Simply put Damian is a lover not a fighter though that does not mean he is not capable of holding his own. Being an odd fellow, he finds much more enjoyment from watching a fight unlike his guildmates who prefer being in one. Even if he is pulled into a fight unexpectedly he will play dead and submit, acting like he is downed by one blow when really he is totally fine. Whether it is a guild mate picking on him, a thug, or sparing against Master Delsin. You will only see him take part in a battle if it is needed though no one has ever seen him give 100% in a fight.
Damian enjoys life thoroughly, often heading off into nature to relax and play with the wildlife. Though his favorite animal has to be cats, whether its big ones or small ones he sheds no favorites when it comes to this creature. He is also a ladies man, never faultering at a chance to give a pretty woman a compliment. This also somewhat of a weakness because he won't fight pretty ladies. Damian dislikes enclosed spaces in which he is not free to move a lot, often sharing his discomfort when in such positions. He prefers to be free like a bird, often why you wont see him in the guild hall for too too long.
The unwavering loyalty the golems hand and Master Delsin is unwavering, though he will often mumble or complain about tasks. You can always count on him when it comes to getting it done, traveling with him on missions is somewhat of a commodity as he will makesure shelter and baths are provided. He holds those close to him dearly and when their lives are at stake this is when he truly will fight at his level of potential.
Damian doesn't have a problem with the harpy's wing guild, he generally thinks they are cool people. He would not mind being friends with someone from that guild though some of his guildmates would disagree with that logic.
"SHIT! Master Delsin's going to kill me"
☼ History ☼
Hailing from a secluded village deep in the country of Bosco, in Damian's tribe the people lived much differently. Sheltered in trees, they worshipped the god of the forest. In return the people were blessed with protection from such diety. Most of the tribesman wielded Plant magic while the woman held healing magic. This village also held the teachings of the lost Great Tree Arc magic which was only bestowed upon the chieftans and their eldest child who would be the successor.
Being the eldest son, Damian was able to learn the Great tree Arc magic from his father. Often spending an alloted time each day to train. His father taught him that this magic was not just a tool but a relationship with the earth itself. By taking upon such magic, the user will be intertwined nature around him until death. Most of Damiens training involved him heading into nature secluded for days on end in order to better understand what his father meant. During these times he would often take part in playing with the creatures which inhabited the forest. At night he would sleep in the trees, and for food he would consume fruits in which the Forest produced. As he began to understand the relationship between the forest and himself that was when his magic began to take form, he was able to grow plants and manipulate the branches of trees when he focused. His training went steadly at a young age and he soon began to look forward heading into the forest for days and weeks.
When he was away at age 11 for a few weeks his village was pillaged and destroyed. When he returned all the tribe members laid in puddles of blood on the forest grass. The only thing left was a strange magic in the air which stunk of death and despair. Such magic was only related to such a being.
Demons, they seeked the Great Tree Arc magic in order to sap the earth of its magic and use it for their own selfish benefits. With his magic energy, Damien wrapped the deceased tribes bodys withe branches and leaves burying them into the ground so they could be forever apart of forest in which they lived in. He also left baby saplings and lended the afflicted land energy in order to repair it to its former glory. Upon doing so he took his leave as he traveled around searching for any answers about demons.
He wondered around earthland over the years seeking any information about demons. he wanted to avenge his people and destroy those who oppose the living. The only info he was able to acquire from travels was a rumor being that some dark guilds may or may not be affiliated with demons. He heard knews Fiore a few influental Dark guilds, and even the creation of a light guild that arised from the ashes of such a guilds assault on Luna Crescente. Golems hand being that guild, he joined the guild with haste hoping to find any information left behind. Though upon joing he met some admirable allies, the master of the guild Delsin Bastille whom he gives the uptmost respect to. He truley admires Master Delsins resolve and grit as he was capable of shaping the guild into a force to be reckoned with at such a young age. He has been apart of the guild for a month and the life there is not so bad. The life of a guild member had its perks.
Tree Merge - A spell that allows its user to merge with trees, aiding them in remaining undetected by others. Mages with strong sensory abilities, however, can still detect them. The user can use other spells while merged.
Root Rise - The user can mainly summon trees at his or her own will and produce trees for various purposes, mainly for battles. As such, they can manipulate any part of the tree however they want, mainly roots and branches. Even the leaves are controlled by the user. Any tree that the user creates can also have its form manipulated to suit the fighting techniques of the caster. These different sections of the tree can be very useful during offensive or defensive ranges in combat. He can also supergrow seeds of specific plants if presented.
Earth Sap/ Nourishment - The user can sap magic energy from the earth for personal use as well as lend the earth energy to repair damaged land.
Linear Explosions - The user aims their finger at the target and releases fruit at them in a straight line. The user then detonates the power of the earth that was condensed into the fruit, creating a linear explosion.
Ramus Sica- The user releases a flurry of sharp branch blades that home in on, and attack, the target.
Folium Sica- The user summons forth a massive funnel of leaf blades to hone in on and cut up their opponent.
Bleve - The user extends their hand forward, and the area directly in front of the user is engulfed in an explosion. This move seems to leave small "fireworks" in the air in its aftermath, which then explode a few seconds later to inflict further damage.
Chain Burst - The user ensnares the target's limbs with roots, and then, utilizing their control over the earth, triggers a chain of fruit-based explosions that travel up the lengths of the roots, hitting the one trapped.
Tower Burst - The user extends both arms out to their sides, creating an enormous tower of explosive flames in their immediate vicinity.
Tree Fist - The user summons a massive fist from a tree to punch their target. They can also create multiple, smaller tree fists to pummel their target as well.
