Species Lycan, a species of wolf shifters who according to clan legend were descended from the legendary Fenrir. Call them werewolves at your own peril.
Detailed Information
Appearance
Personality Zane is a wolf, despite looking like a human. He sees people as Alphas (threats to his leadership), Betas (Followers), or Omegas (Protect them). He has a soft spot for kids, or cubs as he calls them, and pays attention to elders as they lived that long for a reason. He is not initially trusting, but he will kill for those he sees as βPack'. Like most lycans, he despises werewolves as they are an affliction rather than a true wolf.
Notable Relations Odin Wulfe, a former Alpha of the clan, now one of the elders. He taught Zane growing up, and encouraged Zane to enter Nox. Tyr Wulfe, his clan's current Alpha. Zane doesn't like him but currently lacks the strength or experience to usurp him.
Everyday Skills A decent cook. Enjoys mathematics and art. Currently a student of mechanical engineering
Biography The Wulfe clan hail from Scandinavia, having come over to England during the Viking era. The clan have made good business as mercenaries in the mortal world. With the advent of the industrial revolution, they also starting working in mechanics. The clan is run by an Alpha, a lycan in their prime. Zane is one of the next potential alphas of the clan, but the current alpha, Tyr, was obsessed with keeping power. The young lycan entered Nox both for safety from Tyrβs machinations, and for advanced training.
Combat
Fighting Style Stab βem. He usually fights with a sword, either in two hands as a human or one handed in his wolf form. In his wolfman form he uses the claws in his unarmed hand as a secondary weapon.
Strengths Excels at close combat, tanking strikes from an opponent while responding with powerful blows of his own.
Weaknesses He is naturally short sighted, relying heavily on his sense of smell to track opponents. Tends to focus on a single enemy, usually the strongest member. Doesn't dodge.
Equipment Uses a longsword made of reinforced steel that is widened to increase it's weight.
Power/Magic Abilities
Strengths As a Lycan of the Wulfe clan, his body is twenty times denser than the average human, giving him a body of steel at the expense of the speed of other clans. His strength is superhuman, able to lift a tonne in his human form, and becomes five times stronger when in the wolf form. Superhuman sense of smell, hearing, and taste. He can transform between wolfman and human at will, though moonlight forces the change. Possesses a healing factor which can allow him to recover from most injures within minutes. Amputated limbs or removed organs takes much longer.
Weaknesses/Limitations Due to his animal heritage, his instincts are far more pronounced, as are his more base desires. Silver burns him, and wounds made by it will not heal. Aconite, also known as Wolfsbane, is a deadly poison to him. His healing factor is based on his own energy, and can run out in a prolonged fight. Extreme stimuli overwhelm his senses.
Extra
He's 6'3" in human form, 7'3" in wolfman form. Is completely colourblind.
Nineteen Years Old (Mortal) | Three Years Past Maturity (Fae)
Gender
Female
Ethnicity
Celtic
Nationality
American
Species
Fae
Detailed Information
Appearance
Arieen stands at a solid six feet, an average height for a fae-folk of her status. To draw attention to herself, she has elected to dye her once dark brown, wavy hair. It is now an ombre, fading from a dark violet into a light blue. Her caramel-colored skin is free of nicks and scratches, appearing to be unnaturally supple and smooth. Beneath her glamor, Arieen's eyes glow a pale yellow. Arieen's main focus is her wings. They appear wispy and delicate and usually glow a serene blue, with a wingspan of about eight feet. When they are not in use, they can tuck against Arieen's back, almost completely flat. Despite being blue most of the time, they can, in fact, change colors depending on Arieen's mood.
Personality
Arieen is a very emotional person, despite her calm outward appearance. To keep her magic in check, she must maintain an image of serenity, inside and out. Of course, she is very easily swayed into one emotional state or the other. Usually, she's seen with a stress ball or some other type of gadget to help her relieve this tension. Another word that can be used to describe Arieen is mischievous, as Fae usually are. She almost always has a plan in mind, or a trick up her sleeve.
Notable Relationships
Lucinda of Court Fairea: Birth Mother, deceased.
Lady Kaleigh of Court Mistwalker: True Mother, alive.
Lord Galleth of Court Mistwalker: True Father, alive.
Queen Alula of Court Mistwalker: Owner by Oath, alive.
Everyday Skills
Cooking
Sewing
Basic First Aid
Good With Directions
Biography
Unable to get pregnant, Lady Kaleigh made a pact with Queen Alula to have a child, saying that on the day of the child's twentieth mortal year, she'd give the girl up to Her Royal Highness. So, Alula assigned a fae of Court Fairea to be the girl's birth mother. Lucinda, a commoner, died during childbirth, but her daughter Arieen came out pleasantly plump and healthy. Growing up, Arieen was tossed back and forth between her true mother and her technical owner. She was taught the ways of Royalty on both ends, but never truly experienced a childhood. On her twelth birthday, she took the tests required to join Nox Tenebrae, in an effort to please her Owner and come back to the court a stronger fighter. She got in the same year, and has been preparing for her return home since.
Combat
Fighting Style
Arieen fights from the back, preferring to assault her foes with long range attacks while the peasants die for her in close quarters. Usually, she is seen fighting with a longbow or some other sort of ranged weapon. She is adept in using slings, and throwing weapons such as daggers. As of joining Nox Academy, she typically fights with a compound bow. She also fights using magic and mind tricks, as is the way of her court. She will often use the illusion of fighting close quarters, when in reality she's attacking from afar.
Illusion/Mental Magic: An umbrella term for the magic used by those in Court Mistwalker
Illusions: Arieen can target an enemy by breaking into their headspace and discovering their fears. She can then throw up illusions based around these fears, such as spiders crawling up one's body or a giant snake slithering toward them. The illusions are incredibly lifelike, and the person experiencing them will feel, smell, hear, and even taste whatever she throws at them. Occasionally, her illusions revolve around distraction. Rather than scaring her enemy, she'll create duplicates of herself or her weaponry to throw them off guard. If an illusion attacks an enemy, the enemy will feel and even see the attack doing damage, while in reality, they'll be completely unaffected.
Making Dreams a Reality: Arieen can create tangible objects based on someone's/her own imagination, so long as the object is inanimate. For example, she can create a balloon animal shaped like the Sphinx from thin air, if she depicts it in her mind. The process is more difficult than it seems, as she has to envision how it would affect the five senses (how it feels, smells, etc.). However, she can usually summon up an extra arrow mid-combat, as she knows how it'll feel and look.
Ritual Magic: An umbrella term for the magic of Oaths.
Like most Fae, Arieen is versed in the magic of oaths and rituals. She is able to perform absolute, binding contracts with creatures of mundane or magical descent. Usually, she does so in exchange for more power or pawns to throw away when the time comes. The oaths are usually signed in blood on her end to bind her life magic to the contract, and the person she's contracting ordinarily gives up their True Name to seal the deal. Once she receives the True Name of the person she's in a contract with, she's able to control them to a certain extent in order to get what she needs out of them.
Flight: Through use of magic, Arieen is able to fly.
Immortality: After reaching the age of sixteen, Fae stop aging and remain that way until death. They can increase their weight and muscle mass, though doing so is extremely strenuous which is why most Fae attempt to alter their body before maturity. Some distinguished Fae will age themselves through usage of glamors, to appear more mature than their counterparts.
Weaknesses
Iron: The most toxic metal to all Fae-Folk, iron will burn their flesh if it comes into contact with their skin. Arieen is no different. Of course, iron is also able to deliver a killing blow to any Fae.
Wings: For most Fae, the wings are the source of their magic. Cut off the wings, cut off their magic abilities. The same goes for Arieen. Not only does it cut off their magic, but it is excruciatingly painful as the wings are full of nerves.
Frail: Fae possess the same physical weaknesses as humans, and are usually frailer than mortals. Even fae that have trained their whole life in the art of combat are easily broken, so most rely on long-range combat.
Emotional Weakness: Having been born to a daughter of the Court of Fairea (the court of emotions), Aireen has all the weaknesses but none of the benefits of empathetic magic. If she attempts to use her magic whenever she is angry or in a weak emotional state, it will backfire. Her illusions will appear twisted, which can be alright in some occasions but detrimental in others. She will also be unable to summon up objects without them coming out disgusting.
Well-Rounded Magic Users: Due to her focus in the art of illusions, she can be easily outmaneuvered by a more well-rounded mage.
Basic Information
Name
Yesenia
Age
28 (Appearance) | 46 (Tree Age)
Gender
Gender Neutral- She/Her
Ethnicity
American
Nationality
American
Species
Dryad
Detailed Information
Appearance
Feminine Form: Yesenia's preferred form is more feminine. In this form, she stands at a standard height of five feet, four inches. She is made up of yielding bark, easily flexible with a wide range of motion. Her hands are slender branches rather than the average digits, but she has opposable thumbs which allow her to pick things up like a human. As seen in her picture, she is quite curvaceous, mimicking an attractive body type with an ample bosom. While her arms are relatively slender, much like a tree she has thicker legs to support herself. Masculine Form: This form is meant mainly for battle. As such, it is made up like a suit of armor, with flexible joints but a tough shell everywhere else. In this form, she stands at a height of six feet. Her digits in this form are much more defined, but everything else is a rather blank canvas. It looks like she's wearing a mask, but that's just her face. Communication in this form is more difficult, as everything comes out sounding like a groan.
Personality
Yesenia is a rather simple person. She finds joy in the small things and almost always has a smile on her face. She's extremely difficult to shake or perturb. She loves making friends, especially ones who will outlast her. She seems to find an extreme amount of pleasure in watching people pass away naturally (of old age, rather than death in combat) around her, and is unable to understand why people may be uncomfortable or sad about this form of death. While she doesn't necessarily enjoy things such as combat, and will usually try the diplomatic route, she will do what's necessary to keep herself and her friends alive so they can pass away as they're supposed to.
Notable Relations
She knows little about her relatives.
