Emma-
Age: 19
Gender: Female
Face close up: Here
Eye Color: Pinkish Purple
Hair Color: Light Blonde
Height: 5'3"
Weight: 120
Job/Profession: A messenger part time and a traveler full time.
Personality: She has wise eyes, and is what some call an old soul. She finds beauty and love in ordinary things. She is kind, sensitive, and empathetic towards most people, but she also is someone who does not forgive easily. She is loyal to people she loves, and is rather independent and intelligent. She likes to pass her time reading, writing, traveling, and painting. She is rather graceful, and elegant, in her movement and mannerisms. She is very daring and has a thirst for adventure. She is not made for the quiet life. She stakes all her property and even her life on luck, and being clever. She is strong, impulsive, courageous, agile, and sly. She is deeply moved by any soulful, or sad stories, and normally wants to help the person, but she is not gullible for she has extremely good Judge of character.
Weapons/Possessions:
- Dagger
- Flute
- A hooded fur-lined cloak
- two days worth of provision.
- her old paint and brushes
- Her latest Embroidery project
- a mini spell book
- Line, hooks, and tackle for fishing.
- Maps of the lands, and a old compass.
- Money (the equivalent of $50)
- two candles
- Caffa stone
- whatever letters/packages she was hired to deliver.
- a bar of lavender Soap
- seven changes of clothes, including the one she is wearing in above photo. 1 2 3 4 5 6
- all of this is carried in two big leather satchel/bags she has secured to her saddle. Under her dragons saddle is a colorful woven blanket, she uses it on cold nights.
Skills/Abilities:
- Not affected by any poisons.
- Can understand and speak to dragons (this is done telepathically)
- Casting magic: Plam, crystal ball, and tarot card reading,Magic Potion brewing, spell casting, curses, hexes, scrying, and Divination among other things. (Like a Witch with spells and potions).
- Rapid Healing
- Control and manipulation of fire/lava/heat
- Due to dragon bond her life span has become much longer and the ageing process has slowed dramatically.
Background: Lana was born in Kembre, the largest oasis city in the vast Calliope desert. Her mother Enid, and father Maksim, had only gotten married when Enid found she was pregnant with his child, not for any sort of love, just responsibility, and then Lana was born. Enid was never the type to be a mother, or wife, having much more fun dancing, drinking, and seducing men at taverns. Being home with a baby, and doing chores was not her cup of tea. When Lana was two in a half, Maksim had had enough of it all, finding Lana home alone when he came home from work, among other things was not how he wanted his flesh and blood raised. He took Lana with him to live with his cousin just outside the city, in the little town called Vaters. They stayed there for a few months, but Enid came banging on the doors at all hours of the night demanding Lana back, and Maksim was to head off to battle in a few weeks, his cousins did not want to take care of a little toddler.
Maksim ended up giving Lana back to Enid, because he had no other option, and he left for battle. Three months later Enid was sick and tired of being a mother yet again, and wanted Maksim to come back from battle, to take Lana off her hands, but instead she found out that Maksim had died in battle, axe to the chest. Not knowing what to do with a little toddler, she Dropped three year old Lana off to live with sister Enid's older sister Ivanna, in her home village of Roon. Enid was a native Dragoth, but she hated the traditional lifestyle with a passion, and wanted to stay in Kembre city, and be rid of all responsibilities. So from age three to fifteen, Lana lived with her Aunt Ivanna, Uncle Victor, and two cousins Olga, and Trina, in the little desert village of Roon, home to only Dragoth People. Lana even came to call them ma and pa, and considered her cousin to be her own sisters.
Growing up in Roon was like a little adventure within its self, the canyons, and caves being home to many dragons, and magical creatures. The rocky cactus land always had lizards, and snakes lounging around in the sunshine, and was even home to some rare man eating flowers. Roon is a native Dragoth Village, also known as a moving village, and every five years the people and village move to a new location in the Calliope desert. Lana would play in the jungle like forests with her cousins, and with the other village children, climbing trees, racing, hunting, and picking cactus needles. She went swimming in the jungle Lagoon practically every day, and during the summer would go looking for fire, and moon stones with her family up in the volcano mountains. During winter she would sit by the fire with her family, and paint, or help her aunt with weaving on the loom, as her pa sang songs, and told stories, but most of all she loved to read about all the different plants and animals around the world. She got letters from her mother every few months, sometimes a package came with the letters, and Lana would always open it gleefully, only to see another fluffy dress or fancy hair ornament. She always wrote her mother two letters back, and would send along pressed flowers, and pieces of fabric she had embroidered.
When she was eleven, her mother came to see her for the first time since she had sent to live in Roon. Her mother had come not see Lana specifically, instead Enid was dying from some venereal disease she had had for the last few years, and only wanted pity from her family, which she got none of. Enid died a few weeks later, a traditional Dragoth funeral was held, and Lana mourned for the mother she never knew. She painted two of her mothers death beads with flowers, and watched as Aunt Ivanna hung enids death bead chain high up in a large tree.
When she was thirteen she found a dragon with a broken wing in the canyon. She helped mend the dragons wing, and the dragon flew off, only to comeback every day to see her. Lana and the dragon became friends. The Dragon later chose to be bond to Lana, and with that become her dragon, who she named Libellule. When Lana was fifteen had her Masha Ceremony. Later that year she decided that she wanted to see the world and travel all around, so she set off on the back of Libellule. She got jobs as a messenger, flying letters, items, and secrets all around, and that is what she has been doing for the past few years, along with going on her own little adventures, typically resulting in stupid and dangerous situations.