Sleep Spore - the user creates a dense forest of flowering trees.The pollen produced by these flowers is then released into the atmosphere and when inhaled, renders any afflicted target unconscious. The user can also control where the pollen spreads so it does not affect them nor their comrades. This spell differs on the target, powerful mages might let out a yawn or two. While regular citizens or civilians are put to sleep from one puff.
Heal Spore - he user creates a dense forest of flowering trees.The pollen produced by these flowers is then released into the atmosphere and when inhaled they will speed up the healing process of whome the user chooses. Though it repairs the afflicted targets, it comes at the cost of taking their energy as compensation.
Great Tree Secret Art: Forest Treant - The user Summons a protector of the forest to aide them in battle. This creature towers a 30 feet, great for fights against other large foes. The treant is capable of the same super plant growth as Damian.
Terra Clamare - he user ensnares their opponent with branches, then releases all the Magic within the earth to engulf their opponent in a massive explosion. When this move reaches its climax, you can hear the earth letting off a large roar.
Metal Transumute- The user can enchant the properteries of an object making it hard as steel. This works on regular objects or living beings. This spell can be used in tandem with Damians Great tree arc making the branches tough as metal. The object that is enchanted also becomes heavier depending on the mass. (ex- A block of wood compared to a block of steel)
Heavenly Weight - allows the user to temporarily enhance the targets' movement speed by surrounding them with Magical Auras. When cast, the target, and/or user, is able to hover around at their own discretion within said magical aura. It can be employed upon multiple allies, and also on the caster themselves. The weaker the target, the more effective the boost.
Heavenly Strength - The user creates an elongated oval mass of Magic before their hands, the user surrounds the target in a quavering magical aura, enhancing their offensive power for a certain period of time. It can be used on multiple allies at once. The weaker the target, the more effective the boost.
Hardened Surface - The user can enchant a liquid making it hard as a rock, this can allow them to traverse lakes and cross rivers without getting wet. Works within a 5 yard raidus.
Float - The user can enchant theirself with magic, allowing them to fly and float in the air as well as move around at their will. This slowly drains the users magic energy.
Treant of the Metal Fortress: Damian enchants his treant, changing its quality of toughness from wood to metal. This also increases the Treants resistance to fire and make it conductive of electricity.
Mad props for writing the first CS to make me genuinely chuckle while reading over it, I love your aesthetic. Solid backstory, well written CS, in-canon magic? Winning combination, character approved. Feel free to post up and start working on your relationships section.
@Lord Sawsaw2ill be keeping the cs as is if thats ok was planning on adding more to the history but drawing blanks
That's fine, feel free to add more fluff down the line as it occurs to you. Your character is also approved for the characters tab.
*snipped CS*
Tree Merge is fine so long as casting give she away his position Chain Burst is fine as long as it's a two post spell which allows its target to act in between the snare and the activation. Same goes with Terra Clamaris. The rest of your standard spells are fine
A caveat of the enchantment magic is that the living target must be willing to accept the magic. Metal Transmute is fine as long as the enchanted object also becomes as heavy as steel You'll need to nominate a radius for Hardened Surface
Everything else looks fantastic! I love how much effort you've put into him!
Most lizardmen are often antisocial and into themselves, as they often live a solitary life-style away from mankind. However, for Dreadlin Nauss, he's rather the complete opposite. He's an open and cheerful lad who while has pride regarding his kind, he also has an interest for humans. Having been mostly raised and confined within the home village, he has always been curious about the outside world and what lies beyond the dense jungles. Always seeking for adventure, Dreadlin loves to go on a glorious expedition or mission just to see what the world will present him on that day. He's also very sociable and loves to chat up a storm with other listening guild mates, whether it be about adventure or even regarding his own kind, while also perfectly fine just sunbathing by a lake or doing other activities by himself. Yet at the same time, Dreadlin knows quite well that he is indeed an outcast in a rather alien world. Even when looking dead in the face regarding racism towards him or his kind, instead of fighting the aggressors, he simply ignores them or calmly attempts to make them understand his culture and race. However, he still keeps his head up and is hopeful that one day the two can live side-by-side in peaceful harmony, instead of living apart from one another.
In battle, Dreadlin is headstrong and uses every bit of primal strength and courage he can muster to defeat the enemy at hand. He is loyal to the guild and will protect her members till the very end of his days. This also is true regarding his home village, as he often visits it once every six months to check how it's doing.
History::
Before the wretched Daphne would create her own artificial lizardmen minions to fight for her, there was another species of more natural beings that have existed in Fiore. Long before humans became the dominant power of Fiore, these lizardmen ruled over the land as they spread out and created large tribal communities. There was a unique culture that developed within each tribe and in some locations did the lizardpeople evolve to brave the harsh conditions of their environment. From the traditional jungle variety, to the harsh desert species, alongside mountainous and swamp types, no doubt were there tens of thousands of lizard folk that ruled the land at their peak alongside the majestic dragons of old.
But all rulings must come to an end. A deadly virus caused a widespread pandemic that infected every lizardperson throughout the land. Casualities stacked up by the hundreds each day and as hard as the shamans tried, they couldn't conjure up a cure. In fact, they had no idea how to combat this disease in the first place. They would've gone extinct if it weren't for the help of a new species of intelligent beings that were slowly getting themselves off the ground. A human shaman from a far a way tribe eventually showed up while exploring Fiore alongside an escort convoy. They found the lizardmen in their troubled state and the inhabitants begged for him to help them. Long story short, he did and recognizing what this disease was, he whipped up a medicinal patch that was eventually used to stop the virus from spreading. The lizardfolk thanked the humans indefinitely and swore to become their allies as well as letting future humans come into their village.