Everyday Skills
Gardening
Wisdom
Singing
Great Listener
Biography
From the moment she poked her head through the surface of the soil, Yesenia has been alive. She's always been able to shift between her tree form and her dryad form, it just came as second nature. She's traveled the country, rooting into the soil of a new city and watching people pass by around her. For a while, she traveled with a group of other dryads. Upon visiting New York, she made friends with a dryad who talked about an academy for people like them, where they could be safe to grow until the end of their days. Leaving behind her old friends who insisted on traveling, Yesenia took the tests and managed to make her way into Nox by the skin of her teeth.
Combat
Fighting Style
In her feminine form, Yesenia acts mainly as support. She does her best to stay in the background, defending wounded comrades. She can get into the heat of things, but she usually uses an area of effect magic. In her masculine form, she's a brawler. Grappling and boxing are her strong suit. She'll fight with everything she has available to her, using her nature magic and other cheap tricks (including her attack creature, Buck) to her advantage. She doesn't show any mercy, because by this point she's already tried the diplomatic route.
Strengths
Fighting Dirty
Using Nature Magic
Supporting/Area of Effect
Fighting Alongside Buck
Weaknesses
Joints
Lacking Supernatural Strength
Fighting Clean
Feminine Form's Lack of Armor
Equipment
Plant Seeds
Powers & Abilities
Powers
Feminine Form
Nature Magic: The umbrella term for Yesenia's ability.
Plant Manipulation: Yesenia has strong control over plants. She can manipulate them into growing at unnatural rates without the need for water or sunlight, as is seen when she uses packets of seeds for attacks. These plants will take on the shape she requests of them, including giant thorns and protective barriers. Her plants have an unnatural level of strength, being imbued with her magic. They can wrap around foes with ease, penetrate light-medium armor, and create barriers.
Plant Communication: Yesenia can communicate with all plants.
Plant Mimicry: Yesenia can turn into her tree whenever she wishes.
Masculine Form
Knight of The Forest
Bark Armor: Yesenia is coated in a layer of thick bark in her masculine form.
Suicide Plant: Yesenia's palms and knuckles can sprout the needles of the suicide plant. These needles, upon making contact with flesh, cause extreme pain to the enemy.
Companion Control: Yesenia's companion, Buck, listens to her commands alone. He will willingly die for her in battle and is a skilled combatant with both his antlers and his poison ivy-laced bite.
Weaknesses
Fire: Yesenia is weak to all forms of fire. She is incredibly weak to enchanted fires.
Asthma: Due to the pollutants in the air, especially those in New York, in her humanoid forms Yesenia is an asthmatic.
Needs of Plants: Like a normal plant, Yesenia must have frequent access to the sun and water. She must be watered heavily at least once a week, and she must have access to the sun daily.
Chemicals: Pollutants and chemicals weaken Yesenia substantially.
Helena has long, pink hair that can reach down at her feet, with blue hues at the end. She keeps some strands of her hair in braids, but lets most of it just loose. Her eyes are a mix of pink and blue, though they do seem violet when viewed at a distance. She will always wear puffy dresses whenever she is in her castle; outside, she makes sure to wear casual clothing that lets her run and skip and hop with ease and comfort. When given the chance, she will always pick looking casual than looking formal. Lastly, her bangs cover up the pink crystal on her forehead.
She looks like a mix of a squirrel, fox, and a cat with furry whiskers and a puffy tail. Her bluish white fur is colored with strands of pink and dark blue. In this form, her crystal juts out more and looks more like a horn that she can also use to fight against enemies. She wears a golden necklace bearing the symbol of her family with blue ribbons attached to its chain. Though she may be shorter in this form, Helena is more nimble than ever.
Personality Helena has always lived a sheltered life ever since she was a young one. She longed of the day she could explore the world outside of their kingdom, to know what it's like living beyond the place she grew up in. She would often read books that came from the outside world, as she thought of these books as her windows to at least get a glimpse of the beyond. She's an adventurer at heart, but she was bound to her duty as a princess, and the protectiveness of her parents grew tenfold as she was their only daughter in their children of three. Even if she had a wealthy upbringing, Helena was beloved by her people not only for her beauty but also for her golden heart.
Notable Relations King Harold Brighthart - ruler of the Kingdom of Clartellus; her father Queen Gloriana Brighthart - wife of the king; her mother Prince Rachfort Brighthart - first-born prince, heir to the throne; her eldest brother Prince Valor Brighthart - second-born prince, middle child; her elder brother General Fiona Springrain - commander of the kingdom's army; Glorianna's elder sister, Helena's aunt
Everyday Skills
Arts
Playing musical instruments
Singing
Reads books fast and is knowledgeable about stuff
Biography There is not much to know about carbuncles, and their kind intends to keep it that way. Ever since humans first saw the crystal shining like a star on their forehead, more often than not that these humans will chase after it and claim it as their own. Carbuncles lost some of their fellow kind to the greedy humans, and in retaliation they sway them with the beauty of their glowing crystal and lead them to an early grave, the cost of their greed. They are reported to been along the south of the Americas, yet their true home is in England. There, they have lived in peace and prosperity for centuries, away from the sinful hearts of humans. As of now, the carbuncles live in a forest full of mystics and magics in a kingdom called Clartellus, where crystals and precious gems grow amidst the tallest trees and shine as bright as the stars in the heavens. Large fortresses made of crystal and stone serve as the walls of the kingdom as the Veil prevents it to be seen by humans, as any who perceive it will think that there would only be trees and grass there. Only a few of their kind are allowed to leave the kingdom beyond the Veil, only to return with news of the outside world to keep their rulers up to date on what is happening outside.
They are fine in living under their earth for all of eternity, but it was Helena who advised her father the King that it was time for them to venture out into the open, that they do not have to live in fear anymore. The King was fully against it, thinking that it would violate the very reason why they have been alive for so long. His Queen supported Helena's idea, saying that if they will forever be lost in the sands of time should they not value the essence of change.
The King agreed but only if Helena will enroll at an academy called Nox Tenebrae, a school that teaches its students to protect the world of creatures like the carbuncles to be seen by humans. He knew of how much Helena craved to see the world and he figured enrolling her in the academy will have her dream come true. He also knew that the academy will teach her how to defend herself and develop her powers more. Her parents also contacted the head of the academy, saying that she will be treated not as a princess but as a student of their own. This will allow her to find her true self and to fully grow from the experiences that will enrich her life.
Combat
Fighting Style Helena sees herself to be fit with both the roles of a mage and a support, focusing more on long-range light attacks and harnessing her magic to support her allies and to trick her enemies. She dislikes fights that require physical contact, but she uses her nimbleness to run about to provide support for her friends, going to their sides quickly to aid them. She uses a scepter whenever she is in human form that helps draw out her power from within her, as using it also helps her in focusing her magic. She is more adept in controlling her magic when in carbuncle form. Her Aunt Fiona also sees to it that she will be knowledgeable with the use of, at least, a dagger, to help her out more in times of great peril.
Strengths
Use of long-range and wide AOE magic
Tricking and misleading enemies
Providing moral and magical support for allies
Weaknesses
Any form of close combat
Feats of strength
Lack of prowess towards actual fighting
Prone to panic when deeply stressed in battle due to her upbringing as a princess
Powers >> Light Magic = Carbuncles have mastery over controlling and generating light using the crystals on their forehead. All of the carbuncles' magic are based on and heavily affected by the presence of light, though like her kin, Helena can emit her own bright light from her crystal to blind enemies or to light up a dark space. She and her could even use their crystals as horns to outright attack enemies because of their hardness. > Illusion - Helena can bend light to control how others could see her and her targets, but it won't change their voices so they should be fine as long as they don't speak. She is also naturally immune to light-based illusions as well. > Invisibility - Helena can also bend light in a way to make herself invisible to the naked eye. > Light Attack - She can focus light from her scepter or her own crystal to let out a beam of light or more, capable of blasting enemies away. She can also release focused light in waves and spheres. > Purifying Light - She can use her light to heal wounds or purify things corrupted by darkness. > Benevolent Aura - Helena can emit an aura from her crystal that can make anyone near her feel relaxed and at ease. >> Agility - Helena is quick and nimble, but she is faster when in her carbuncle form, able to outrun enemies and climb trees naturally faster.
Weaknesses/Limitations >> Absolute Darkness - Because all of the magic of the carbuncle are based on light, they are useless when it comes to very dark places. Though they can generate light of their own, it uses up more of their magic reservoir than using the light available in their surroundings. >> Physical Power - Carbuncles may not be that known, but they are definitely not noted for their physical strength. Any other physically stronger being can easily defeat a carbuncle. >> Crystal - The crystal on their forehead are the source of magic and power of a carbuncle. They may be hard but they can still be broken with enough force. When broken, Helena totally loses her power and has to wait for her crystal to naturally regenerate into its former glory to regain her magic. >> Knowledge of the World - Helena's kin have been living in secrecy in their own kingdom, only getting bits of news delivered by messengers and scouts. Other beings could use Helena's lack of knowledge of the outside world against her. She will even be prone to culture shock. >> Princess - She is not a trained fighter nor did she grew up having to fight for her life. She may find herself become stressed out when the pressure of a battle takes over her completely, though she would eventually become more relaxed as she spent more time in the academy.
Appearance: Jack is about 6'2" with medium length, scraggly brown hair, lightly tanned skin and dark blue eyes. His body is muscular and toned but leans towards the thin side of the scale. He is almost always wearing a suit made of a specialized, flame retardant fabric.
Personality: Jack is quick to smile and laugh, and tries to bring a lighthearted attitude to most situations. He stays calm and collected whenever possible, more out of necessity then anything else. He is intelligent and able to quickly analyze most situations. While he is generally friendly, he does not open up to anyone about himself or his past, keeping everyone at arms length. On those occasions that he does lose his temper, he becomes violent and dangerous, lashing out at any foes and not paying a great deal of attention to anyone caught in the crossfire. He also has an unfortunately strong bias against vampires, hunting them whenever given the chance and steering clear of any that have joined Nox Tenebrae.
Notable Relations: None.
Everyday Skills: Do too the need to almost constantly eat, Jack has become a rather accomplished chef. He has a love for science and spends a good deal of his free time studying biology and chemistry. He's good at driving things faster then they should probably go. He's good with numbers and money. Smoking, and doing those stupid little smoke tricks.