Moral Standing: Chaotic Good
Likes:
Dislikes:
Fears:
Other:
The extent of Lana magic is just your basic witch magic
Her flame control, is like that of a firebender in the avatar show, but without all the karate movements and arm swinging. A Pyrokinetic ability to control fire. She draws her power from the sun, so her fire magic does not work at night, and is rather pathetic on cloudy/stormy days. She can defuse and extinguish a fire. She can create a flame in her hand, and thrust the flame down in an explosive fire burst. Lana can also crate Blowtorch-like jets which are created from her fingertips to use like throwing knifes. However, they lack the ability to actually block physical objects, seeing as they are made of fire. She can heat smaller things like, liquids, like water or tea, heat metal to scalding temperatures, or melt blocks of ice. Heat and fire does not burn her skin, and is only warm to the touch. (if this is to much I can totally dial it down, I don't plan on using her powers or fighting very much in the RP. unless the situation pops up. Basically she can light a fire at night to keep herself warm)
Libellule - Is more of a companion, that happens to fly and breath fire. I wrote it out in the dragon description below. Libellule is normally at her smallest size and ether perched on Lana arm or shoulder, unless flying, or carrying supplies, in such cases she is in her full large form. She is also in her large form when hunting for food, and being out in the large open lands traveling beside Lana.
-- -- -- -- -- -- -- -- -- - -
- Dragons Info -
Appearance - Dragons come in all shapes color and sizes. They come in many different colors but mainly greens and blues. Many are huge fire-breathing, scaly and horned lizard-like creatures, with leathery, bat-like wings, four legs and a long muscular tail. sometimes have with feathered wings, crests, fiery manes, ivory spikes running down there spine and various exotic coloration, such as metallic, or iridescent scales.
Found - They live in the canyons of the Calliope desert, in the volcano mountains of the north, the Artanan mountain range, and places of very high elevation.
lifespan - Most dragons can live to be 2000 years old, unless they have bonded with a Dragoth person, in which case their lifespan ends when their person dies. Female Dragons only have up to three mating seasons in there whole life, resulting in one precious egg that takes 300-500 years to hatch.
Powers/abilities -
Bonding: A dragon can choose to bond to a Dragoth person, essentially their souls bind together as one. It is extremely rare, almost impossible, but there are two known case of a dragon bonded to a species other then dragoth.
Flying: They can fly using their strong wide wings.
Fire Breathing : They can breath fire, but only after eating such things as gems/crystals/metals. Depending on how much they ate is how powerful and big the flame can be.
Size manipulation: Dragons have their natural form (basically huge), but they can change their size to be smaller. They can get as small as a falcon if they wish.
Immunity: Their body temp in normally rather high, and they can not feel cold even in the coldest part of the world. Fire can not harm them, nor lava/magma which is a place they like to swim in.
Enhanced: Enhanced Vision, hearing, and smell comes along with being a dragon.
- - - - - - - - - - -- - - - - - - - - - - -
Locations Mentioned
Calliope Desert - Is a vast desert, home to the many races and and creatures. The southern part of the desert resembles that of the american sonoran desert, and the farther north you go, the scenery changes to a more sahara like desert, the natural occurring oasis normally have towns and city build around or next to them. Throughout the Calliope desert there are many canyons, home to some dragons and other magical creatures. Humid jungles also pop up around the desert, but due to the man eating and poisonous plant people do not inhabit it and normally chose to walk around the jungle areas rather then through.
Kembre - Is the largest oasis city in the vast Calliope desert.
PinkFlower-
Age:17-18(or however we decide that age would be for a elf.)
Race: Wood elf
Gender: Female
Appearance:
Personality: Despite her cautious and timid nature, Thara is one of the most openly caring people anyone would know. Her mind is usually set on what would be the right thing to do at any point,. Though she can often act very indecent, or be quick to upset. She still holds onto the idea of being a hero to others, like her brother was to her
History: Thara was born cursed by her eye mark, that showed she was a enemy of nature in elven culture. Leaving her, and her to be ostracized and attacked whenever possible. Her parents were supposed to kill her before she turned five . Her brother caught wind of this, and was quickly set out to protect her taking her under his wing, and began to keep her safe from the others.
Once they reached the safety of the city though. The stereotypes against wood elves in city culture, as thieves quickly set in. Her brother often being refused work, and them being extremely poor. At least until her brother was caught defending his sister against another wood elf who was in the slums. He was quickly enlisted as a guard for his skills and dedication for catching the thief after telling a little white lie or two.
Though even this couldn't last forever as this was around the time Thara started to gain use of her darker powers. Often she would get into fights just to try to use them on someone or another, but her brother now wiser with age, had enlisted her to help in a back alley clinic. Though she more then often just played nurse, and was still helping herself to taste of her own dark magic, he often felt she was getting something from the experience. Despite this it wasn't till the day he was killed by one of the gangs he was fighting that he saw her do something that gave meaning to what he had done. Instead of using her dark bindings as weapons, she had used them as stitches for a nearby injured civilian. So she set out to find her own way to become a hero greater then her brother. Who gave his life to stop a large scale gang.
Gerado Zeline, “I'm not a hero just someone doing something for his own selfish needs Thara, and besides I don't even have a cape.”
Equipment: A shit ton of alchemical equipment ,two iron surgical knifes, a bad ass cape, and a few ye old condoms.