But by the time they did stop the virus, their numbers had dropped to an unspeakable level. 65% of the lizardfolk population had perished and resulted in the extinction of various tribes located throughout Fiore. It didn't help as humans eventually settled into Fiore and while their relationship with one another were either supportive or mutual, they would take more land from the natives and push them slowly out of various major village locations. In short, the humans eventually backstabbed the natives and corrupt officials claimed them as mere vermin instead of people. By X400, the lizardmen population was down by 90% of their original size and they were forced to hide away in the deepest and most uncharted lands of Fiore. The lizardfolk also gained a deep hatred for the humans taking over their land and despised their ancestors who let them walk into their land in the first place.
Fast forward to today and Dreadlin Nauss was born in a remote jungle settlement known as Tiko Village. At that time it had only existed for a mere five years and while it was consistent with its progress, it was still a very quiet and reserved village. His parents were both farmers, while his is older brother Mylriak worked as the village smith, creating weapons and tools for the local people. Dreadlin also heard many stories about the scourge of man and how brutal they are towards them, but instead of being angry and vengeful, he was curious. Were the rumors true? And if so, does it still apply to today? Are there even other intelligent species outside the jungle too?
Those were just some of the questions the young Dreadlin Nauss asked and indeed after becoming of age, he set out on a quest to encounter humanity. The first town he came across (which he doesn't reveal) wasn't quite hospitable to his presence. Many of the people the lizardman encountered were scared of him and either ran away or called guards to take him away. For a time Dreadlin avoided this and was able to get out unscathed. He often recollects on the reality that maybe humans weren't as good as he thought. Yet before he could be back on his way home, two mages were sent out to retrieve him and they arrested the poor lizardman, locking him up in jail. It almost seemed like he'd never get back home...
But as he sat sulking in his cell, a robed figure came up to meet him. He admits to the lizardman that he had followed him for quite some time, yet doesn't wish to harm him. His name was Falon Grane, another lizardman who was enrolled as part of the Mage Council, and understands his pain. He only risen to the top because he acted to help the city rid from its own evil threat and with that he opened his mind to most of the core cities (Magnolia and Crocus) and they mostly respect the lizardfolk. To get Dreadlin out, Grane gave him a magical spell that bounded to him perfectly and pitched a plan to help him escape.
Little did Dreadlin know at that time, the magical power given to him would be a powerful "Beast Soul" and when escorted out to the prison courtyard, Grane distracted the men while Dreadlin transformed into an agile lizard creature and sneakily escaped the prison. Once he was freed, Grane heavily advised the younger lizardman to come with him in order to improve the magic he gave him. For his newfound power can save a lot of lives rather than to raise terror or for misusage. Dreadlin was hesitant at first, but eventually he accepted.
So before he head off with Grane, he went back to his village and told the villagers what happened. Most of the lizardmen were hesitant about him going, with a few claiming him as a traitor. Dreadlin's brother was very disappointed that his younger brother was leaving the village and feared that he would one day come back brainwashed by the humans to eradicate them, which almost lead into a violent fist fight between the two. But after a much needed explanation by Dreadlin and the village elder having intervened, the elder respected his decision and gave him an amulet as both a guardian and representative of Tiko Village. Dreadlin vowed to come back at least once a year and visit his friends and family.
After completing some basic training with Grane, Dreadlin was declared as approved to be within a magic guild. The lizardman eventually settled in Luna Crescente, in which he chose to become a member of Harpy's Wing under Arianna Carolina's care, who took him in with open arms. Of course, he wouldn't be quite respected by the people of Fiore until after the Dark Guild attack in which his impressive strength, determination, and courage lead him and the guilds to total victory. In return, he was proclaimed by many as a hero and became an official citizen of the city. He even has that badge of citizenship to prove this. Since then, Dreadlin continues to protect his guild and the city from further threats, while also promoting equality for all lizardmen and humans alike.
While Dreadlin's Beast Soul allows for him to transform into any monster he happens to defeat in battle, he also gains their elemental powers and abilities (as well as their weaknesses). He is also capable of mimicking their move sets with near perfect accuracy. Like Elfman's beast soul, he can also transform his limbs into various parts of the respected monster. However, unlike the older variants of lizardmen, Dreadlin cannot intimidate other human or humanoid beings (primates included). He looses his advantages and disadvantages as a lizardman for the exchange of the monster's for several minutes at a time.
Known Spells::
Lizard Monster: Dreadlin's default Beast Soul is a giant lizard monster. Standing at 9 feet tall, it's rather small and fairly weak compared to some of his other forms, not even having a base element. However, this monster is fast and surprisingly agile, being able to climb up flat walls and even run on water. It's gut is enormous, allowing it to swallow creatures up to the size of a cow in one gulp.
Fire Monster: Dreadlin's Fire Monster form allows him to wield the fire element, using his mouth to fire balls and beams of fire at his opponent, causing an explosion upon impact. His tail is as sharp as a blade and it can be sharpened not just to produce a cleaner cut, but it can also heat up to the point where it can cut straight through metal (although it takes roughly six scrapes on a rock to accomplish this). It is weak to water-based attacks.
Water Monster: Dreadlin's Water Monster form allows him to wield the water element, using his mouth to fire high-pressured water beams at his opponent. While it's decently agile on land, the monster truly shines when underwater as it can swim through the water with relative ease. It is weak to ice-based attacks.
Earth Monster: Dreadlin's Earth Monster form allows him to wield the earth element, using brute strength of his armored head to lift huge chunks of rock into the air or cause earthquakes. While it's a smaller monster compared to most of the others, he is decently mobile creature and also very sturdy, being able to take much punishment. He can also bathe in mud to release mud balls at his opponents, which can harden quickly to slowly lock them in place. It's weak to water-based attacks.
Ice Monster: Dreadlin's Ice Monster form allows him to wield the ice element, allowing him to use his mouth to fire a freezing beam or to chomp up hard rocks and ice flow. Alongside his Fire Monster form, it's the largest creature currently in Deadlin's possession. It's large spines on the top of his back allow it to break through ice flows while underground and while mostly on the slow and sluggish side, it can go for sudden bursts of agility if needed. It's also known to jump for great distances. It's weak to fire-based attacks.