Biography: Six years ago Jack lived a perfectly normal and happy life. His parent had passed away from old age and he had no siblings to speak of, but he had started a little family of his own. He was married to a beautiful young woman name Elizabeth and they had just been blessed with a baby boy, Darrek. Jack was working an easy, if horribly boring, job as an accountant, and him and Elizabeth were preparing to buy their first house. All and all, Jack was living a perfectly mundane and easy life, the American dream.
All of that disappeared in the worst 10 minutes of Jack's life.
It had been a late night run to the local ice cream parlor for a couple of ice cream cones for him and his wife. This was their special treat after a long week. Date nights were rare with the new baby, and this was Jack and Elizabeth's way of spending some quality time outside of the house. The roads were empty, and Jack was telling one of his signature cheesy jokes that always made his wife giggle and call him stupid. Jack slowed to a stop at a light and turned to look at his beautiful wife while, when something slammed into the side of his SUV. Its still hard for Jack to remember exactly what happened, he remembers darkness and fire and blood. He remembers praying to hear his son crying but hearing nothing. He remembers the sound of metal twisting and pulling, and his wife, his precious Elizabeth, screaming, and then gurgling. He's still not sure how he managed to crawl out of the wreckage of his SUV, or how he managed to stand with 3 fractured ribs and a leg broken in four places. But he does remember the face of that thing, of the vampire that was feasting on his wife, draining the life out of her already battered body. He does remember his scream, a scream filled with so much blind rage and pain that it barely sounded human. And he remembers the fire, that fire that sprang from the rage and pain of his shout. The fire jumped at the vampire all at ounce, catching it by surprise. Jack continued to shout, and the fire continued to rage more and more ferociously. The vampire screamed, Jack screamed, and then the world went completely black.
The next few days were hell. Jack pieced together what had happened afterwards. The creature, likely a newly made vampire, had crashed a vehicle into the side of his SUV, flipping it. It was likely that the beast was blind with hunger and confusion from its new circumstances, but Jack couldn't care less about WHY it happened. The official story was that the other driver had managed to run away after the crash, and that Jack's wife and child had been killed on impact. It was all bullshit.
As one could probably guess, Jacks life was never the same. He quit his job and gave up on buying a new house. He spent months recovering, and his life spiraled into a deep depression. Only one thing came out of the disaster that could be considered positive, Jack's pyrokinesis awoke. At first, it was terrifying, being able feel the presence of fire, and to command it. But with time, and practice, it became Jack's saving grace. It was power, one that had likely been buried deep inside of him until his traumatic loss, and one that he could use to hunt down the thing that had killed the two most important people in his life.
Jack began to train the ability himself, but it went poorly. His temper would quickly get out of control, causing him to lose control of his abilities. It wasn't long before Nox Tenebrae found him, and promised to help him control his abilities and to find the creature that destroyed his life. Jack has spent the last five years with Nox Tenebrae, training to control his own abilities, and to hunt down the monster that cost him everything.
Combat
Fighting Style: "Everything burns if you try hard enough." Jack's primary style is close to medium range combat. He primarily uses his pyrokinesis, but he has become an exceptional shot with the pair of pistols he always carries.
Strengths:
Jack's strength and speed are above average for a human.
He has excellent precision with fire arms.
Jack is able to quickly examine a situation and come up with a plan of action.
He has spent the past five years spending almost every spare minute he had studying, and thus has a contingency plan for dealing with most supernatural things.
Weaknesses:
Jack rarely has anyway of dealing with a creature long range.
He is not a martial artist, and while he is strong for a human, he lags behind a good number of supernatural creatures.
Since his pyrokinesis awoke, Jack has to be incredibly careful to control his temper, if he loses control in battle he doesn't pay attention to his own well being or the well being of those who are with him.
Equipment: Jack carries a pair of Desert eagles and several different types of ammo to accommodate different situations. He also has a specialty glove that create a shower of sparks when the fingers are snapped. His clothes are made of a special flame retardant cloth, this is mostly to ensure that he doesn't burn away all his clothes while in combat.
Power/Magic Abilities
Strengths:
Pyrokinesis allows Jack to control or produce fire at will. It is far easier to use an existing flame, however, it is possible for Jack to produce flames from nothing.
Jack is highly resistant to both fire and heat, enabling him to survive temperatures and conditions that would be fatal to others.
Weaknesses/Limitations:
Since the awakening of Jack's powers, it has become far easier for him to fly into a rage and lose control of his powers, a dangerous situation for everyone involved.
Jack's powers consume calories and energy, if he pushes himself to hard he can become shaky and light headed. If he continues to push himself too hard he can pass out from the exertion and even die. In order to avoid this Jack has to constantly eat in to replenish himself.
AGE Human l Nineteen Cryo l Quite Old, soon to crack
GENDER Female
Ethnicity Nordic
Nationality Iceland
Species CryoPhoenix Similar to a typical Phoenix, however instead of fire and ash they are associated with ice and snow.
Appearance
Personality Being what she is, Eira has a very noble and elegant feel to her. Due to her "icy" look she comes off as unapproachable and intimidating to many - though for those who do get to know her and even simply speak to her can instantly tell that she's just a girl trying to get her barrings in an unfamiliar world. She can be hard to get super close to, due to some trust issues and weariness she has a hard time warming up to others, even though she really wants to have friends.
Notable Relations βAki Novrandt; Adoptive Human Mother βRune; A mink owned by Aki that has kept Eira company.
Everyday Skills β Gardening β Using medicinal herbs β Singing β Is good at making other feel comfortable
Biography The exact place of Eira's birth is unknown, what is known is that she was found as a toddler by a woman named Aki at the base of a large snowy mountain. At first the poor woman had no idea why a child would be by themselves, especially so far from the nearest town. It didn't take long though for her to realize that Eira was not a normal child for in a moment of fear the once human child was engulfed in ice and morphed into a magnificent bird. After that the woman realized she couldn't take the child back to a human village, so instead she took the child deep into the mountains to raise her. She didn't have any family nor any close friends and saw it as an opportunity to help someone in need, to do something with the bland and boring life she had been living. For 13 years Aki raised Eira like she was her own, doing her best to help the girl hone her special abilities and to teach her some human ones as well. While it was obvious that Aki wasn't her real mother Eira didn't care, she knew nothing before Aki and only cared about the life she had with Aki. The biggest downside of living so far within the mountains was there was almost no contact with other people, they were isolated so Eira did not get the proper social interaction that most children need. As such she is very quiet and doesn't know how to talk to people well, always second guessing herself. One day a they came across a traveler, a man who seemed more monster than human. Noticing that Eira wasn't normal he purposely mention a placed called "Nox tenebrea", supposedly it was a school of some sort filled with people who weren't human. A few months later after much begging Aki allowed Eira to go.
Fighting Style Eira is a long ranged fighter. She uses her ability to harness the cold to manipulate ice and snow to her liking, either supporting her friends from the back or using her stronger spells to provide powerful attacks. While she typically doesn't use a weapon she can sometimes be seen holding a necklace of Azure in one of her hands while using her abilities - A medium to help better control her powers. Eira does know one or two healing spells, however they are not that strong.
Strengths β Long ranged spell casting β Supporting β Sudden bursts of damage
Weaknesses β Close combat β Fighting against someone who can cast quicker than her β Quite clumsy
Strengths βCryokinese; The ability to reduce the kinetic energy of atoms and thus making things colder - as such she can turn water into an of these; Ice, snow, hail, slush and Icicles. She can also combine some of these or form various object using Ice. For example; Crude ice weapons, Ice projectiles and other things. βHealing; Eira is able to use basic healing abilities. She can Can heal minor wounds such as cuts, bruises, and light burns. She can also have someone Recover from minor to moderate blood loss.
Weaknesses/Limitations β- Is limited to only being able to make ice/snow from already existing sources; most commonly water. If she happens to be in a very dry area than it is highly possible she will have great difficulty in using her abilities. β- The ice she creates is not special, it is subject to being destroyed with the same methods normal ice would. Simply breaking it, melting it or other ways. β- Because she cannot do close combat and is not used to fighting if someone is able to get in her face than she often will falter, giving her attacker a chance to take her out of the fight. Because of this she relies on staying in the back.
βTheme Song β Has a thick Nordic accent, though is working to be understood more easily. β More to possibly come
βΉappearanceβΊ TalΓa is a harpy, which is apparent from the feathered white wings she possesses, which are the same colour as her short hair. She also possesses the signature sharp teeth and odd legs of her species. Her legs begin to turn a bluish colour mid-thigh, becoming more scaly near her ankles before ending in black talons. She tends to dress lightly, due to her innate resistance to the cold, but always wears her necklace. It is not heavy nor is it made of metal, but instead of beads, string and feathers coloured similarly to TalΓa.
βΉpersonalityβΊ TalΓa is a bit aloof. She is often seen with a vacant expression, just listening along to people. It's down to some kind of combination between shyness and never really knowing what to say. There are, however, a few things she is very enthusiastic about. She is also quick to jump to conclusions or lash out, though she often feels guilty about it later. Despite this, she doesn't tend to apologise for these outbursts out of pride. Her English isn't perfect, and though she can converse well enough, a few things go over her head, not to mention her habit of taking things too literally.
βΉnotable relationsβΊ
Isabella Starling - Step-Mother
Leif Kristiansson - Father
Four sisters, and one brother.
βΉeveryday skillsβΊ
TalΓa speaks the language of the harpies, as well as half-decent Icelandic and English.
In true bird nature, TalΓa sings well. There aren't any distinguishable lyrics - at least in any kind of human language, but she's sure that if she tried to sing those kinds of songs, she'd still sound good.
She's very flexible, though the wings don't bend more than they're supposed to.
Well-adapted to not having arms. She uses her clawed feet in place of hands most of the time, though she can sort of pick things up with her wings.
βΉbiographyβΊ TalΓa was born as one of many expendable harpy girls who didn't really serve any purpose in life. There were probably thousands just like her, children who had not been boys but were kept alive nonetheless. She was the second youngest of her family, the last daughter before a son was finally born.