Occupation: Alchemist/summoner
Moral Standing: Good
Likes: Kittens, Helping others, being complimented, bugs, and snakes.
Dislikes: Selfishness, Milk, and Religion
Fears: Being alone, Turning into a bad person, and social situations.
Other
Arlear-
Age:
97
Race:
Human
Gender:
Male
Appearance:
Personality:
Abe is.... Well, senile. In the charming, hilarious manner that you so often see in this type of old man. For a few moments, he might seem normal. Then he'll say something alone the lines of "Where did I put that rune... OH! In my beard. Of course, of course...". All of this, of course, muttered into that same, impressive beard. While he is quite insane, he is also well known for being highly intelligent, and far more cunning than he lets on. His motto seems to be "Eh? Light it on fire? Well, if you insist.". Particularly when nobody said anything of the sort.
While most races quite simply out-age him, reaching hundreds of year older than he himself is, he treats everybody not in the same elderly state as himself- And with a beard just as impressive as his own- like a 'youngster'. Even the oldest of elves fall under his definition of youth, and he won't shy from whacking them over the head with his staff and berating them about being reckless and young.
History:
Abe was born in one of those little hamlet towns you never hear about, in the middle of nowhere, apparently belonging to no nation. Likely due to it being to insignificant for them to care about its existence. As a child, he showed an extremely impressive intelligence, always seeking knowledge, always trying new things. Born frail, however, he could never stray far from home, lest he was accompanied by one of the kinder, (and larger) children for help if he became injured or went too far. Over time, his little home ran out of things to teach him. By his early teen years, he yearned for something more- And so with guidance from the town's elder, and the assistance of an adventurer passing through town, he left for a magic college in Frecia.
There, he studied. And studied. And studied. He worked the majority of his youthful life away studying runes and how to use them. His lust for knowledge was immense, and yet lacked the one thing that usually came with it- The lust for power. No, he was perfectly happy to remain unknown and insignificant, so long as he could keep learning. He tested new things, discovered new ways to use his runes- New runes entirely, in some cases.
Eventually, however, he tried one spell too many. He learned a great deal through it- But lost his.... Grip on total sanity. While still perfectly functional, he lost his serious, studious nature, becoming rather goofy. He had the bad habit of short term memory loss, 'accidentally' igniting a rune and setting things on fire. With this new goofyness, he decided it was time to leave the stuffy library's of the college, and seek out adventure, despite his frail body. For several decades, he traveled the world, latching on to adventurer after adventurer to join them on their journeys and quests, giving them the benefit of his knowledge of magic runes at the cost of physical protection through the adventuring.
He kept on aging, and around the point of his mid-eighties, he decided to settle down somewhere in particular. Inferno Hall. He knew there would be more than enough excitement to go around, and plenty of youthful, strong adventurers to protect him during said excitement. He still stays there today- And seems mysteriously stuck at his current physical state. At around ninety, his body simply seemed to... Stop aging. Most put this off as luck in his final years. Others believe he's somehow found a rune magic to lock his body in its current state and effectively halt his aging, though where he would carry a power source immense enough to keep that spell up is a mystery- Unless one pays attention to just how important his staff is to him. Or more importantly, the rune crystal on top of it. Who knows how long he's been ferreting away all of his excess energy into it...
More recently, he has continued to adventure, but lacks a companion from the guild, apparently returning to old habits and seeking out new people to irritate.
Equipment:
One set of robes, pants, boots, and a big pointy hat- For every day of the week. And all of them are completely identical. (Same as in picture. But with a pointy hat instead of a hood.)
His staff. At first glance it seems to just be a big stick, crooked, knotted, used merely for support as he walks. If one looks closer, they would find dozens of runes etched into various places on its surface, alongside a large chunk of what looks like sapphire sealed in the top, with a unique appearing rune on its surface. It practically hums with stored power, glowing softly.
A satchel of things. Mostly containing obscure rune stones for various uses, but also holding parchment, ink, quills, sealing wax, various plants and herbs, random little trinkets and the like.
His "Pointy-majigger". Which is a simple pocket knife. He carries it in his boot, has no idea how to use it, and the most he's ever done with it that proved dangerous was stab somebody in the back of the head when it wasn't looking. Once. He know thinks brains are rotted jelly, and believes humans actually draw their intelligence from a magical turtle living in their stomach.
Commonly Used Runes:
=On Staff=
Fire- It makes things burn, and blows things up. And makes him giggle. A lot.
Ageless- The strange crystal atop his staff holds the particular rune and immense amount of energy needed to stop him from aging for the next century.
Rainaway- He doesn't like getting rained on. This makes a little bubble that stops him from getting rained on.
Poke.- It isn't actually a rune with purpose, but whenever he pokes somebody with his staff, it glows purple.
Whack.- As above. But it glows orange when he whacks people.
Summon Messenger- A trio of runes that bring forth what he calls a "Whabberjabber" from some plane or another. It looks like a mutant hawk with six eyes, four wings, and sapphires for feathers. He uses it as a messenger hawk.
Poof- It makes a very distracting beam of rainbow accompanied by the sound of a very loud fart. And him giggling.
=Off of Staff=
Transmute- A rune stone that allows him to turn just about anything of similar mass into a gold coin. Yes, he knows it's counterfeit, no, he doesn't care. He's old. This is his excuse for things.
Waterythingy- It is a simple stone that draws moisture from the air to create good, clean water.
Illusion- Briefly allows him to make simple illusions, usually used while telling stories.
