Kurama
Race, Age, Time in the Caravan:
Caelum Goblin - a subspecies of Goblins. Their skin color ranges between bright white to a dark black tone depending on where in Caelum they live. Height-wise they are like dwarfs with the tallest Caelum Goblin being a head shorter than the average human. Their bodies are slender and while the main majority keep the usual scales which Goblins are known for, there are some who have adapted to Caelum and feathers started to grow alongside with hollow bones similar to birds.
Kurama is 24 years old which makes her a young adult between her people which can live up to 80 years and she has been with the Caravan for just a month.
History:
Kurama was born 16 years ago at the bottom of Caelum which, considering the tallness of the Caelum mountain, was still a kilometre up in the air. Enough for one to make out the shapes in the distance and villages. For Caelum Goblins, the higher they lived, the higher their status was in their society with the reigning Goblin King at the top of the mountain. This didn’t mean by any means that Kurama had a bad start in life, only that she was restricted in what jobs she was allowed to do and her freedom of movement on the mountain.
It all changed for her when she discovered, by mistake, the magic of Alchemy. A yet undiscovered branch of magic for the Caelum Goblins which usually specialised in illusion magic. Alchemy, the combination of plants, powders and whatnot to make elixirs with different results. This made her one of the most known Caelum Goblins and elevated her to a very high rank in their society.
She dedicated her first years of teenagehood to medicine. Finding plants and combining them in different potions helped her people much as minor cuts and even bones would mend themselves with only a few sips of her drinks.
Alas’ it wasn’t enough for her. After trying all the possible combinations that she could think of, producing many kinds of elixirs, she pretty much reached a point of stagnation. Nothing else could be learned about Caelum and with the secluded state the Caelum Goblins were in, there was only one thing she could do. Leave the place of her birth and explore the world.
With a bit of luck, she encountered the Caravan and saw a great opportunity for research. Travel with them, gather materials and maybe, just maybe Kurama would achieve her greatest dream. The Elixir of Full Regeneration. A medicine so strong it could bring back anyone from the brink of death to a fully healed state.
Personality:
Kurama is a very curious person and is not afraid of taking risks. She knows that sometimes sacrifices have to be made to achieve greatness but she also understands that other lives are important and will not risk them at her expense.
Motivation:
Creating the Elixir of Full Regeneration
Skills, Strengths and Weaknesses, and Tools:
Alchemist: Kurama is proficient in imbuing magic and combining different materials together into creating potions with various results. While most of her research was focused on healing, there were some explosive by-products which proved to be dangerous if not handled properly. In order for this to work, she needs to have materials and a place where she can cook them up.
Low Level Illusionist: While a skill she never studied, she did manage to learn how to cast very minor visual illusions by watching her fellow Caelum Goblins.
Untrained for Combat: Kurama is essentially useless in combat without the use of her potions.
Herbalist: Kurama knows how to identify plants and can determine their properties.
Doctor training: While not the usual type of doctoring, Kurama knows which potions and what quantities to use in order to heal others.
Little to no social skills: Kurama doesn't know how to express herself in a diplomatic way and most of the times she can come up as blunt.What They Most Want: To invent a truly miraculous elixir.
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes: Research, exploring, experiments
Three Dislikes:Nosy people, stagnation, destruction of ecosystems
Do They Follow Their Heart or Their Mind?: Mind
Worst Fear: Never achieving her dream
Favourite Color: Green
Most Like The Animal: Owl
Favourite Time of Day:Any
How They Dress: Casual but with long sleeves over her arms, a hood and glasses to protect her eyes
Favorite Season: Summer
What Gods/Spirits/Whatevers They Worship (If Any): Kathetikon the God of Knowledge
@Tortoise There she is 😁
You're another player who hit on my weak points; I love both alchemy and goblins.
Anyway, it's approved.
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OK, I have something to show right now. I might add something more and revise it but I just want to showcase my character.
"I'm just your run-of-the-mill mage-in-training with the wish to be an archmage and a scholar. And I'll make my dream come true, you can certainly bet on it."Basic Information
Name: Ark Andraste
True Name: To be revealed.