The area she lived in was almost entirely filled with harpies. The odd human passed in and out of the town, but the isolated Icelandic village was never the centre of anything particularly thrilling. At a young age, her mother passed away. It may have been a tragic ordeal, but TalΓa was so young she could not even remember the woman. Years later, her father found another partner, a lady from south Europe. She was close with her step-mother. She was from a different place with different people, and a strange culture that was similar yet different. One that told her that she was more than a child who hadn't been a boy.
"You can do anything you want with your life, my dear."
"What is there to do?"
"Plenty. Now listen closely..."
Eventually, TalΓa settled for Nox Tenebrae. She took the exams, passed with (excuse the pun) flying colours. She still isn't sure what to do with her life, but becoming an Agent of the Veil doesn't seem like it would be too bad.
helloc o m b a thello
βΉfighting styleβΊ TalΓa does not fight with weapons (it isn't as if she can hold them, anyway), but instead with her razor sharp talons and impressive agility. Her preferred method of fighting consists of getting in close, attacking, and then retreating to safety. She can take a few hits before going down, but would prefer not to.
βΉstrengthsβΊ
TalΓa excels at taking down single targets quickly, before they have the chance to counter, or at least retreating before they can.
Open areas or ones with lots of space to move around and large obstacles to hide behind are best for TalΓa.
She is very fast, and moves from one place to another with ease.
βΉweaknessesβΊ
Because of her wings, TalΓa takes up a lot of space and isn't too difficult to hit if she is stationary or moving predictably.
Confined spaces are her doom.
Her defence is poor, to say the least. She prefers to focus on offence.
She has almost no ranged capabilities.
βΉequipmentβΊ None. She can't really use it, anyway.
hellop o w e r s / m a g i chello
βΉstrengthsβΊ
w i n g s : TalΓa's wings are fully functional, and she can use them to fly.
m o v e m e n t : In the air, TalΓa has excellent manoeuvrability and speed, allowing her to fight like she does with ease.
t e e t h : With no arms or beaks, harpies have sharp teeth that are capable of tearing food apart, or creating a nasty wound. Completely concealed when her mouth is closed, TalΓa has these too.
t a l o n s : The talons on TalΓa's feet aren't just for show. They are incredibly sharp, capable of cutting much like any kind of sword would. Easier to control, too, considering that they're part of her.
w i n d : A side effect of using large wings to fly, but a welcome one. Flying in certain directions can create more interesting effects.
c o l d : A characteristic of all the harpies that live in her birthplace, TalΓa is immune to the cold and does not feel it nor does it have any effects on her. There is a limit to this resistance, but it is a very low temperature. effects.
βΉweaknesses/limitationsβΊ
l i m b s : Or lack thereof. While she has adapted to most aspects of life, and her wings are a fine substitute, not having arms proves to cause many difficulties. Most things seem to be designed for people with hands, not to mention that she cannot utilise conventional weapons.
s p a c e : The size of TalΓa's wings cause issues. She can fold them back, but they are still large, making life awkward, and being a bit of an issue when moving through areas like forests, as well as there being more of her to hit.
d i e t : Flight uses up a lot of energy, and this needs to be compensated for by eating more. Coupled with the fact that TalΓa prefers to fly rather than any other means of movement, the amounts she has to eat can be ridiculous. Her diet consists of a lot of meat, but it's more of a personal preference on her part.
w a t e r : If TalΓa's wings are wet enough, flying becomes impossible. They take a while to dry as well, sometimes hours.
w e a t h e r : Bad weather is not for flying. Rain, snow, hail, strong winds - all of it renders her earthbound. She doesn't like hot weather very much either.
u n u s u a l : There are just some things about wingless folk she'll never understand. The cultural differences are vast, not to mention the oddities of being a harpy.
helloe x t r ahello
βΉuseless harpy factsβΊ
Harpies have unusual tongues that are longer and slightly thinner than a human's.
The harpy language consists of chirps, clicks and whistles. A lot of the sounds are hard to make with a regular human mouth.
Appearance Alex stands at 6'1 and despite how slender and enchantingly graceful he might seem, he is quite heavy and massive, and not just because of his muscles. His denser bones and additional appendages provide a weight a human of his size would find unlikely to match, and though it might seem counter-intuitive to the magic-less, this characteristic doesn't deter his flight or agility. Though he's officially a Dragon-kin, his mother being an elf means he is considerably less reptilian than others of his species, his scales an unusual shimmering light-gray, his pointy ears and the feathery steel wings unique to him. He might be considered pretty if it weren't known he's a freaky outcast produced by an union between one of a Monster race and one of a Civil race. While he prefers leaving his long matte black hair free, he will tie it up into a ponytail or a bun for combat purposes. Clothing-wise, he always chooses practicality and/or comfort over style, though his inclination for darker colours is obvious. While Dragon-kin tend to go topless or wear some sort of a wrap-around, Isaia has enough practice altering regular shirts, sweaters and coats for his wings that they are a regular part of his attire. To account for his tail, Sai simply wears low-rise trousers.
Personality Alex can very well play the role of a cynical and sarcastic little shit, full of spiteful self-satisfaction and arrogant disdain, though this posturing is mainly for show against those who are openly hostile to him, including those vile gossipers who think themselves oh-so-clever for not openly engaging me. Alright, so it's true he's kind of bitter. And vindictive. Even when casually interacting with someone, he tends to be caustic, or as some would call it, blunt; it's honestly a habit at this point. But he's fairly good at keeping his temper in check, a trait others might find unlikely considering he's ready to spew poison, or, when the situation calls for it, even engage in violence to keep thoughtless prejudiced idiots from bothering him. He is most welcoming of indifference, and believes in a quid-pro-quo exchange of politeness, but is incredibly suspicious of anyone too charming, too friendly. He has cause enough to be paranoid, er, cautious. His motivation, unlike his complex variety of defense mechanisms, is simple and straightforward; he simply wishes to prove himself as a competent individual, be accepted by at least one non-parental figure, and overcome his bouts of anxiety and restlessness to eventually gain that cool self-assurance he so much admires but can only imitate.
Notable Relations His father, Argimiro "Argus" Vito Suriano. His mother, Lyari Alanis Raloren Suriano.
Everyday Skills Drawing. Meditation and yoga. Sewing. Video gaming.
Biography His father was a respected member of the Italian branch of Dragon-kin. To understand why the once respected Argus in no longer so, it should be pointed out that Dragon-kin are a traditional and ferocious species priding themselves for their dragon ancestry; some claim their predecessors had conquered and stolen from (or, more realistically, mated with) dragons, others proclaim they are the result of ingenious magical engineering, and the rare few simply see their origin point as another wonderful coincidence of nature, but all Dragon-kin treasure the fact that since their species' inception, they've kept their bloodline pure and true, with perhaps the rare occasional dark spot of mating with another serpentine Monster species that kept Dragon-kin in certain parts from dying out. However, since his father's madness (and, as the elves might add, the madness of his mother) of falling in love and pursuing an union with not only a member of the Civil races, but one of those most well-known for being just as proud of their supposedly superior culture as the Dragon-kin are. As such, he and his parents were shunned from their respective societies as soon as he was born, which is why the trio moved to Australia.
Alex spent his childhood and part of his adolescence living among humans, his parents and he hiding their supernatural heritage with the help of his mother's glamour. Though he's technically half a Dragon-kin and half an Elf, his Dragon-kin characteristics are vastly dominant, so as far as his abilities are concerned, he was mainly taught by his father. From twelve to sixteen he trained among Indonesian Dragon-kin but this was something possible only because while they knew he was a mixed-blood, they weren't entirely certain which species his mother was. Four years of begrudging acceptance later, they finally discovered his family's "deception", and Isaia had to transfer to Nox Tenebrae if he wanted to continue an education befitting a supernatural being, though not one necessarily specialized for Dragon-kin. Nonetheless, this school is a place Alex came to be most comfortable with, because while there are still plenty of prejudiced folk around, the teachers at least are good at pretending indifference or genuinely care only for training him instead of whatever his personal circumstances might be.
Fighting Style Middle to close ranged combat. Sai can use the devastating combination of his magic and glaive most effectively and precisely at mid-range, and while he's less comfortable at a closer range, he's well versed at using a knife or going hand-to-hand.
Strengths Areal combat. Give him the ability to fly around a battle-field and freely use his air and fire magic, and he will wreak utter destruction to anyone ground-locked. Flying for him is natural and a joy; everything is easier in the air, and even facing enemy fliers is less worrying than being chained to the ground.
Weaknesses Fighting at a close-range on the ground restricts and often entirely prevents the use of his air-magic, since doing so requires him to spread open his wings, not only exposing them to potential danger, but also upsetting his own balance if he's careless about doing so. He's the least effective at a long range, because for his attacks to reach the target, he'd either have to get a lucky concentrated shot in or spread his fire and air assault so wide that its power would be vastly reduced.
Equipment A fire-resistant glaive that needs to burn for a long time before fire can destroy it. Fire-resistant trousers, belt, and knife. Isaia still needs to get a new set of the equipment about two to three times a year on average. He owns a leather bracelet with a glamour that lets him pass as a human - an item his mother fashioned for him. He rarely has a use for it any longer, but he's still fond of it.
Strengths
Fire-breath: Isaia can set afire, burn, and eventually melt any mundane materials. As soon as magic comes into play, however, the fire can be resisted in many ways, most notably by a large enough quantity of water-based magic. Whether a supernatural being will be affected by his flames or not depends on how well they resist magical fire. He can reverse the process of fire-creation, and suck in any flames (not just his own) to extinguish them, though the fire from another supernatural creature may make him sick or even burn him if the enemy is more powerful (as an elder Dragon-kin or a phoenix might be).
Air magic: This magic is tied to his wings and is most often used for flying or gliding. However, by flapping his wings, Alex can create and partially control raging winds that are forceful enough to dent and even knock over a car. He can create high air-pressure currents to slice at and skewer enemies with, and given enough time, can make a baby-tornado. The winds can be used for support or utility to a certain extent, the most notable examples including: combining them with his fire-breath to wreak more damage, providing a visual obstruction (by rising up and spreading dust), and dispersing or disturbing air-born particles and items (e.g. pushing away noxious gasses, knocking arrows and even bullets off-course).