Summon Waspthingy- A large runestone bearing three runes that summons a large mutant looking wasp thing. He tends to sick it on troublesome people on his current lawn. It is, as he puts it, "Actually, he's very friendly. He just wants a big hug. And all of the blood in your body.". It's stinger is actually a sucker. To let it take just that.
Occupation:
Inferno Hall
Moral Standing:
Neutral
Likes:
Fire, explosions, large pointy objects- mostly hats, wandering, explosions, turtles, stew, loud noises accompanied by lots of fire and force- (Explosions), shiny things, rambling, telling stories to children, and did I mention explosions?
Dislikes:
Spiders, other old people, people walking on whatever he considers to be his lawn at that precise moment in time, alcohol, people that don't like explosions, jelly, obnoxious sounds- Excluding explosions-, and round things.
Fears:
Spiders, other old people, jelly, and round objects. Thinks should not be round.
Other:
"KABLOOEY!"
*Thwacks with staff* "Don't be a fool, of course it can burn."
*Thwacks with staff* "My lawn."
*Thwacks with staff* "Nope."
"Eeeeeheheheheheheeee." *Wheeze*
TitanAterno-
Age: 28
Race: Half-breed (Half Ifrit/Half Human)
Gender: Male
Appearance: Standing a full six and a half feet above the ground and weighing just under two-hundred and eighty pounds, Drake casts an imposing and muscular shadow across the land. His short dark brown hair is barely long enough to cover two circular birthmarks on the top of his head, what would've been horns, before tapering down to varying hues of orange and red around his ears and across the back of his neck, and even in the tips of the hairs that fall across his forehead. He keeps it well trimmed, and if not pushed to the side so his eyebrows aren't concealed as they rest above his piercing grey eyes that sometimes reflect different hues. As an half-blood, Drake lacks the more overt Ifriti traits, such as wings, horns, claws and a body of flame, though his physique is tinted bronze and he has sharper than typical canine teeth. He dresses plain, as you’d expect of any wanderer and is very often dirty. He favors a red, hooded cloak, a pair of black boots, pocketed pants that fit slightly loose, and a sleeveless shirt.
Personality: Drake embodies reservation. He is hesitant to trust others and generally treats open, giving people as tools that he can use to achieve his ends. This is a response to his naturally cunning Ifriti nature, though he is constantly faced with bouts of humanity where he questions his decisions in using others, but he often reaffirms them as being necessary to reach his goals of finding a place of his own and establishing himself. He has stores of ambition, much of which goes untapped or wasted on some of his more mischievous ventures. He typically has a sarcastic tone when dealing with others and often demeans those he deems to be not as clever as himself.
History: Born as the half-blood bastard of a deceptive Ifriti and a gullible but earnest maiden, Drake spent his childhood in condemnation, garnering the fear and loathing of his peers in a small village in the Folgoth nation where despotism runs rampant and seems to draw the very life from its people. Born into a world of poverty and hatred, Drake grew jaded to the very thought of the luxurious lives he knew others lived, and as a child he especially hated the floating ‘utopia,’ of Nesia. At the age of nine Drake seemed to blossom when some of his Ifriti heritage became more apparent in his teeth and hair, and this was when he was no longer looked down upon simply as a bastard, but feared as the child of a demon that was said to roam the hills deceiving travelers to walk straight to their doom, and now, quite evidently, seducing women.
Torches lit the night sky around the Tylinaeus cottage, a small home that was built by Drake’s maternal grandparents and left to his mother, their eldest of three girls, upon their death at the hands of a strange illness. The fires burned with anger, and racism against the young half-breed, but only to hide their true fear. This was a scene Drake Tylinaeus would never forget, as the night he ran, and as the night his mother died while he was paralyzed by inability, held captive to powerlessness. After fleeing his home he wandered the wilds for several weeks, living off wild plants and whatever was available. Eventually his body started to shut down from lack of nourishment and he collapsed, blacking out.
He woke up days later on a small farm under the care of gruff old man named Jorn who found the boy while hunting. Over the next few years the boy was taught to be self sufficient and fight for what’s his, though as he grew older he found that he had a natural aptitude for using deception to reach his goals, and through many scrapes with much larger animals, discovered his unnatural strength and resistance to harm. After spending several years with Jorn, learning the ins and outs of the fur trade, hunting, fighting skills, finally he could no longer sit still with regard to not knowing who he really was, and at the age of 17 set out on a walkabout of sorts to hopefully find his father.
This was just over ten years ago now, and in his travels he found a much more lucrative business than the fur trade: the flesh trade. He dabbled in the sale of slaves for a small time, but found that even with his demi-demonic roots his humanity was sickened to its core by it, and abandoned the slave trade to be a ‘sell-sword,’ a fighter for hire, though he preferred bounty hunter as his title. It resonated with both parts of him, his human desire for justice, and his demonic love of deception. Though he’s found himself detoured and stalled in Nisea, Drake still holds on to his goals he set so long ago.
Occupation: Bounty hunter/wanderer
Equipment:
•Hooded cloak (red)
•Backpack containing miscellany related to traveling and bounty hunting (maps, charts, wanted posters, contracts, money, utility knife, etc.)
•Onyx - black-bladed longsword of high quality (and sheath)
•Shard - a steel shortsword of medium-high quality (and sheath)
•Low quality hunting bow and quiver of 20 arrows
Abilities:
•Tough skin - Ifriti-related partial-resistance to physical weapons, weakens him to magic
•Great strength - slightly stronger than the average human
•Silver tongue - more persuasive to those of lesser intelligence
Moral Standing: Neutral
Likes: Money, deceit, mindless pawns, intellectual conversation, hard liquor, meat and the occasional challenge.