Lightning Monster: Dreadlin's Lightning Monster form allows him to wield the lightning element, allowing it to charge up static-electricity in its fur and unleash it alongside multiple melee attacks. This creature is extremely fast and agile, infamous for it's acrobatic skill by issuing tail flips and is even known to glide using membranes attached to its limbs like a flying squirrel. If it charges enough electricity, whether naturally through its body or by someone charging him up with the lightning element, it can go into an enraged form where it's much faster and the attacks are more powerful thanks to said element. It's weak to earth-based attacks.
Other
Feats: Even when not in his monster forms, Dreadlin is still pretty strong thanks to his heritage as a lizardman. He's known to lift up heavy boulders and tree trunks, while also being a very good climber. He's also a good swimmer, using his tail to propel him through the water like a crocodile and has some knowledge in metallurgy.
Pastimes: When Dreadlin isn't going on quests, he often likes to spend his time sunbathing on a warm day or diving into a local pond or lake to cool off. He occasionally reads books produced by human authors to enhance his knowledge on them. Sometimes he even goes boating down a river to sightsee or fight monsters to increase his Soul Collection and bring back trophies. Dreadlin is also a heavy eater, capable of eating three full pigs in a single meal if hungry enough. In addition, he doesn't mind company and loves to chat with friendly fellows, but also is perfectly fine in being alone.
Accent: Dreadlin happens to have a heavy accent, which happens to be very similar to a cockney accent. You can hear how he sounds like here.
Favorite Drink: Bosco Whisky On The Rocks (sometimes he adds it with a hint of Guva-Guva Berry if he happens to have any on him).
1). This species of lizardmen are theorized to live up between 100 - 150 years based on the oldest documented "lizardking" (Village Elder), who said to have lived for 148 long years.
2). Lizardmen's scales are actually heat-resistant and lock moisture in the skin to keep them hydrated as they don't have sweat glands to produce sweat. When they conserve water, they also excrete excess salt from the blood stream through a nasal “salt gland”, which produces a crusty white substance that is ejected when they sneeze. They can also open their mouthes like crocodiles to release excess heat when sunbathing. In fact, their scales are tough enough to prevent regular bullets or spears from penetrating their back, which is made of hard osteoderms, or bony skin.
3). Lizardmen are known to flick their tongues out randomly, in which they provide additional fine information about smell, although they usually rely on their nostrils for smell (they smell just as good as a human does). This is thanks to a special organ known as the "Jacobsen’s Organ" and when they flutter the underside of their throats they are moving air past said organ.
4). Female lizardmen (Lizardwomen) lay between one to three eggs just like regular reptiles and take between 5 - 8 weeks to hatch, in which prior they must be kept warm with leaves and placed in direct sunlight. Unlike, say crocodiles, sex cannot be determined by how hot or cold the eggs are, so it's a complete mystery as to what gender they are prior to hatching.
5). A Lizardman's tail can be detached from it's body, although the osteoderms make it rather hard for someone to do so normally. When chopped off, the blood vessels attached to the tail clot almost instantly, preventing heavy blood loss. Thankfully the tail can be regrown over time, usually within a few years.
6). Lizardmen have between 70 - 80 teeth in their mouthes. If a tooth happens to fall off, a new one will always take it's place within a few days, unless the area is infected.
7). Lizardmen are known shed their old skin between five to six years as an adult (or within every year or two when they are growing youngsters). When shedding, their skin becomes dull and rather itchy, slowly becoming scabs on the body. When ready, the lizardman carefully removes the old skin patches on his body or scratches against a hard rough surface. They can even eat their own shedded skin to absorb calcium and other healthy and natural nutrients.
8). These Lizardmen are the only individuals that can eat the elusive "Guva-Guva" Berry, which is a decently-sized circular purple berry that usually poison humans when consumed. Symptoms of "Guva Poisoning" include nausea, vomiting, headaches, stomach-aches, and if eaten in large amounts, it can cause hallucinations and even death. Lizardmen experience the symptom of getting high, but not the other harmful effects, basically rendering the fruit as a natural psychoactive drug.
9). Unlike humans, lizardmen do not have cheeks, and thus they cannot chew properly. That means they actually swallow chunks of food whole without chewing. And like crocodiles, lizardmen are also known to eat stones to grind the food inside their stomach and even act as ballistas when underwater. The stones eventually get dissolved by the hydrochloric acid released in their stomach within 6 - 24 hours, depending on the size of the stone. In order to protect their own stomachs from being digested, they also produce an alkaline solution to neutralize the acid.
10). Lizardmen can remain underwater for up to five - six minutes before they need to go up for air, despite being mostly terrestrial creatures. That's nearly three times as long compared to a regular human.
11). While it has only been scientifically documented once in an inscription, a lizardman has a small chance to be born as an albino, meaning that its entire skin is white and it's eyes bright red. It's said that these lizardfolk were cursed long ago by an ancient god and are extremely ravenous and seclusive in nature. While no hard physical evidence has been presented of their existence as of yet, some natives claimed to have seen an albino lizardman within the deepest depths of the jungles. Only legends have been told by the Tiko Lizardclan and the surrounding human native villages.
12). Lizardmen NEVER stop growing. They will keep on growing until they eventually die. Yet the reason why one doesn't see many "dragon-sized" lizardmen is the fact that once they reach sexual maturity (between 21 - 28 years), they grow very slowly, about 1 - 2 centimeters (or less) every year. Often their heights very between 5 - 8 feet tall (1.78 m - 2.4 m). It's often unnoticeable.
Relatives::
Mylriak Nauss: Older brother (85) who works as Tiko Village's smithy. Has a rather harsh outlook on life and does not trust humans, yet is undyingly loyal to his village and its culture.