Tough: Isaia's scales cover his whole body and provide a good, lasting protection against damage. Blunt-type damage affects him the least, while piercing attacks directed at his eyes, wings, or in between his scales would work the best. Even with these (hard-to-aim-for) weak-points, his overall defense is still impressive.
Reptilian regeneration: Sai possesses a self-healing magic that makes him harder to kill, but works best long-term.
Dragon-kin: Compared to a human, Alex is vastly stronger, faster, tougher, and more agile. All of his senses are sharper, while his sight and danger-sense are especially well developed. His tail, horns, teeth, wings, scales, and tail are unique physical characteristics that provide additional options for attack and/or defense. He is highly resistant to fire and heat, whether magical or mundane.
Weaknesses/Limitations
Cold temperature: While he's comfortable with extremely high temperatures, the cold makes him sleepy at best (an environment of 10Β°C and lower) and may send him into a hibernation at worst (from -15Β°C and lower), though it takes at least half a day of exposure for those effects to set in. Even so, cold-based magic is incredibly uncomfortable and will swiftly cause ice burns or even frostbite. His body automatically reacts to such a threat with a fever, which naturally lowers his combat capabilities for the duration.
Lack of finesse: His air magic is all about overwhelming attacks and a furious, avenging defense, but Isaia doesn't have the kind of control that would let him perform subtle tricks, such as aiding his own (or his allies') physical projectiles to have them fly farther. To the dismay of any archer or gunner allies standing too close to him, Alex's conjured winds may instead disrupt their own attacks. While he can change the width of his fire-breath, he can only spew it forth in straight lines or a cone by moving his head in the desired direction. Finer control of the fire requires either setting himself or his glaive ablaze and engage in a fire-enhanced physical exchange.
Wings: As mentioned, his wings are somewhat easier to damage than the rest of him despite being approximately as durable as steel, and they are necessary not only for flight but for creating even the slightest breeze. If both wings ever got cut off, he would lose his entire arsenal of air magic until they were restored. Even losing a single wing would severely limit and weaken him.
Mortal: Yes, he might be as hard to bring down as a tank, but a long persistent assault will tire him out and damage him, regardless of the source. Physical damage, magic attacks, poison, or something else, any of these can get him in the end. While he has an overall good resistance, there are specific kinds of damage that he is weak to, most notably strong ice-magic if any of it gets past his fire. Lightning and electric-based attacks (such as being tased) are a curious, though perhaps lesser known weakness of his; Isaia is actually slightly more vulnerable to these than a human would be. While he can recover from most injuries given enough time, having his heart pierced, his head cut off, or being struck by a lightning for the third time (in his life-time, not necessarily in succession) would kill him. Regenerating a limb, such as a whole arm, an eye, or a wing, would take a whole pain-filled week.
Mixed-blood: In comparison to other supernatural races, he would lose in power to a lycan, couldn't match a vampire in speed, and is generally physically not quite as capable as a pure-blooded Dragon-kin. However, his personal magical strength (though not fine control of, and certainly not resistance to magic) is considered to be of a high rank. His heightened senses are a double-edged sword; they make him more susceptible to loud noises, sudden bright flashes, and generally any magic that disrupts or otherwise affects the senses.
While his mother tongue is English, his Italian is decent, and he also knows the basic of Elvish (due to his mother) and Indonesian (due to vacationing there often). His parents' marriage is considered accepted and legal only by human law. According to the vast majority of supernaturals, they're living out of wedlock, and in a shamed exile. Alex is considered an outcast by association by those that care for such matters.
Name Danielle (Dani) Nicole Carson of the Markov family
Age 15
Gender Female
Ethnicity French/Welsh
Nationality United States
Species Vampire
Detailed Information
Appearance
Having been turned at a fairly young age, Dani is quite a lot smaller than would be expected of someone her actual age, standing at a height of about 4β (122 cm) and weighing around 55 lbs (25 kg), much to her distaste. She is also on the thinner side with a slender frame that gives her a rather dainty appearance, which isnβt really helped by the fact that she has a round face and a button nose.
As expected of a vampire, Daniβs skin is almost blindingly pale and serves as a fair match to her fine, straight white hair, which she prefers to keep at about shoulder length. Because she dislikes messing with her hair, Dani tends to simply wear her hair loose and avoid using any kind of accessories unless forced to do otherwise. In contrast to her skin and hair, Daniβs eyes are a bright crimson color and are a little on the rounder side.
For the most part, Dani opts to wear loose dresses or skirts. Considering the fact that the majority of her clothes were provided by her vampiric family, they tend to be a little more old-fashioned than most and colored primarily from various shades of whites, blacks, grays, and reds. Whenever sheβs out and about during the day, she also usually wears a hoodie or jacket with a fairly large hood to help her avoid accidental exposure to sunlight.
Personality To many people, Dani can come across as being cold and distant due to her tendency to keep to herself and avoid interacting with others in meaningful ways. It is important to note that this isnβt because Dani hates being around people or anything like that. Itβs more of a force of habit that she developed due to years of being treated as a sort of outcast among her peers in the Markov family. She just doesnβt really expect anyone to particularly care about getting to know her or befriending her, so she doesnβt go out of her way to put herself out there. If someone were to convince her that they want to get to know her, however, she would certainly return the sentiment and try to get to know them as well.
The impression of Dani as being detached and aloof isnβt helped much by the fact that she isnβt particularly expressive when it comes to her emotions either. While a large part of this is due to both the education she received on how to behave in a courtly manner befitting a member of the Markov family and the trauma she experienced during her turning, itβs also just a part of who she is as well. Of course, she does still feel emotions like everyone else; sheβs not a robot. Sheβs just not generally comfortable with the idea of wearing her heart on her sleeve around people sheβs not all that familiar with.
An academic at heart, Dani also thoroughly enjoys studying and learning about new things. Her intense curiosity and desire to be prepared has prompted her to adopt the somewhat strange habit of carrying around a notebook in which she records some of her observations concerning the abilities of the different species sheβs encountered at the academy thus far.
Notable Relations None to speak of
Everyday Skills Record keeping and notetaking Solving puzzles Playing strategy games Remembering things that sheβs read or heard
Biography Daniβs memories from the time surrounding her turning are rather hazy to say the least. The only thing she really remembers is seeing her parentsβ dead bodies and the feelings of pain and hunger that accompanied her conversion into a vampire. From what sheβs been told by her elders, however, she was turned by a rather unhinged vampire that had defected from the Markov family in the hopes of starting his own family to rival the great families. Apparently, several months before her eighth birthday, he had broken into her familyβs home in order to start his new family by turning them. When her parents resisted his attempts, however, he killed them in a fit of rage before proceeding to turn Dani. Shortly thereafter, members of the Markov family who had been tracking him managed to find them and put an end to the traitor.
Even though the vampire who had sired her had been a traitor, the fact remained that Dani had been sired by a vampire from the Markov family. And so she was adopted into the family as any other more traditionally sired fledgling would have been. Unfortunately, her peers were a little more reluctant than the elders to overlook the oddities of her conversion or the fact that she was younger than them, and so she was often treated as somewhat of an outcast by the other fledglings. Though being treated this way had initially been a little hurtful, Dani eventually grew to accept it and decided to focus on her studies in the hopes that it would someday open some doors for her.
Such a door presented itself when one of the elders that handled her home schooling for the state mentioned that she might be interested in applying to Nox Tenebrae. After doing some reasearch into it, she decided that it sounded like a wonderful place for her to learn how to use her abilities better while using them for productive purposes. And so she applied, got accepted, and began a new chapter at the prestigious academy.
Combat
Fighting Style Dani fights primarily through the use of undead constructs and weakening her opponents with curses, which means that sheβs probably best classified as a long-range fighter.
Strengths
Tactics
Weakening her enemies to support her summons and allies
Weaknesses
Close quarters combat
Being unable to find a good vantage point from which to direct her summons
Enhanced physical condition: Daniβs vampiric blood makes her stronger, faster, and more durable than she appears. In her case, that means that sheβs about as strong and fast as the average professional male athelete. Additionally, she doesnβt need to sleep or breathe anymore either.
Disease and poison immunity: Dani, and all vampires, have an innate immunity to poison and disease due to their undead nature.
Immortality
Necromancy - magic concerning the forces of life and death:
Undead constructs: Dani can channel necrotic energy to reanimate corpses to fight for her or perform other rudimentary tasks. The exact capabilities and attributes of her constructs depends on what kind of undead they are. With her current level of skill, sheβs only able to raise skeletons and zombies. Skeletons are generally much easier and less time-consuming to raise than zombies, but are rather weak and easy to dispatch with brute strength. Zombies, on the other hand, tend to be sturdier and hit a little hard, though they are also a lot slower.
Curses: Dani can also use necrotic energy to inflict temporary curses upon her enemies. While curses in general can have a wide variety of effects, Dani primarily makes use of curses that slow her opponents down, weaken the might behind their blows, or leave them feeling strangely fatigued.
Necrotic energy: If pressed into close quarters combat, Dani is also able to channel necrotic energy to attack her opponents directly by draining away at their life force. Unfortunately, she hasnβt yet been able to figure out how to launch the energy sheβs channeling, so it requires her to make physical contact with her opponent. As such, its really only a last resort.
Weaknesses/Limitations
Sunlight: Direct exposure to sunlight, while not immediately fatal, is incredibly painful for Dani and can leave her feeling weak and fatigued for several hours after the fact. Of course, it kind of goes without saying that prolonged exposure (i.e. greater than a few minutes) is fatal. It is also important to note that light and holy based magic and magical items have similar effects on Dani, though to a much lesser degree than natural sunlight.
Physical limits: Despite being stronger and faster than she appears to be, Daniβs not superhumanly strong or fast, which means that sheβs often outclassed by other supernatural beings. Leverage also being a thing means that Daniβs physical attacks donβt hurt as much as they would from someone with her strength level either.