Dislikes: Morons, Condemnation, vegetables, beer/ale.
Fears: Failure, snakes, drowning
Sylverblu-
Age: 34 (Equivalent of about 25 for humans)
Sex: Male
Eye Colour: Amber
Height: 6' 3"
Weight: 280 lbs
Profession: Hired hand, thief
Personality: Sylvaré is an introverted wanderer who prefers it when others mind their own business. That's not to say, however, that he minds his own business. He is highly curious, and often ends up invading other people's privacy. He has no problem with taking what doesn't belong to them as long as he can get away with it. Preferring solitude in nature to urban life, Sylvaré prefers to spend his time exploring forests and swamps, wandering the world in search of natural beauty. He likes to spend his time whittling, swimming, or climbing trees. He tries to be neutral in any and all situations, avoiding any form of bias when making a decision. As a result of his neutrality, Sylvaré has developed a type of emotional apathy, rarely caring for the petty plights of others.
Skills/Special Traits:
- Exceptional Breath Holding Capacity
- Spells (listed below)
- Webbed fingers for swimming
- Armored Torso
- Night/Underwater Vision
- Fencing/Swordplay
- Dagger use
Runes (Enscribed on Shell)
- Silence: Absorb the vibrations caused by the caster (such as footsteps, but not that falling vase across the room)
- Gale: Cause a burst of wind, weaker than a hurricane but stronger than a breeze
- Extinguish: Put out a fire no bigger than a torch
- Pain: Inflict pain upon a selected target, ranging form discomfort to a medium sized stab wound
- Birdsong: Cause a series of high pitched squeaks, peaking the interest of people and animals alike
- Candlelight: Summon a small light source either to project or keep by the user
Possessions: (Contained within a large leather backpack)
- Rapier forged from tempered steel (held in scabbard on hip)
- Raw salmon, cow bits, a tomato, and some pears
- Equivalent of $85
- Lantern
- Deep green hooded robe
- Small knife
- Black cloth
- Rope
- Coffee Beans
- Iron pot
- Olive oil
- Polished sapphire
Personal History: Born into a small Tortuskan family in the Iridella swamp, Sylvaré was the son of a loving father by the name of Madakra Devia and an abusive mother, Gentei Sylvar. His father was a merchant, making and selling fishing supplies to a nearby Tortuskan village out of his Duskel while his mother tended to the two children: Sylvaré and Devaíl. However Gentei rarely acted with kindness towards the children, forcing them to do the work that was her responsibility and striking them if they disobeyed. At the age of 19 (Human equivalent of about 14), Sylvaré saw murder for the first time. In an argument over whether or not Gentei should work outside of the home, the mates began to become violent, and in the chaos Devaíl struck his father with a log, killing him in an attempt to protect Gentei. This marked the beginning of both Sylvaré's hate for his mother and distrust for his brother.
After moving out of the Duskel at age 25, Sylvaré began a new life of renting himself out to others for physical labour. Soon, it became apparent that his physical strength, speed, and the runes that were given to him when he was younger could be used for a more... sinister type of employment. He soon developed the business motto, "Give me an axe and I'll chop down a tree, give me a knife and I'll kill your enemy." A thief, an assassin, and a hired hand. Sylvaré was all of these now. Those whom he encountered knew not whether to trust him for a job or to flee in fear of death.
It was not until three months ago that Sylvaré received a request from an unspecified employer, asking to investigate the floating fortress known as Nesia and steal a crystal known as Virbrium, though he knew not what this crystal was or why it was special. Smuggling himself onto an airship bound for Nesia, Sylvaré's story begins as a stowaway on the airship Whitemane, a messenger ship that transports slaves to and from Nesia to the mainland.
Morals: True neutral
Likes: Equality, seclusion, quiet, sunrises
Dislikes: Prejudice, loud people, dry areas
Fears: Starvation, scorpions
Torack-
Age: 23
Race: Human
Gender: Male
Personality: Bran is an arrogant, proud, and confident young man who is used to getting things done his way. Around him is an air of superiority and a demand to be acknowledged, and oft times he can be quite charming. Despite his arrogance however, he does have a strong sense of honour and duty that was drilled into him consistently as a kid and be quick to anger when his honour is challenged. He is easy to make friends with, if one looks past the pride, but he trusts nearly no one. Bran is often seen sporting a small smile when not doing anything important.
History: Bran was raised by a powerful family within Arocina, and his father -- a powerful aristocrat -- wanted his son to become general of the army to further his own desires. Bran complied to his father's wishes willingly and was squired to a renowned knight at the age of eight. He was knighted at the age of fifteen and was drafted in the army quickly thereafter.
His time in the army taught the young Bran discipline, honour, and duty, and drilled those three concepts in him on a nearly daily basis. At the age of nineteen, commanding a small force, he was sent out to take down a band of mercenaires that were pillaging outlying villages and causing havoc on the nation's borders. When Bran confronted the mercenary band, he found them to be malnourished farmers and shepherds who resorted to pillaging in order to feed themselves. Feeling pity upon them, Bran turned a blind eye and returned to his superiors explaining that the mercenaries had caught sight of them and fled before a confrontation could happen.