Possessions::
Village Amulet: Given to him personally by the lizard elder, in which he's granted as an eternal guardian and representative of Kibo Village.
Badge Of Citizenship: A badge given by Luna Crescente
Monster Trophies: In his hut, Dreadlin has a collection of parts he's collected from the monsters he's defeated.
Snacks: On missions, Dreadlin often brings a pack of berries and jerky meat with him as a light snack on the go.
Toothy Necklace: Dreadlin often wears a necklace of his own teeth that he had lost within the span of twenty years. He believes it brings him good luck.
“Him’s there’s muh squirrel friend. Him says to me, ‘No nuts, no heals’, and him’s da boss, so I reckon dat’s dat heh heh.”
Basic Info
Name:: Pan
Nickname/Alias:: The Hermit, Old Man Pan, Ol’ Pan, Pan of the Woods, Pan the Piper, The Green Man
Gender:: Male
Age and date of birth:: 75 | 20th of March
Guild:: Harpy’s Wing - Green on left ribs
Rank:: A-Class
Personal Information
Personality::
Forgetful, clumsy, and a bit scatterbrained, Pan is...well...some may say ‘eccentric’. Others prefer ‘stark-raving mad’. However one decides to look at it, it’s pretty obvious that the elder’s grip on reality is tenuous at best. Whether this is due to the years of intense isolation he’s endured, the senility setting in, or some combination of both is anyone’s guess. Still, if he is going mad, the old man seems to enjoy it. He's relentlessly optimistic and rarely seen without a toothless grin. And his hearty cackle is all too familiar to anybody's who has been the victim of one of his rather odd pranks.
Lunacy aside, Pan is harmless. Quite literally so, as the old man walks the path of the pacifist, viewing violence as the last, most desperate option. He abhors it, actually, and will instead go to any length to resolve a conflict in the most peaceful way possible. Should combat be unavoidable, Ol’ Pan prioritizes subduing his opponent or rendering them unconscious over inflicting damage. It’s not unusual for him to heal his foe’s injuries after battle.
The old man, it could be argued, is rather naive: believing that all people are innately good. He’s a kind man, the sort who’d give the very shirt off his back to a stranger...well, if he wore shirts. He has love for all people, but he treasures those of his guild most of all. For them, he’d risk his very life to protect. Perhaps the only thing Pan values more would be nature. The forest is sacred to the hermit, and he will not abide any unnecessary destruction to it.
Maintaining and protecting the forest is his penance after all.
History::
The weather-beaten old buffoon known as Pan hasn’t always been the happy-go-lucky grandpa of the Harpie’s Wing. No, his was the way of the warrior: fiercely fighting to protect both the mighty forest and the village hidden within from all who would seek to defile them. He walked the same path as his father and as his father’s father before him. All the way back as far as could be remembered.
This was the responsibility of the chief. To protect. To provide. To preserve.
In his youth, Pan’s blood ran much hotter. He was quick to anger and even quicker to come to blows. And as the chief’s son with control over the village’s strongest magic, he was a force to be reckoned with. It was his suggestion that, rather than wait for trouble to come to the forest, the tribe should seek and root out evil before it had a chance to strike. This idea rallied the youth of the village despite the elders warning against it. Pan’s father forbid the plan, but the young warrior saw it as a chance to prove himself worthy of becoming chief. So he, along with his younger brothers and other strong, young warriors, set out to rid the land of demons.
It was a mistake.
Without a clear destination or goal in mind, Pan’s crusade succeeded in eliminating some of the wandering demonic threat... but it left the village vulnerable. By the time the campaign ended and the warriors returned home, they would find that the village had been attacked several times over, and while they succeeded in preventing the complete destruction of the village, many casualties were had.
The village never would quite return to it’s full strength.
The event changed Pan. The lives lost and destruction caused, that was on him, and it’s something that weighs on him to this very day. He became much more cautious and careful. The magic that he was so proud of, the Grand Tree Arc magic, he forbid himself from using. A chief that could not protect his village was a chief that was unworthy of such a power. He instead devoted himself to the Healing Magic. He failed to protect the village and he vowed that would never happen again.
As time passed and Pan grew into a man, eventually it was time for him to take the mantle of Chief. He was hesitant to take the role at first, but tradition dictated that it would have to be him. So he accepted.
His time as chief was actually a surprisingly peaceful period in the village’s history. He expanded the defenses of the village greatly and focused on rebuilding from the attacks some years past. And while there were some attacks down the line, they were minor at best and easily fended off. He found himself unknowingly becoming much the same kind of man as his father: patient, kind, and centered.
The village flourished.
And soon enough, it was time for his son to take his place.
Pan did his best to raise his children right, so that they would learn from his mistakes and become better people. And to some extent, he was successful. He passed down the ancient magic he had forbid for himself, with the hopes that his son would prove to be much more worthy of it. He stuck around long enough to help guide his son until he felt comfortable that the boy could lead the village down the right path. Then, as is tradition, he left the village to wander the woods. To protect it. To provide for it. To preserve it. As his son served the village, he would serve the forest.
Yet it seems Pan failed his village a second time. A generation of peace lulled the village into complacency, and one terrible day, calamity struck. Pan wasn’t around for the attack, but he did see the aftermath some time later. The village was gone, with only graves marking the once proud tribe’s home.
Pan was devastated. He blamed himself. Could he have saved them if he had been there? Had he not prepared his son properly to defend the village? Would things be different if he hadn’t weakened the village so much all those decades prior?
There was no way of knowing. Pan had assumed that most, if not all, had died in the attack. Or if there were any survivors, they’d likely have scattered across the world.
So Pan returned to his duty.