Magic: Dani requires a fair amount of time and focus to make the most of her magical abilities. As such, anyone that can pressure her directly and avoid giving her that time is at a significant advantage when it comes to fighting her. Additionally, using magic burns through the blood that Daniβs consumed like exercise burns through calories. This means that frequent use of her magic requires Dani to feed more frequently than usual, which can be problematic at times.
Silver: Objects made of silver leave somewhat nasty looking burns on Daniβs skin when they make contact, and wounds inflicted by silver weapons are much slower to heal than normal.
Garlic: While not a fatal weakness, it is worth noting that Dani has something resembling a bad allergy to garlic and so tends to avoid straying too close to the kitchen when people are cooking.
Name π± Arthur Finn (mortal name after curse) π± Radueriel (Celestial Angel Name)
Age π± 27 (years since curse) π± 13,457 (true angelic age)
Gender π± Male
Ethnicity π± Caucasian
Nationality π± kind of just appeared on earth, no legal citizenship π± American (via Nox Tenebrae)
Species π± Cursed Seraphim/Angel π± Similar to a Fallen Angel except that a cursed Angel was dragged down instead of falling. π± normal angels donβt exist the same as humans, as such before being cursed doesnβt connect with after being cursed.
Detailed Information
Appearance
Personality π± Arthur Finn doesnβt remember what he was before he as cursed; then again, thatβs like saying what do you remember from before you were born? All in all, there is one thing that Arthur hates, and that is cockiness. Arrogance is never warranted, and he will often go out of his way to take people down a peg or two. When it comes it his personality though, he prefers to remain quiet. He thinks things through before saying, so as not to make a fool of himself.
Notable Relations π± Christine Finn (a delightful older woman who is Arthurβs step mother) π± James Finn (Christineβs loving husband, and step father to Arthur, and now a ghost)
Everyday Skills π± Getting vehicles to do what they shouldnβt π± Pretty good mechanic π± Can make a mean signature cocktail π± Problem Solving π± creation of ammunition and maintenance of firearms π± a pretty good dancer
Biography π± His life as Arthur Morgan began when an Angel named Radueriel was cursed by a powerful demon named Zolros. π± The Angel was born again as a mortal baby. Indistinguishable from a regular baby, except for a βZβ shaped scar on the right hand. π± The baby was adopted by a couple of mostly human Agents of the Veil. π± The baby was named Arthur, a heroβs name Christine said. π± James and Christine raised Arthur as their own, as they were on the verge of retirement and had no kids of their own. π± It soon became apparent that Arthur was no normal baby. π± James raised his concerns with the headmaster at the time of Nox Tenebrae. π± After some testing and research, Arthurβs origins were revealed. π± The headmaster requested that Arthur be enrolled in Nox Tenebrae, but Christine wanted him to try and live a normal life. Arthur was only twelve at the time. π± When Arthur was fifteen, the farm that the family were living at was attacked by a demon seeking revenge on Christine and James. π± James, who was human, died during the attack, and Christine, who was versed in magic, managed to drive the demon back. π± Christine managed to save Jamesβ soul and bring him back as a ghost, but decided it was for the best to enrol Arthur at Nox Tenebrae where he would be safe.
Combat
Fighting Style π± Adaptable Striker π± Arthurβs fighting style revolves around staying out of the opponents optimal attack range, and landing high damage hits. π± When fighting melee fighters, he leaps and moves backwards to keep is opponent at a distance and attacks using firearms. π± with ranged fighters, he moves in and strikes with a knife. Always moving forward to keep the ranged fighter off balance.
Strengths π± A good rounded and balanced fighter. π± not afraid to use weapons or fight dirty. π± plays to his opponentβs weakness.
Weaknesses π± Fighting multiple opponents π± people who are well rounded in both melee and ranged attacks. π± Teleporting melee fighters
Equipment
Itβs a custom double barrel shotgun that Arthur typically wears it strapped to the outside of his right thigh. The ammunition he uses with it varies. Most commonly, Arthur uses a composite shell that contains silver ball bearings, Iron ball beatings and salt. He even gets his composite shells blessed by a priest. He also will use iron or silver buckshot and slugs if he knows he is going against Fairies or Werewolves respectively. Arthur also has access to wooden stake shells for hunting vampires. Basically, the larger bore of a shotgun allows Arthur to use more exotic ammunition than people who use pistols or assault rifles.
Work in dual shoulder holsters, Arthur has elected to use Rhino revolvers instead of a more conventional pistol. There were a few reasons behind this, mainly because of stopping power. For a semi-automatic pistol to have as much firepower as a revolver, it would need to be so much more heavy and unwieldy. Besides, the only pistol that even comes close is the desert eagle, and it loses its main advantage of being a semiautomatic pistol which is capacity as it can only hold seven shots. Arthur has done his research and found that opting for a revolver was the smarter thing to do. The ammunition variety is nowhere near as much as for his shotgun, but he will still alternate between iron, silver and blessed bullets depending on what he is fighting.
Left boot
Right pocket
Strapped to the outside of his left thigh
Fastened to his right shoulder holster
Power/Magic Abilities
Strengths π± Remnants of the Angels - having been an Angel, some of the divine power has carried over, strengthening Arthurβs body. Making him strong enough to lift small cars and bend metal, fast enough to move at/beyond the high-way speed limit, durable enough to withstand being thrown off tall buildings. π± Displacement Spheres - Arthur can project intangible orbs from his mark on his right hand. The orbs themselves do nearly nothing, but Arthur can manipulate where they move. Their real purpose is that Arthur can teleport to any orbs he can see. If something should obstruct Arthur where the rob is, such as the orb being half inside a person or object, the obstruction is blasted away. π± Release the Demon - Arthur can temporarily give into the curse. What this means is that the mark on his hand grows. It grows out and corrupts his right arm. Giving into the curse has a number of effects.
π± Teleportation no longer requires Displacement Spheres. π± His strength increases to being strong enough to lift heavy vehicles and punch through steel, fast enough to move at subsonic speeds, agile enough to leap over small buildings and dodge supersonic attacks, durable enough to withstand bullets, grenades and low-to-medium explosives. π± Arthur can steal life force and power from people he grabs with his right hand. How this manifests depends on the target. It would kill a human, but for supernatural creatures the effects are a little harder to predict.
Weaknesses/Limitations π± Arthur needs like of sight to his displacement spheres to teleport to them. π± Arthurβs right hand needs to be free to create displacement spheres. This means if he wants to teleport, he canβt use weapons in his right hand. Given, he is right handed, it makes it quite difficult. π± Given that the Displacement Spheres are visible, it can make his Teleportation predictable. π± While the curse is released, Arthur looses all value of life, be it human, his friendβs or even his own. π± Stealing the life force of certain creatures can be detrimental, and there is no way of knowing before hand. For example Demon Life Force may physically and mentally hurt him by the dark energy that it is. π± Stealing the life force of anything risks the corruption growing, and makes it harder to reseal. If it spreads too much, it risks taking over Arthurβs humanity and he will become a mindless beast.
Personality On the outside Severin comes across as flighty, arrogant, loud and energetic. He lets life move him and one of his biggest phrases is "just have fun." As a pixie Severin loves to play pranks on people and sometimes doesn't realize that he can upset people with what he does. What many people don't realize is that Severin is constantly worried about losing those around him, it is a constant fear that is forever in the back of his mind. He uses his sinful ways as a way to cover up what he fears. It is also why he refuses to get close to people, though some have managed to worm their way through the cracks. While Pixies have quite a bit of magic none of it can be used to fight for those he loves, he knows he is powerless and in the end - A coward
Notable Relations How can you have relations when they were killed?
Everyday Skills β Can paint a pretty picture β Has a way with words β Has a charm that draws people in β Knows several different languages
Biography Severin was born in Ireland to one of the largest Pixie colonies that existed at the time, he was raised with a lot of love and passion by everyone. His childhood was great in pixie standards; Making the world around them a brighter and happier place. They would charm humans to dance with them, heal children who were sick, nurture animals and of course playing the occasional prank. The area in which his family lived was quite well known in Ireland, humans were naturally curious and often ventured from far away to get a look at the tiny creatures who danced and simply had the best time of their lives.
This changed though when a group of Fairies showed up. While usually the two get along these particular Fairies were hostile and had a taste for evil, The Mistwalker Court. The Pixies should have known to not resist but they had a strong attachment to their homes and didn't want to leave, that was a mistake. The Fairies swept through and killed many of Severin's colony, he himself barely escaped, a large scar on his back is a constant reminder of that. The rest of the Pixies who did live scattered and Severin found himself alone, for a long while he simply floated in a state of grief. Eventually though he did settle down near a small human town, though nothing was the same.
After wallowing in self-pity for much too long Severin realized that those Faries were still our there and could very well be inflicting the same kind of grief on other's. Hell, any creature could be doing that, destroying families and lives. With a newfound motivation and goal the Pixie made the decision to take the entrance exam to Nox Tenebrae and barely passed.
Fighting Style Unlike most of his kind who fight from the back lines Severin has taken to close combat, along with using his Pixie powers to confuse and disable his enemies. Although they are still weak Severin is best with Illusion magic, however like most Pixie's he has some sort of ability to use plant magic as well. While he can't make giant vines come out of the ground he can cause vines that are already present to constrict an enemy. When fighting in close quarters he typically uses two specially made daggers he stole off a Fairy corpse after his families massacre.
Strengths β Close Combat β Illusion Magic β Support Magic
Weaknesses β Going against long-range enemies β Fight Fairies - He fears them β Magic will sometimes go out of control if his emotions do
Equipment β Twin Daggers β An earring given to him by his mother before her death β
Strengths β Illusion Magic (Weak); User can create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. While Severin can't completely make and enemy see a whole new world, he can make them see things they fear or dream of. Because of his past trauma he has a hard time furthering this ability. β Plant Magic (Medium); Severin can manipulate living/present plants that are nearby. For example if there were vines near his enemy he could cause them to wrap around and constrict his enemy, or he could cause a tree's to lose all it's leaves to make a distraction. While simple things like making a pretty plant grow doesn't use too much energy, things like making plants actually move is something can't do for very long. β Charm (Strong); Pixie's have a hypnotic charm to them, their personalities and fun nature naturally draw people to them. This makes it easy to make someone lower their guard or to got information out of people. Severin is particularly good at this as he loves to...mingle with people. β Flight; Like all Pixie's Severin can fly, though in his human form he normally doesn't sport his colorful wings. β Immortality; Like most Fae, Severin has stopped aging. Though he can be killed easily.