A few weeks later, he was brought to court and stripped of his military rank and dishonourably discharged from service. Hearing the news, Bran's father disowned him. With nothing left in Arocina, he left for Nesia and worked as a lowly mercenary for nearly a year when he heard of a new hunter's guild being formed. He quickly jumped at the opportunity and was among the first to join Inferno Hall.
Equipment: He wears a full suit of armour, carries a longsword along with a shield, and a couple of daggers hidden in his boots.
Occupation: Inferno Hall
Moral Standing: Good
Likes: combat, duels, food, sleeping, swords, armour, and horses.
Dislikes: politics, political figures, his father, and lazy people
Fears: Becoming like his father, being kicked out of Inferno Hall for his morals, and using his strength for evil intentions.
Kisame12-
Name: Prefers the full title, but will respond to the name Bale.
Age: 20
Race: Mirn
Gender: N/A (For sake of simplicity, use male pronouns if you want. Gender-neutral pronouns also acceptable)
Appearance: In human terms, Bale would be considered androgynous with leanings towards the effeminate. He has wide hips and long legs. However, he lacks breasts, leaving his figure somewhat pear shaped, and his arms seem unusually long for a woman. His eyes have a piercing quality to them, their pale color glimmering much brighter than many other Mirn. His face has a regal attractiveness to it. Its full lips and sharp eyes more suited at a lavish party discussing politics than on a battlefield.
Despite his small and delicate frame, a close examination will show a very fit young man, who could easily deal with a person twice his size. His mark is located on the small of his back. More often than not he can be found wearing the informal uniform of the Mirn solider, a loose grey poets shirt beneath a steel breastplate paired with a pair of study leather pants and boots.
Personality: Like many of his race, Bale is a kind hearted individual, though difficult to approach. He is authoritative and resolute, a trait he picked up from years of strong arming nobles and reluctant politicians alike. He will not argue a point with, merely explain to you his reasoning and then proceed without you. While this stubbornness is often backed by the urge to help people (even those not of his race) it can sometimes make him overly focused on one goal, often requiring a dressing down by someone he respects to bring him back down to earth.
Height: 4’9’’.
Weight: 110 lbs.
Weapons: Rapier and parrying dagger of the finest qualities. The hand guards of each resemble a coiled snake.
Skills:
Master duelist
Diplomat on behalf of his people and Avirth
Disguise and acting
Lockpicking (For when the noble says ‘no’, but your intuition says ‘yes’)
Cartography
Background: Bale lead a fairly typical life as a child, raised in the communal home, learning his peoples extensive theology, learning English as well as the Mirn language, and so forth. As he grew, he became known for both his short stature and ferocious fighting ability. Less publicized was his love of map making, to which he had devoted the majority of his study time to.
When it came time to complete his Trial of True Words he, along with two other Mirn, joined a small Avirth military company, en route to the Great Balewood, intent on ridding the area of highway men. He had hoped to map the area thoroughly, a long overdue task, Balewood being home to hundreds of unmarked trails.
About a month into the campaign, the bandits (who, up to this point, they had merely had brief skirmishes with) attacked in the night, killing the company’s commanding officer, as well as the two other Mirn.
Many of the troops became demoralized after that, as did Bale. He desired to return home, at least to recover, and then try mapping a safer area. However, as he looked over the cartful of dead he notices his fellow Mirn were not accounted for. A scout reported to him that the Bandit leader had taken many corpses with him, and had been burning them in front of his camp as a warning.
Fury over took him, outraged at the disrespect the bandit showed. He rallied the Avirth soldiers behind him, leading the charge into the bandit camp. Under his leadership, (guided by some of the more experienced officers), the company underwent a two year campaign of revenge. By the time Bale had reached his 19th birthday, the forest had been cleared, thus earning him his illustrious title.
After this campaign, he had become something of a folk hero to both his people and the troops of Avirth that had served with him. The tribunal which he served took notice of this, and quickly scooped him back up upon his return. They groomed him, quickly, for diplomatic work, something he much preferred. Over the last year he has been a negotiator for various political debacles, often with no bloodshed.
The Avrith government, having growing concerns about the civil unrest in Nesia. Their hope is that he will be able to facilitate a peaceful resolution and return Nesia to order (and thus, trade). If not, then he is encouraged to ‘protect Avrith’s economic interests and the interest of its allies. By any means necessary’
Moral standing: Lawful Neutral
Likes: Cats, fishcakes, dance and cartography.
Dislikes: Drunkards, unnecessary violence, politics.
CrimsonFlameKylie-
Age: Appears very young, maybe 16-17. (In reality somewhere around 70, she admits to having lost count decades ago)
Race: Kitsune
Gender: Female
Height: 5’3”
Appearance:
Personality: Koremi is very active and extremely chipper. As a member of the Kitsune species she is usually very playful, and it takes a lot to bring her down. Though due to her relatively small size and young appearance she ends up being the butt of others jokes, and although she acts like it bothers her in reality she enjoys the teasing as a game. Koremi is very approachable, very kind, and very sweet. She trusts almost anyone unless they give her reason not to, and even if someone doesn’t enjoy her company she makes it a point to try and change their mind. Despite her true age being somewhere over 70, Koremi has a severe and irrational fear of the dark that actually drives her to the point of almost shutting down depending on the level of darkness.
History: Koremi was raised in the Hiyoru clan of Kitsune. It was a small clan that had all but been hunted from existence by “demon” hunters that pursued the clan despite agreements not to feed on people or their livestock without proper trading. The Hiyoru clan was very small when Koremi was born, but at one time had been a very large and honorable clan. They protected their own and fought to try and stop the hunters that pursued them, but inevitably they lost more lives than they protected. The Hiyoru were forced into hiding for years, living off what they could gather and trade with people who weren’t afraid of them.