Some time later, rumors spread across the land of a spirit that would appear from time to time in the woods. If you respected the woods, it would help you in your time of need. If not, then it would remove you from the forest. Some claimed the creature was as tall as the trees with a barklike hide and eyes of emerald green. Others claimed that no, it was a tiny imp that hid within the underbrush, waiting for the perfect time to steal your shoes.
Eventually, however, some light was finally spilled on the situation when a mage of the Harpie’s Wing guild investigated the reports and found the so-called “Green Man” to be little more than some old codger living out in the woods with apparently a couple screws loose. The mage helped him fend off a group of poachers that were hunting an ancient beast that dwelled deep in the forest, and in return, he agreed to return with her to her “Nest.”
Pan was moved by the love and camaraderie the mages of Harpy’s Wing had for one another. It reminded him very much of his beloved village. So when he was asked to lend them his strength, he agreed right away.
Nowadays, Pan’s a common sight in the Nest or the woods by the lake, and the rumors of the Green Man’s antics are as healthy as ever before.
Magic
Magic Name:: Healing Roots Magic
Description:: A holder type magic utilized primarily by female warriors Pan’s tribe, it relies on the use of the branches of the sacred tree in order to heal others via roots and moss created via a mixture of the magic within the branch and within the mage. Can not be used to heal the user of this Magic as the Magic Power supplied by the caster must differ from that of the target in order for the healing element to have any effect.
Should the mage be separated from his or her sacred tree branch, they will be unable to utilize the healing factor of their spells.
Known Spells::
Clean Moss: Creates a layer of moss on the sacred branch which can either be applied to the skin to heal minor external wounds, or ingested to heal minor internal wounds. Has no effect on the mage who created it. Has a shelf life of about ten minutes before the healing property fades. Very bitter taste.
Weaving Roots: Tiny rootlike plants sprout on the user’s hand which, when run over an external wound (punctures, lacerations, or abrasions) can pull the skin back together and stitch them shut. Roots applied this way remain until the wound is fully healed or depleted of magic power, at which time they die and crumble off. This is the primary spell within Healing Roots Magic for healing external wounds. For max effectiveness, the caster must remain in contact channeling magic power through the roots. If contact is severed, the remaining magic power is used up before the roots die. The more extensive the wound, the more time and magic power required to repair.
Can be used to reconnect very recently removed limbs or extremities, though the effectiveness heavily depends on how soon it can be reattached.
Barkskin: A variation of Weaving Roots, Barkskin is used to treat avulsions. Roots are weaved over the exposed tissue while the skin is reconstructed. When the wound is heal or when magic power is depleted, the bark falls off. Can be applied to a target when not injured to serve as a sort of temporary regenerative armor that can either protect against light attacks or heal minor wounds, though without being constantly resupplied with the caster’s magic power, will die within ten minutes.
Invasive Weaving Roots: Another variation of Weaving Roots, and the primary means of healing internal wounds with Healing Roots Magic. Like the base spell, constant channeling is required for max effectiveness. The more extensive the wound, the more time and magic power required to repair. Like the name implies, Invasive Weaving Roots starts with a layer of tiny rootlike plants sprouting on the caster’s hands. For this variation however, the roots must then enter the target’s body. This may either occur via making a small incision around the injured area, using another already existing open wound, or going through the mouth. The roots are then grown until they reach the injured area and can begin their work. Once the roots are used up and die, they are absorbed by the target’s body, dispensing plenty of yummy nutrients. Extensive knowledge of the target’s anatomy is required for this spell to function without damaging more of the body. If the roots can reach the internal wound directly, they can rejuvenate the organ or tissue rapidly. If not…
Rejuvenation Resonance: A spell used in conjunction with Weaving Roots and the many variations: Rejuvenation Resonance expels the contained magic into a the tissue around it, which speeds up the body’s natural repair speed. It’s primarily used to heal wounds that the mage is unable to view properly. The regeneration rate of this method is much slower compared to the speed of direct Weaving Roots, but it’s useful for when a quick blind fix is required. Requires the caster to be in contact with the Weaving Roots in order to be used.
Clean Mist: A spell combining parts of both Clean Moss and Rejuvenation Resonance: The caster mixes Clean Moss inside their mouth with addition magic power before exhaling a green transparent gas up to fifteen meters around the caster. Heals minor wounds upon contact, and minor wounds upon inhalation. Can be delivered directly via exhaling into someone’s mouth in order to heal major wounds to the lungs, though Invasive Weaving Roots is usually the better method. Great for joint pain!
Regrowth: Perhaps the most powerful of the Healing Roots Magic, Regrowth takes on a different role than the other spells. Whereas most spells in the school are focused on slow, precise healing to minimize the strain it would put on the target and the magic power cost the mage would have to pay, Regrowth is an intense burst of general healing power. It cranks the body’s normal healing factor into overdrive causing rapid cell growth in the target. Major wounds can be repaired all over the body, but the pain the target experiences is great. The caster must use roughly a third of their stored power in order to cast this spell.
The appearance of this spell is that of a bright green orb being shot from the sacred tree branch. It’s got a range of about fifteen meters, but cannot go through obstacles and may be intercepted.
It’s a great tool in a pinch, but it does significantly exhaust the caster, with overuse easily leading to death.
Magic Name:: Lesser Tree Magic
Description:: A caster type magic utilized primarily by the male members of Pan’s tribe, Lesser Tree Magic was developed to mimic spells used in Great Tree Arc magic, yet on a much smaller scale. While not as destructive as the parent magic, Lesser Tree Magic does have many defensive applications.
Known Spells::
Tree Merge: A spell that allows its user to merge with trees, aiding them in remaining undetected by others. Mages with strong sensory abilities, however, can still detect them. This version of the spell does not allow for the mage to cast additional spells while remaining hidden. Requires physical contact with targeted tree. Magic Root has no interaction with this spell.