Weaknesses/Limitations β Iron; All Fae as sensitive to Iron, it can even kill them. If Severin is in the presence of too much metal it can sap his energy and strength, if stabbed with an Iron weapon - not treated immediately will cause death. β Shiny Objects; Most pixies are attracted to anything that glitters or shines, this is an easy way to distract one and land a killing blow. β Strong Magic Users; Because Severin can't use his illusion magic well he has to rely on his close combat ability and his plant ability, this can sometimes make it hard to fight against long range fighters who rely on large burst damage. β Fairies; regardless of what court they belong to, Severin has a natural fear or hatred for most Fairies. This is to be expected with what happened in his past, thought while in the presence of others he will not outwardly show this, alone he wont hesitate to say something or act spiteful.
Age: 19 (technically, over 490) Gender: Female Height: 1,68m Ethnicity: Central America, Ancient Aztec Empire Nationality: Mexican Race: Human
Appearance
Nenetl's appearance is quite something. Wearing a skin tight black shirt to hide her chest, abdomen and the ritualistic tattoos covering them, the uncommon ritualistic robes she wears are adorned with feathers, beads and decorations made of bones, animal scales and other similar materials, giving her an incredibly exotic appearance. Her skin tone and the unusual way her hair is tied, with two bronze decorations ending in two crescent blades only further contributes to her exotic beauty.
Her choice for clothes is perhaps what is most striking in her appearance. Hailing from the deepest parts of the Central American jungle where few dare to go, she favors light clothes and doesn't wear shoes as she prefers to feel the earth with her bare skin. When necessary, she wear shoes made of cloth or leather, similar to bandages.
Standing at 1,68m, Nenetl has a curvaceous and gracious body, but beneath her smooth skin, she hides well toned muscles, needed both to fight and to perform the rituals and dances she use for her magic.
Personality
Nenetl is a strong woman. The way she walks, her expression... All that contributes to the strong aura she emits. It's undeniable that she has quite an impacting presence, being almost impossible to ignore her. Regarding her personality, Nenetl is rarely in a bad mood and is almost always see with a calm smile on her face. Tranquil and quite amicable, Nenetl is easy to approach and generally pleasant to have around. Although she is a serious woman when she needs to be, it is still quite a rare sight to see her like that. Amongst friends, she is very easygoing and enjoys a good conversation, even though sometimes she might prefer being alone.
Notable Relations
None, since everyone she once knew, including her parents and the other shamans are long dead and forgotten.
Everyday Skills
Dancing
Herbal Medicine and Human Anatomy. She is knowledgeable enough to stitch large open wounds and perform first aid.
Good with her hands, she used to carve ritualistic sigils and runes on daggers, altars and sew the other shaman's robes & etc.
Knows how to prepare a bitter, hot beverage made with Cocoa and a herbs. Ancestor of what is known today as 'hot chocolate' it's a very bitter drink, said to be the beverage of warriors. It's highly invigorating and energetic. She also learned how to make sweet chocolate too, after she met with modern humans.
Biography
The Aztec empire. One of the biggest and bloodiest empires of the pre Colombian civilizations, flourished on a soil bathed by gold and blood, it's safe to say that the amount of blood sacrifices and bloodshed due to the conflicts between empires was enough to alter the flow of magic on that location. The native shamans and mages already knew about that, and often used that abundance of magic due to the favorable geographic location to make their empires prosper even more. In their endless greed for more gold and power, the flow of magic, the souls of the dead and the spirits of the land started getting out of control... Even though all those sensitive enough to the supernatural could tell that, the human greed knows no boundaries... As the blood flowed through the stone steps, bathing their temples and the soil... The very thing that made that empire flourish, was just one small thread away from sending it back to nothing. When other civilizations from beyond the sea came, invading that earth and bringing their greed with them and completely slaughtering the Aztecs, the land could take no more. It was at the brink of catastrophe... Ignoring their own lives and their own kin's, a group of shamans conducted a ritual in one of the last temple that wasn't completely destroyed by the invaders, sacrificing their own lives and a pure child's life to try and contain the huge outburst of magic.
There is where Nenetl's story begins...
Nenetl was the youngest child of a long lineage of shamans. Born and raised in a place teeming with magic, it was only natural for her to have an incredible affinity to it... Even though she was just a child, the fact that she was a shaman gave her much more importance than a common person. Raised in a prospering civilization, everything couldn't be more perfect. The Aztec empire seemed to be unbeatable. But everything changed when the Spaniards invaded. With their powerful guns, the powerful Aztec swords, spears and their mighty warriors were useless... Their cunning tactics and powerful weaponry far surpassed anything the Aztecs could even imagine... Even though the bloodshed was not strange to Nenetl, as she already did blood sacrifices even when young, there was another thing going on that left the powerful Aztec shamans unable to do anything to answer to the Spaniard invasion...
After years and years of blood sacrifices, conflicts and rituals, bathing the earth with blood, the flow of magic became too strong and distorted. In order to contain an outburst of magic, there was only one thing to do... Ignoring their own empire, their own kin and forfeiting their own lives, the shamans opted to do what they should have been doing for a long time... Their negligence in fulfilling their duties of maintaining the balance to favor their own empire was finally taking its toll...
On the day that the ritual would be performed, Nenetl was not afraid, nor sad, instead she displayed no emotions. Now with 18 years, she knew deep down inside that it was time to pay for not only her negligence, but the other shamans as well. As they made their procession to the top of the pyramid, their expressions were of shame and guilt. They were the only ones accountable for that disaster. Blinded and consumed by their own greed, the time to pay the price had finally come...
One by one, the ceremonial axe descended, cutting their heads clean off as their blood bathed the stone steps. From older to younger, they would sacrifice themselves, then the remaining shamans would swiftly take out the deceased's heart, placing it on a bowl together with the others. One after another, they silently fulfilled their duties until Nenetl was the last one remaining.
Nenetl knew that her part was the hardest one. She would have to quickly take out her own heart and place it on the bowl before dying. Ironically enough, the one to pay the heftiest price, was the youngest one, who wasn't nearly as guilty as the older ones...
Holding the ceremonial bone knife pointed to her chest, Nenetl looked up, to the sun shining over their heads, as if it was patiently waiting for the ritual's completion. She was nervous not with her death, but with the ritual. She didn't know if she would be able to deal with the pain and complete the ritual...
"Tonatiuh, give me Nanauatzin's determination, help me to complete the ritual..." Nenetl said, in a prayer to the god of sun and the previous god of sun, who had sacrificed himself in a fire so that the sun should continue to shine over the world.
As Nenetl plunged the dagger into her chest, she screamed with pain. She could feel it piercing her chest, forcibly cutting her arteries, carving a path around her heart.
"Just... a... bit... more..." She thought to herself, as she struggled to stay conscious although she was already feeling her arms and legs loosing their strength.
It didn't matter how much she tried, the loss of blood was too much as she found herself without strength to even keep herself standing up, falling on her knees...
She opened her mouth in a silent lament as her voice failed her. Crawling towards the stone bowl where the other hearts were, tears rolled down her face. She failed. She had no strength left to even hold the dagger anymore... As she fell on the ground to her last breath, the bowl fell off the sacrifical table, bathing her with the blood of the other shamans, as their hearts fell over her. The ritual failed. The ensuing magic outburst would be enough to wipe the entire Aztec territory off the map...
Her vision, red with the blood of the very shamans who created her started to become dark. The last thing she could see and hear was the sun on the sky and a thunderous crack as the pyramid opened beneath her, sending her to what would be her cold, stony tomb.
"...failed..." Nenetl thought with her last breath...
A long time passed, the Aztec empire was forgotten, everything that they did, everything that they were was now lost to the ages, together with the ruins of the pyramid Nenetl died... The ruins, forgotten and untouched for centuries, were still there, exactly how they were over four hundred years ago.
Amongst the ruins, covered with plants and skeletons, Nenetl opened her eyes once more, with a panicked gasp. Where the dagger once were on her chest, now was covered with an intricate tattoo, glowing with a faint blood red color and covering all her abdomen. Dizzy and confused, the first thing she did was to get out of the ruins. After a long time moving the stones she was finally out. Surrounded by a forest, she looked up, only to see the sun once more. Exactly the same way it was when she 'died'.
Right at the entrance of the ruins, the ceremonial axe's head stood there, completely untouched by the time, side by side with the ceremonial bone dagger she plunged into her chest centuries ago...
Nenetl didn't know what happened on the day she died, but she was alive once more. Standing over the grass, feeling the sun kissing her skin... She still remembered the pain, the shame and guilt she felt... They were all too real, but even though... she was there, standing up, breathing... alive.
Getting the bone knife and the ceremonial crescent axe head, she stumbled through the forest, wearing the same clothes she was wearing on the day she 'died'... This time, she wouldn't fail...
Combat
Fighting Style
Nenetl's fighhting style mixes both magic and physical combat. Strengthening her body with her magic, Nenetl swings her Crescent Pendulum, using it's momentum both to strike and to move herself, resulting in a highly mobile, unpredictable and incredibly dangerous fighting style, both for the wielder and enemies. She can also imbue her weapon with elements according to the elemental spirit she contracted before the combat.
Strengths
Highly mobile, unpredictable fighting style and heavy strikes.
Powerful elemental magic.
Close/medium range combat.
Weaknesses
Has problems fighting in closed, confined spaces.
Can only perform contracts with 2 spirits at a given time. While performing a ritual with a minor spirit in the middle of combat can be done, it will require another sacrifice (blood or flesh) every time and it will take a few seconds before it's complete.
Highly dependable on her movement. Restraining her movement can make her incredibly vulnerable, since she actually needs to move herself to attack and her only defense is dodging.
Depending on the spirit she is currently contracting, it can be incredibly taxing to provide a sacrifice for it.