After growing up constantly hiding in the shadows of forests, Koremi the young one tailed Kitsune grew tired of it. Like many young Kitsune she yearned for the freedom to explore and journey wherever she wanted. Yet she waited with her clan for thirty years, which is still incredibly young for a Kitsune, before she finally mustered the strength to tell her family and friends that she was leaving. Stray Kitsune are usually frowned upon, but the Hiyoru understood what she meant when she told them that this wasn’t the way for their kind to live. The clan sent her away with their blessings, knowing that Kitsune desire to be free and that the Hiyoru had been too horribly hurt by the other species to ever want to show their faces again.
So Koremi wandered for countless years. Usually she would catch things in the wild to syphon life energy from, though sometimes she was forced to steal farmer’s livestock’s lives, and very rarely the life of a bandit or some other member of a civilized species. When she could Koremi would leave things that she didn’t catch on her own alive, able to recover their missing essence over time, as she didn’t see it right to kill something that belonged to someone else in order to sustain her own life.
Koremi wandered for so long that she eventually lost track of her own age, though she didn’t think it mattered much. Eventually her travels lead her to the city of Nesia, where she finally decided that maybe travelling alone wasn’t worth it anymore. She lived there for a few years, the longest she had ever actually settled down anywhere, before hearing of a guild that specifically adventured. Koremi immediately jumped on the idea and tracked it down, quickly applying. It took several months, but now Koremi is officially a recruit of the adventuring and hunting guild Inferno Hall, where she grows restless until she can perhaps finally explore once more.
Equipment:
• A few sets of similar clothing with varying colors, though it’s generally hard to tell if she’s actually wearing something different other than the fact it’s cleaned.
• A single elegant katana from the lands she grew up in, the hilt is wrapped in a red-stained leather and capped with gold like metal that also makes up the guard. The blade’s sheath is plain dark reinforced leather.
• A very small pack of coins, all she has collected that she hasn’t yet spent, totaling only about 2 silver and 25 copper coins.
Occupation: New Recruit of Inferno Hall.
Likes: Exploring, travelling, freedom, fine tasting foods and drinks (though as a Kitsune she has no reason to eat and drink, she simply enjoys the taste), and almost ALL people.
AreYouMyMummy-
Age: 23
Race: Human (to the best of her knowledge)
Gender: Female
Appearance: Stands at 5' 6", fair-skinned, slender, has long bushy brown hair, and strikingly green eyes. Usually has a staring visage.
Abilities:
-Shapeshifting. Is able to turn into most any creature at will.
-Ability to speak to most animals and primitive peoples without a written tongue.
Personality: Usually kindhearted, considered by many to be a bit eccentric, not easily trusting. High intelligence.
History: Mainly unknown. She was abandoned as a child and has been wandering the lands ever since. Never made any close friends, choosing mostly to spend her time in the forest talking to the animals.
Occupation: None.
Equipment:
-A large backpack containing food, traveling and camping equipment, and a large variety of odds and ends.
-A small pocketknife
-A cattle prod
-A sack of dragon poo (to ward off unfriendly beasts)
Religion: None, really. A bit superstitious.
Moral standing: Good.
Likes: Animals, nice people, peculiar-looking objects, and cheese.
Dislikes: Arrogance, ignorance, blue boxes, non-medicinal use of alcohol, and turnips.
Fears: Haggis.
Brasslazer-
Race: Vigintian
Age: 23
Sex: Male
Appearance: Light green skin, Large, shiny, solid black eyes. He is very slender and skinny. He wears a white and green pinstripe shirt with a tan leather vest, and dark green dress pants. His fingers are covered in spots where he has pricked his fingers with needles.
Personality: Jumbyll is your average Vigintian, always friendly, but what is unique about him is that he is a tailor. Through much practice, he has gained just enough dexterity to use the majority of his hands while making outfits. He owns a small shop named The Creature's Clothier, where he specializes in making clothes for races like his that are less humanoid and need custom fitting clothes. He attempts to connect with each and everyone of his clients, which is why he hangs a plaque over his shop's door which says: Come in a client, leave a friend.
History: Jumbyll was born and raised in Nesia in a middle class home. When he was 15, he decided that he wanted to overcome his races famed clumsiness and become a tailor. After that, he self taught himself everything about tailoring. At 20, both his parents died due to a horrifying accident involving a Kitsune and a bet seeing who could get their spirit siphoned for longer. He then converted his family home to a tailor shop and spent he next three years building up a somewhat decent reputation.
Belongings: Various tailoring supplies, His shop, a small pearl he found on the ground when he was 6.
Moral Standing: Neutral Good
Likes: People, clothing, soup, snapping his many, many fingers.
Dislikes: Gambling and wool.
Age: 19
Gender: Female
Face close up: Here
Eye Color: Pinkish Purple
Hair Color: Light Blonde
Height: 5'3"
Weight: 120
Job/Profession: A messenger part time and a traveler full time.
Personality: She has wise eyes, and is what some call an old soul. She finds beauty and love in ordinary things. She is kind, sensitive, and empathetic towards most people, but she also is someone who does not forgive easily. She is loyal to people she loves, and is rather independent and intelligent. She likes to pass her time reading, writing, traveling, and painting. She is rather graceful, and elegant, in her movement and mannerisms. She is very daring and has a thirst for adventure. She is not made for the quiet life. She stakes all her property and even her life on luck, and being clever. She is strong, impulsive, courageous, agile, and sly. She is deeply moved by any soulful, or sad stories, and normally wants to help the person, but she is not gullible for she has extremely good Judge of character.