Tree Merge (Storage): A variation on the standard Tree Merge, this spell allows for the mage to store items within trees. Mages with strong sensory abilities can detect trees currently storing objects or those that recently were used. Limited combat application, as objects stored in trees can be removed by anyone as trees under this spell do not regain their solidness until the object is removed or the magic power dissipates, at which time the item is pushed out. Magic Root can be used to cast this spell. Requires contact.
Magic Root: The Magic Root is easily the root of Lesser Tree Magic. It creates a lightly shimmering, blue, whip-like root with a frayed end extending from either the mage's hand or catalyst (Staff), typically about ten meters long. Due to the Magic Root being constructed entirely out of condensed, harden magic, it allows for the whip to be surprisingly durable and strong. While the destructive potential of the weapon is low, it does excel in disarming or subduing foes, and thanks to it's magical makeup, the mage can make rather precise movements at any point along the whip.
Yet the Magic Root's primary function isn't that of a weapon, but as a tool to be used to extend the Mage's range. It does this by acting as a sort conduit for their Magic Power, allowing them to utilize their spells which require physical contact from a much safer distance. Granted, if physical contact was required before, the Magic Root will still have to make contact with the target, however ranged spells can be used with the starting point of the spell now being anywhere along the length of the root. While around ten meters is the standard length of the Magic Root, the mage can extend this up to about twenty meters to maximize the effective range of their spells in exchange for losing their primary weapon against close-range enemies.
The Magic Root is a rather efficient spell as the Magic Power used in creating it can be regained by simply reabsorbing the whip; however, it is possible for a foe to sever the root before the mage can consume it, in which case all the magic is simply lost. Should a max length root be severed at the base (mage's hand or catalyst), then the mage will have lost a significant amount of strength.
Thrive: A minor spell used to grow existing plant life. Can be used to speed up the growth of new trees, repair damaged trees, force fruit trees to flower, and ripen fruit still on trees. Requires maintained contact with target tree, either physically or via the Magic Root. Useful for surviving in the woods.
Harden: A minor spell used to rapidly add layers of hardened bark to existing trees. Requires maintained contact with target tree, either physically or via the Magic Root. Useful in conjunction with other Lesser Wood Magic spells to increase effectiveness.
Tree Wall: Requires either an existing root network underneath the intended area or the caster to have suitable seeds/sprouts/cuttings. Tree Wall does pretty much what the name implies: it makes a wall out of trees. These trees grow either from the existing roots or the supplied seed, close enough to form a solid wall. The more prep time the mage has, the stronger the wall can be. Growth once the spell is released is fairly rapid. Five meter range without contact, though the mage can also use this spell through contact with target tree, either physically or via the Magic Root.
Root Trap: A delayed spell used to disarm, delay, or subdue enemies. Very useful in defensive tactics. The mage primes a tangle of roots to ensnare the first thing to run over it after a set time. The more roots available, the more effective the trap. While the spell can be used anywhere roots are present, it truly shines in forest environments where every tree could be a potential trap. Requires a small prep time in which more magic power can be used to increase the duration of the spell. At the minimum, unsprung traps can last ten minutes after which the spell dissipates and the traps will no longer fire. Sprung traps will utilize the remaining magic power of the trap to tighten their grip and spread to fully wrap the victim, meaning the sooner a trap fires, the more effective it will be. After the magic dissipates, the roots will no longer fight the victim, making it rather easy to untangle one's self. Requires uninterrupted channeling to set up the trap with a range of five meters or contact either physically or via the Magic Root. Once trap is set, the mage does not have to remain in the area.
Root Trap (Lethal): A variation of the standard Root Trap spell and one Pan will not use unless in an extremely desperate situations as this method destroys the roots used for the spell: Root Traps set under this spell will prioritize injuring their victims. The roots in this situation weave together to form piercing ends, with the hairs weaving into thorn-like protrusions along the length of the root. The initial burst will attempt to pierce the victim, then settle into wrapping the victim and slicing it with thorns. Highly effective against unsuspecting, lightly-armored foes. Due to the nature of this spell, traps of this variation last only half the normal duration while costing more minimum magic power and having a slightly longer prep time.
Root Cage: Utilizing either the root network underground or nearby trees, the caster moves roots toward the target with the intent of tangling them up. In more heavily wooded areas, roots and branches can be used to connect to other nearby trees thus forming a sort of cage, hence the name. The more available roots, the more solid the cage can initially be, although the mage can channel the spell in order to strengthen the cage. Ten meter range, though can be extended via use of the Magic Root.
Lesser Forest Treant: One of the more powerful spells of Lesser Tree Magic, the mage animates nearby trees. The lesser treants are capable of thrashing about, blocking attacks, or capturing foes, yet they are limited in that they are rooted to place. Depending on how much magic the caster is willing to use, anywhere between one to four trees may be animated simultaneously, although the spell lasts only as long as the mage channels it. The spell has a ten meter range in which it can be cast without physical contact, however as is with most other Lesser Tree Magic spells, this range can be extended via use of the Magic Root. There is a bit of a delay between commands issued by the mage and the animated tree carrying them out when used in this manner though, and control (and by extension, the animation itself) can be broken by severing the the root link between the mage and target tree.
Other
Wears a simple cloth covering up his shameful bits. Otherwise, no shirt, no shoes, no problem.
Birds often use Pan’s branch as a perch. Pan often whistles along with them.
A little squirrel follows Pan around wherever he goes. He uses Pan’s matted hair and beard as nut storage. It’s cool though, he’s his squirrel friend.
Claims to be able to speak with wildlife. Cannot actually speak with wildlife.
Surprisingly spry for someone his age.
Relatives::
Damian Ivorn - Grandson - Presumed Deceased
Possessions::
Sacred Tree Branch - A branch of one of the sacred trees of Pan’s old village. Holds significant importance to Pan. Used as both a catalyst for Healing Roots Magic and a handy walking stick. May plant parts of the branch in order to grow more Sacred Trees.