Age: 18
Gender: Male
Race: Magician (Human)
Alignment: Neutral Good
Time in the Caravan: Just joined the Pilgrim's Caravan 2 days ago.Appearance and Fashion
Appearance: Ark is a 1.60m (5'3) tall young man. He is slender, not having any muscles to show off, and is clearly uninterested in building a muscular physique since, according to Ark himself, doesn't fit his image as a mage and scholar. His hair is white by default (he hasn't bleached his hair), his eyes are blue and his complexion is white. His clothing is composed of a black bodysuit with white crystals attached to parts of it (for reasons Ark doesn't know how to properly explain), and his white cape with red strings adorning it.
Dressing Style: Ark's fashion style revolves around using casual clothing. However, because of his own clothing, he's known to have an "eccentric" taste and likes to actually experiment with various types of combinations. In tandem with these facts, Ark hates using formal dressing and cannot stand to wear a tuxedo.Personal Information
History: Ark is the only son of two magicians in a small village from the deep eastern ends of Alwyne. He was born on a cozy and rather lovely farm, where his parents both decided to use their magic for a small and peaceful life instead of aiming grand towards the magister courts from the kingdoms in the world. And so, Ark has been freely training magic in order to actually inherit the farm and become its next owner, where he would keep working until the end of his life.
But that wasn't exactly his plan in life. Ever since he was a child, Ark had a dream of becoming an archmage, dominating various elemental magics (except for Dark types), and becoming a scholar. His dream is to build an academy for magicians from scratch, even though this idea might or might not have been done by someone else, while also allowing normal humans and other non-magical creatures to develop the passion and desire to learn about magic, control it, and use it.
Ark studied hard to grasp whatever elemental powers he could control, but his mana as a child only allowed him to master Light elemental magic (which he sticks up to this day). And because his parents were against his dreams, they limited how much research material Ark had any access to, and how much they would teach him about magic, and didn't let Ark leave the farm to pursue other places in the village to study. This, in conjuncture with his age, made Ark a "prisoner" and he wasn't accepting it.
When he finally completed 15 years old, Ark packed his things and ran away from home. He grabbed a trustworthy horse and some money he had gained from some errands and went away to the next town. He never returned back home, so he doesn't know if his parents are still after him or not. Ever since his escapade, Ark started a new life of doing some quests here and there, going around towns in order to continue studying his magic and pursue his dream.
However, Ark ended up getting into some trouble when he hit 17 years old. His horse ended up dying because of age and it was in the middle of a storm. He managed to go to another town on foot but had to stay in that town for more than what he actually wanted to. He did some quests on his own but still had to stay stuck in town for over a year because he wasn't being able to afford another horse with the money he had.
That's when he met the Pilgrim's Caravan and asked to join them in order to keep traveling and pursue his dream. After some talk and settlement, he became (possibly) the most recent member of the Caravan, and perhaps the youngest of the whole squad. And so continues the story of Ark Andraste, who's now a member of the Pilgrim's Caravan while continuing his own research for the time being.
... At least that's the story he tells whenever asked about his origin. Where Ark truly hails from, though, is a mystery. As far as he knows, no one doubts him (or at least shows some doubt) and he hasn't been fully questioned about everything. Yet.
Personality: Ark is bibliophile at heart. He loves to dig himself into books and has a passion for studying. While he doesn't limit himself only to the studies toward his dream goal, he tends to focus specifically on the study of other elemental magic, as well as the history of magic himself. Another quirk is that he gets really passionate whenever discussing these topics with others and can go for hours and hours talking about magic.
Speaking of his social skills, despite being a bibliophile, Ark isn't a loner. He's actually quite well versed in socializing with others and his very charismatic towards other people, whether from the Caravan or not. As a result of his travels, Ark can easily speak with people and has no problems approaching strangers, which doesn't fit too much with his love for books but it works in his favor.
Ark's also very noble and is ready to make sacrifices for those who don't have the same power or conditions as him. He's a very compassionate and kind-hearted fellow, to the point that Ark can be somewhat invasive. He's a good listener but wants to listen and will insist to have a conversation with people going through some trouble until they snap at him.