Due to her fighting style, she has problems against opponents who can match her agility and keep getting into really close to her (about an arm's length or less.)
Nenetl's fighting style is very taxing on her body. Even though her physical capabilities are strenghtened with a spiritual contract, if she suffers any wound that makes it difficult or painful for her to move herself, it will heavily impact her performance.
Equipment
- Animal Leather Pouch and Bone Dagger: Inside the animal leather pouch on her belt, there is a thin, needle like bone dagger, carved with an intricate pattern. Made of an unusually strong bone, it is used both for rituals and as a backup weapon.
- Crescent Pendulum: Previously, it was the head of a big ritualistic axe, used for executions and blood offerings. Now, she uses it tied with a rope made of braided silk strips as a weapon and as a medium for her rituals.
Magic Abilities
Shamanism - Nenetl is a shaman, a bridge that links this world to the spiritual world. She is able to sense spirits and see the spiritual world, being able to talk and interact with them. Using dances and sacrifices (often blood or flesh), she can conjure spirits such as elementals to strengthen her own body and physical capabilities or imbue her weapon with elemental energy.
Nenetl is also able to make spiritual contracts with stronger spirits. Although spiritual contracts are a hard and lengthy thing to do, requiring some preparation, they cannot be violated by either parties without suffering some sort of punishment for doing so, which often turns out to be either incredibly painful or even deadly for the one who broke it. These contracts can do many things, but they need to be accepted by either parties.
All in all, there are a lot of things that Nenetl can do depending on the spirit she is contracting with, but she always need to offer a sacrifice (a drop of blood would suffice for minor spirits such as the ones to strengthen her body, her physical abilities and most minor elemental spirits) and if she tries to conjure a powerful spirit, she needs to give something more, since the spirit itself will demand an equal exchange. Dealing with powerful spirits (differently from elemental spirits) its incredibly tricky, since they are intelligent and if you do something wrong, including messing up the ritual they can and will possess the shaman or take what they desire by force.
By projecting her spirit out of her body (her body enters a coma like state) she is able to directly interact with the spiritual realm and it's residents, effectively 'spirit walking'. Her very soul is vulnerable when she does that though. If something or someone causes the link between her body and spirit to be severed, it will take a long time for her spirit to make it's way back to her body. If her spirit is attacked and dies while in this state, Nenetl will be forever in a coma like, catatonic state.
Weaknesses/Limitations
Can only perform contracts with 2 spirits at a given time. While performing a ritual with a minor spirit in the middle of combat can be done, it will require another sacrifice (blood or flesh) every time and it will take a few seconds before it's complete.
Depending on the spirit she is currently contracting, it can be incredibly taxing to provide a sacrifice for it.
Breaking a contract with a high spirit can be fatal for Nenetl. In the best of cases she might lose one or two limbs.
While Nenetl can use blood, flesh or organs of others as a sacrifice, they always need to be fresh.
Other
- Nenetl (pronounced Nenet) in Nahuatl means "Doll" or "Idol".
- Part of Nenetl's tattoos can be seen even over the black shirt as they glow with a faint, but noticeable blood red color.
- She loves chocolate, coffee and pepper. She doesn't know exactly why, but those things are certainly her weak spot.
With a tall and athletic build, Ylva is a woman of presence. Standing at 1,83m, she has the body of a Skjaldmær, strong and with defined muscles. Both her biceps and thighs are covered with runic tattoos, depicting ancient protection runes and sigils, according to the tradition of her clan. Despite her strong muscles, her body is still feminine and curvaceous, giving her an exotic, Amazonian beauty.
Her long, blonde hair, which she often keeps in traditional Norse style braids, is often adorned with wooden carved hair beads coupled with a pair of bone carved earrings, with a spiral pattern on them. Her penetrating hazel eyes, coupled with her hair, earrings and the piercing on her nose give her a wild, untamed feel to her appearance, which is further reinforced by the traditional face paint she sometimes uses when going hunting or in certain occasions.
Preferring light clothes in order to move herself freely, unlike many women, Ylva doesn't seem to have any problem in showing her body to others.
Personality
Much like her appearance, Ylva is an intense and fierce woman. With strong opinions, she isn't afraid of getting her hands dirty and isn't the type of woman to lower her head to others. Near those she considers friends or members of her 'pack' she is surprisingly friendly and approachable, enjoying drinking, feasts and thanks to her lycanthrope nature and being raised by such a traditional clan, fighting and hunting. While to others it may appear to be strange, Ylva does not have a particular aversion to killing, even enjoying it to some extent. Still, she never hurts innocent people.
That said, Ylva can be incredibly intimidating to those she doesn't know due to the fact that she has a lot of wolf traits on her personality, thanks to her strong instincts. Approaching her with an aggressive stance is a quick and easy way to get punched in the face. The best way to interact with Ylva if you're a stranger would be to treat her almost as a wild wolf, being especially careful on how you approach her and your body language.
Notable Relations
Astridr Asulf - Her mother, the Alpha Female in the Asulf Clan. She holds as much influence and power as her mate.
Gunnarr Asulf - Ylva's father and the Alpha male of the Asulf clan.
Everyday Skills
Good sense of direction.
Although not exactly using it for combat, Ylva knows how to handle a hunting knife to clean and cut carcasses of animals she or others hunt to eat. That includes seasoning and cooking it (Even though most Lycanthropes from her clan prefer to eat it raw, it is still tasty to actually prepare it on some occasions)
Can actually hold her alcohol pretty well.
Biography
Considered by many to be a fierce and aggressive clan, the Asulf clan is one of the few who, even nowadays, continue to follow the old, ancient traditions of the Lycanthropes such as feasting on the corpses of their enemies and eating their hearts, being seen even as barbaric by modern Lycanthropes. Despite this fact, very few are those who dare to mess with the Asulf clan. Maybe it's due to the ancient blood, that runs deep within the Asulf family's veins, or maybe it's because of their tradition to feast on their enemies, but they're widely known for being incredibly dangerous, ferocious and strong Lycanthropes.
Despite the dark reputation the Asulf clan has, they are known to be fiercely loyal and honorable, respecting those who respect them and being fearsome allies to those who conquered their trust. Differently from some other clans, they are proud and greatly value being a Lycanthrope, transforming themselves incredibly often compared to other clans. Having a history of actively hunting, killing and feasting upon rampaging werewolves and most evil magic practitioners, despite the bad reputation, they actually contribute to keep things in order.
Ylva, much like any other member of the Asulf clan was born and raised knowing she was a Lycanthrope and being taught to be proud of that. After completing 18 years, Ylva felt it was time for her to leave the mountains she was raised on. The Asulf clan was always very traditional, closed and recluse but Ylva knew that if the clan didn't evolve, it would, sooner or later be extinguished. Magic, both good and bad evolved and changed everyday, new rituals were discovered and if the Asulf clan wanted to fight against potential threats, they had to either to change themselves. After hearing about the Nox Tenebrae academy, Ylva thought it would be the best place to go if she wanted to further expand her knowledge about dark magic, how to fight against it and potentially establish friendly relations between her clan and the Agents of the Veil by becoming one herself.
Combat
Fighting Style
Ylva's fighting style is centered around her Lycanthrope form. Sharp claws, a deadly teeth, strong maws... While in her transformed form, Ylva is a deadly threat in close quarter combat. Fast, agile, strong and brutal, her fighting style makes it clear why the Lycanthropes are so feared. While in human form, Ylva knows how to throw a good punch despite not being a martial artist. She also knows how to wield a hunting knife to a certain extent.
Strengths
Highly mobile, almost feral like fighting style, focusing on her physical strength, her claws and teeth.
Thanks to her enhanced senses, strength and physical capabilities, fleeing from her or trying to keep distance if she is focused on some is almost impossible as she is able to track her target by smell if needed.
Thanks to her Lycanthrope healing factor, even if she is wounded she can recover herself rather quickly depending on the size of the wound.
Weaknesses
Doesn't use weapons while fighting in her lycanthrope form.
Due to her sheer size, it can get a bit complicated to fight in narrow corridors and spaces.
Doesn't have any long range attacks or abilities and doesn't know any type of spell or magic other than the few sigils and runes of protection, albeit she doesn't have the magical knowledge to use them herself though (the ones in her biceps and thighs were made by an old shaman village deep within the Danish mountains. The Asulf Clan offers protection to the shaman village and works together with them to fight against harmful magics and creatures that wish to harm humans or themselves.)-
Equipment
- Nothing other than a sharp hunting knife, adorned with runes and sigils to destroy magic.
Magic Abilities
Lycanthrope - Being a Lycan from the Asulf clan means that Ylva is incredibly dangerous while transformed. Her claws and teeth can easily tear a human body apart and her speed when running in all fours means that unless someone has some type of fast vehicle, it will be almost impossible to run away from her. She has enhanced senses and physical capabilities even outside transformed form (albeit less than when transformed).
Runic Tattoos and Sigils - The runic tattoos and sigils on her biceps and thighs offer protection against magics and spells targeting her mind to a certain extent and allow her to 'feel' when magic is being used, being able to hear it as a ringing on her ears and smell it.
Weaknesses/Limitations
Wounds made by silver weapons will not heal without outside help, be it healing salves, medicine or magic.
Her healing factor takes a lot of energy, making her eat more than normal to heal her body. If wounded too much, her healing factor kicks in full force, making her incredibly hungry, incredibly fast. In this state, she can and will enter in a feeding frenzy and will have problems distinguishing friend from foe.
Due to her enhanced hearing, loud, high frequency and high pitched noises can cause her pain and confuse her depending on the loudness.
Wolfsbane is a deadly poison to Lycanthropes and can be used to prevent her to transform if she is in human form and weaken her.
While she can transform at will, moonlight will force the transformation.
Even when in human form, Ylva's animal instincts are strong and she will feel restless and start getting incredibly stressed and aggressive if she's not allowed to hunt and run in her transformed form for too long.
Other
- Skjaldmær means 'Shieldmaiden' in Old Norse.
- Ylva means she-wolf in Old Norse. It's derived from 'Ulfr' which means wolf, while Asulf is Old Norse for Aesir's Wolf.