Beaded Necklaces - Traditional necklaces worn by members of Pan’s old tribe. His in particular are to signify both his former position as chief and his current role as Forest Hermit.
Theme Song::
WELP. That took longer than I thought it would. Here's yer Damian's Grampa, pkken :D
@Lord Sawsaw2 Feel free to lemme know if anything needs tuned down, changed, or whatever~
Almost done with my character. I just need to place the history in, which I will do tomorrow. For the time being, you can read up what I have ready:
*Snipped CS*
Looks good! Perhaps add a general timeframe for how long he could keep up his Monster forms for in a typical manner, and a note that he loses the advantages and disadvantages of his Lizardman biology when he's in a Monster form. Outside these things you're good to post up on the Characters tab when you've finished his backstory, where you can start work on your Relationships tab. At this point we seem pretty balanced when it comes to guilds, so it's entirely up to you which group you'd prefer to join.
*Snipped CS*
WELP. That took longer than I thought it would. Here's yer Damian's Grampa, pkken :D
@Lord Sawsaw2 Feel free to lemme know if anything needs tuned down, changed, or whatever~
I have to admit, I was getting more and more concerned that you'd gone about all this effort just to make a re-skin of a character that had already been made before I realized I was being an idiot and that was your intention the whole time in making Damian's grandfather...whoops.
Strong concept, love the lore. One of the rare few cases where I'd recommend making the character stronger though. He's been around for an extremely long time and should have a strong grasp on his 'lesser' nature magic, so I would recommend expanding that section with more known spells and effects; the healing roots section is all perfectly fine as your primary magic.
For example, I'd recommend cutting the prep time on lesser animation. Cut down the number of trees to 3 or 4 and just make it a channeled spell rather than having a long and unwieldy prep time. They're rooted in place, so if an enemy can escape the initial attacks they're not too much of a threat any more.
Now that essentially everyone who has expressed interest has made up a character sheet, it's time to move onto the last part of character stuff before we can get started playing out the story! Before we get into the game proper, we should have a discussion about the nature of our teams. As I mentioned, it's going to be two teams, one for each guild, and for ease of GM'ing and storyline purposes I'd quite like it if it stayed that way. At the very least I will be providing NPC interactions and questlines for only the two groups, so it's probably best if you stick with one.
As such, it's probably not a bad idea to have a discussion about your teams and come to an understanding with your fellow guildies to determine how your team operates. For ease of discussion purposes, I shall set the scene for you all in short: both of the guild masters have made a statement recently to the effect that with the S-class exams coming up, anyone who would be seen as a candidate will have to have completed, or been part of the completion of a 'great feat'. No further information is forthcoming from either guild master on what this/these great feats might be, but you're aware it's outside the scope of regular jobs.
This in mind, I'd like everyone to post up with why they've 'decided' to join together in these teams. You'll also have to collectively decide on how leadership works in your team (is there a designated 'leader' who makes functional decisions? some other system or process?). Finally you'll have to decide on the nature of your team, have you been a team for ages? Two teams joining because of the announcement? One team with a bunch of new people joining up?
Once this is all done I'll create a note about both teams in the first post in the characters tab.
Also, this is a reminder to get your opinions/relationships written up! Your character isn't formally approved to post in the IC thread unless you've got a reasonable amount done. Feel free to ask if you have any questions
both of the guild masters have made a statement recently to the effect that with the S-class exams coming up, anyone who would be seen as a candidate will have to have completed, or been part of the completion of a 'great feat'. No further information is forthcoming from either guild master on what this/these great feats might be, but you're aware it's outside the scope of regular jobs.
This in mind, I'd like everyone to post up with why they've 'decided' to join together in these teams. You'll also have to collectively decide on how leadership works in your team (is there a designated 'leader' who makes functional decisions? some other system or process?). Finally you'll have to decide on the nature of your team, have you been a team for ages? Two teams joining because of the announcement? One team with a bunch of new people joining up?
Welp, got some of Ceri's opinions written up.
Ceri'll be easy to decide for really. Illedrith and her have been on a team for a while already, I imagine. It'll be more difficult getting whoever is doing the ordering to order her to vape things to death with her magic though.
Unless of course it is Illedrith. Ceri'll listen to her more or less.
Vega's improved, but cooperation is still not up to standards. Anything related to combat and objectives is a near perfect score though. I'm gonna add more notes regarding his reputation as The Reaper and a thief.
Ceri'll be easy to decide for really. Illedrith and her have been on a team for a while already, I imagine. It'll be more difficult getting whoever is doing the ordering to order her to vape things to death with her magic though.
Unless of course it is Illedrith. Ceri'll listen to her more or less.
I definitely agree that Ceri and Illedrith were a team before this, I think it's more up to the others to decide how close they were to the team before the announcement (are they all new? were some of them on the team already?).
And the leader's role (should one exist in the team) is to be the final voice on travel options and job choices, not necessarily how the team fights. Can't imagine the Golem's Hand crew would be happy to take orders about how to fight either...
@Lord Sawsaw2 I got all of Dreadlin's opinions up. Wanna take a gander at them when you have the chance?
They're all great, good stuff. What are your opinions on the team? With Dreadlin and Pan being older than Illedrith by quite some years, she would be more than happy to pass leadership to one of you, and Dreadlin would seem to be the natural choice, even if you're just joining the team.
@Lord Sawsaw2 I think Dreadlin can put up with leadership. He may not want it at first for personal humble opinions, but he will most likely eventually warm up to it and share it with pride.
(And even with age, he may technically be 64, but in Lizardmen years he's equivalent around middle-aged... more in the late 30s and mid 40s when compared to humans.)