One thing Ark actually hates speaking is about origins, because of whatever he is hiding at heart. Whenever the topic of speaking about the past or something of the sort, he's the first to leave the table or the room. He is, in no way possible, open to speaking about it and gets extremely defensive if he has to talk too much about it.
Likes:
- Books on studies of the history of magic, elemental tomes, summoning, and alchemy;
- Traveling around the world and learning about different cultures.
- Wolves. Ark's a wolf person.
Dislikes:
- Drinking, the smell of alcohol and drunkards;
- Abuse of power and dealing with the snobs of rich people;
- Talking about his past.
Worst Fear: Returning home without fulfilling his dream.
Favorite Color: White.
Favorite Time of Day: Daytime.
Favorite Season: Winter.
Heart/Will or Mind/Reason?: Despite being a bibliophile, Ark follows his heart/will more than he follows his mind/reason.
Motivation: Ark's motivation to join the Pilgrim's Caravan is to continue his travels and to keep learning about the world. He also believes that he'll be able to learn about summoning if he keeps traveling with them.
Lifelong Dream: Ark's lifelong dream is to build an academy of magic, where people can learn about it, about how to use it, and discover a new way of living life.
Spirit Animal: Despite loving wolves, Ark considers his spirit animal to be an owl.
Faith and Beliefs: Ark isn't very faithful or religious, since he has a notion that religion can be used as a way to trick and deceive people who don't know any better. He does pray sometimes to Marietta, known as the Goddess of Protection, whenever he and his current team are on missions.Battle and Equipment Information
Skills: Ark, as a magician, specializes in ranged attacks by casting magic. This is his primordial skill, which means that he's one of the party's main magic-specialized attackers in battle. His magic, currently, consists of light elemental magic. This means that, through his mana, Ark's able to generate and manipulate light, as well as cast offensive spells based on this element, as well as creating shields and barriers of this element.
What Ark also learned throughout his journey is the ability to cast support spells related to stat buffing. This means that he also takes a supportive role of being able to cast buffs on his teammates, such as strength boost, defense boost, speed boost, etc. His supportive spell array also includes the ability to give light elemental affinity to his allies as well as to raise their resistance against light elemental attacks.
Outside of his magic skills, Ark is a great and fast reader, as well as a rather good teacher (if necessary). He's able to grasp information from a book in a matter of minutes and quickly tries to put it into ways to explain it to others in a way people can understand without using too many technical words.
He also has good negotiation skills and is able to work his way around with words. He also, somehow, is very skilled in dealing with nobles, but how and why are some things that no one knows, and Ark himself doesn't explain.
Strengths and Weaknesses: As a light elemental magic user, Ark is a great counter for dark elemental magicians considering the affinity between the elements. This means that his magic deals extra damage to dark elemental damage users. However, he also takes extra damage against dark elemental users, so while he is a good counter against them, he has to be careful since he has a weakness in this certain regard.
It's also important to notice that Ark loses if fighting against physical attackers because he lacks a weapon that's actually helpful in a fight. The fact that he has the stamina of a bibliophile also means that he can get exhausted quite easily because he doesn't do much physical exercise in the first place.
Weapons and Tools: Ark's "weapon" of choice is a light magic tome containing intermediate to advanced spells that he can use. Other than that, he carries a bag with some spare clothing, his wallet, some family belongings he took with him when running away (in case he needs to sell them for some extra money), and two other books with water and wind elemental magic, although he hasn't learned them yet.Music Themes
Main Theme (Ark): Pascal (NieR: Automata)
Main Theme (???): Song of the Ancients / Popola (NieR: Replicant ver 1.22)
Battle Theme (Ark): Snow Sisters (Under Night IN-Birth)
This is a good one! Some slight tweaks: under your Skills section, we have this bit here-
What Ark also learned throughout his journey is the ability to cast support spells related to stat buffing. This means that he also takes a supportive role of being able to cast buffs on his teammates, such as strength boost, defense boost, speed boost, etc. His supportive spell array also includes the ability to give light elemental affinity to his allies as well as to raise their resistance against light elemental attacks.
-whereas we have not done anything with stats or other such numbers in this game. My intention is for Pilgrim's Caravan to be more narrative, about the character's experiences. We won't be dealing a lot with stats and combat numbers.
1x Thank