to learn about the world and its people. But, much like his combat ability, there aren't many outlets for him to express his knowledge due to being a feared wraith.
Commerce: โข
With no need to eat, sleep, or otherwise purchase goods or services there has been no incentive for Ansel to even memorize the price of bread, let alone care about anything else economic. He's so detached from commerce, as a concept, that he doesn't even need to steal since he doesn't need anything.
Magic: โขโขโขโขโขโข
His ability to manipulate his own spirit and any bodies he possesses make for some powerful magic in its own right, but the scope of his capabilities is limited to just that. He has had plenty of time to understand what he is capable of, and what he isn't capable of.
Survival: โข
Much like how he has no need for commercial knowledge he has very little need for survival knowledge. He is at no risk to his life, if you could call it that, at any given time as it is. There is no threat the natural world can throw at Ansel, nor any boon it can give him, thus he cares not for the natural world.
Karma: โข
While mostly apathetic in the modern age there were many years that Ansel spent terrorizing both the wicked and innocent. First out of anger, then out of boredom he would torment, terrify, and even kill his unsuspecting victims. The karmic justice he receives is not death but the lack thereof, to never feel the sweet embrace of his many lost loved ones in an afterlife too good for him. What good deeds he had accomplished in life have long been lost to time and only his sins he has made in his un-life remain.
Aelia Arrianus
________________________________________Aelia Arrianus
76 | Male | Dark Elf(Elf)_______________________________________________
โ BIRTHPLACE: City of Evermoor, Isle of Alista
โ CASTE: Noble
โ AFFILIATIONS: House Arrianus
โ GOALS: To claim her birthright as Archon of Alista and get revenge on her half-brother Lyklor_______________________________________________
TALENTS:
โ Axesmanship
โ Agile
โ Sailor
EQUIPMENT:
โ Elvish Axe bearing the sigils of her parents' houses.
โ Cloak
โ Necklace that contains a picture of her familyAppearance
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Standing at 6'1 and having a muscular build. Having white hair common to a dark elf. Despite her current appearance as a common woman and wearing clothes belonging to a commoner. Along with a common cloak, only how she carries herself, dignified and proud, shows her true upbringing. And her elvish axe that is finely decorated and bears the marks of his parents' houses.
Personality
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Despite her noble upbringing and she can act like a proud noble. Aelia can at times engage in commoner behavior like drinking people under the table or some friendly sparring. Still, she has her limits as she is not one to attack unprovoked or cause needless conflict. At times helping those that she finds on their travels and does not speak of her past to strangers. Only to those, she trusts, and she cares about family and is protective of those she cares about.
Arcana
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Major: The LoversAelia, as it is her magic, is useless without her other half. With her not knowing what she and her partner are really capable of when in sync with each other. This has not stopped Aelia from experimenting with what she can do without her partner. Which she is only capable of making small lights that she uses mainly to guide her path at night or in dark places.
Minor:N/ACombat: โขโขโขโขโขโขโขโข Culture: โขโขโขโข Commerce: โขโขโขโข Magic: โขโขโขโขโข Survival: โขโข Karma: โขโขโขโขโข