Weapons/Possessions:
- Dagger
- Flute
- A hooded fur-lined cloak
- two days worth of provision.
- her old paint and brushes
- Her latest Embroidery project
- a mini spell book
- Line, hooks, and tackle for fishing.
- Maps of the lands, and a old compass.
- Money (the equivalent of $50)
- two candles
- Caffa stone
- whatever letters/packages she was hired to deliver.
- a bar of lavender Soap
- seven changes of clothes, including the one she is wearing in above photo. 1 2 3 4 5 6
- all of this is carried in two big leather satchel/bags she has secured to her saddle. Under her dragons saddle is a colorful woven blanket, she uses it on cold nights.
Skills/Abilities:
- Not affected by any poisons.
- Can understand and speak to dragons (this is done telepathically)
- Casting magic: Plam, crystal ball, and tarot card reading,Magic Potion brewing, spell casting, curses, hexes, scrying, and Divination among other things. (Like a Witch with spells and potions).
- Rapid Healing
- Control and manipulation of fire/lava/heat
- Due to dragon bond her life span has become much longer and the ageing process has slowed dramatically.
Background: Lana was born in Kembre, the largest oasis city in the vast Calliope desert. Her mother Enid, and father Maksim, had only gotten married when Enid found she was pregnant with his child, not for any sort of love, just responsibility, and then Lana was born. Enid was never the type to be a mother, or wife, having much more fun dancing, drinking, and seducing men at taverns. Being home with a baby, and doing chores was not her cup of tea. When Lana was two in a half, Maksim had had enough of it all, finding Lana home alone when he came home from work, among other things was not how he wanted his flesh and blood raised. He took Lana with him to live with his cousin just outside the city, in the little town called Vaters. They stayed there for a few months, but Enid came banging on the doors at all hours of the night demanding Lana back, and Maksim was to head off to battle in a few weeks, his cousins did not want to take care of a little toddler.
Maksim ended up giving Lana back to Enid, because he had no other option, and he left for battle. Three months later Enid was sick and tired of being a mother yet again, and wanted Maksim to come back from battle, to take Lana off her hands, but instead she found out that Maksim had died in battle, axe to the chest. Not knowing what to do with a little toddler, she Dropped three year old Lana off to live with sister Enid's older sister Ivanna, in her home village of Roon. Enid was a native Dragoth, but she hated the traditional lifestyle with a passion, and wanted to stay in Kembre city, and be rid of all responsibilities. So from age three to fifteen, Lana lived with her Aunt Ivanna, Uncle Victor, and two cousins Olga, and Trina, in the little desert village of Roon, home to only Dragoth People. Lana even came to call them ma and pa, and considered her cousin to be her own sisters.
Growing up in Roon was like a little adventure within its self, the canyons, and caves being home to many dragons, and magical creatures. The rocky cactus land always had lizards, and snakes lounging around in the sunshine, and was even home to some rare man eating flowers. Roon is a native Dragoth Village, also known as a moving village, and every five years the people and village move to a new location in the Calliope desert. Lana would play in the jungle like forests with her cousins, and with the other village children, climbing trees, racing, hunting, and picking cactus needles. She went swimming in the jungle Lagoon practically every day, and during the summer would go looking for fire, and moon stones with her family up in the volcano mountains. During winter she would sit by the fire with her family, and paint, or help her aunt with weaving on the loom, as her pa sang songs, and told stories, but most of all she loved to read about all the different plants and animals around the world. She got letters from her mother every few months, sometimes a package came with the letters, and Lana would always open it gleefully, only to see another fluffy dress or fancy hair ornament. She always wrote her mother two letters back, and would send along pressed flowers, and pieces of fabric she had embroidered.
When she was eleven, her mother came to see her for the first time since she had sent to live in Roon. Her mother had come not see Lana specifically, instead Enid was dying from some venereal disease she had had for the last few years, and only wanted pity from her family, which she got none of. Enid died a few weeks later, a traditional Dragoth funeral was held, and Lana mourned for the mother she never knew. She painted two of her mothers death beads with flowers, and watched as Aunt Ivanna hung enids death bead chain high up in a large tree.
When she was thirteen she found a dragon with a broken wing in the canyon. She helped mend the dragons wing, and the dragon flew off, only to comeback every day to see her. Lana and the dragon became friends. The Dragon later chose to be bond to Lana, and with that become her dragon, who she named Libellule. When Lana was fifteen had her Masha Ceremony. Later that year she decided that she wanted to see the world and travel all around, so she set off on the back of Libellule. She got jobs as a messenger, flying letters, items, and secrets all around, and that is what she has been doing for the past few years, along with going on her own little adventures, typically resulting in stupid and dangerous situations.
Moral Standing: Chaotic Good
Likes:
Dislikes:
Fears:
Other:
The extent of Lana magic is just your basic witch magic
Her flame control, is like that of a firebender in the avatar show, but without all the karate movements and arm swinging. A Pyrokinetic ability to control fire. She draws her power from the sun, so her fire magic does not work at night, and is rather pathetic on cloudy/stormy days. She can defuse and extinguish a fire. She can create a flame in her hand, and thrust the flame down in an explosive fire burst. Lana can also crate Blowtorch-like jets which are created from her fingertips to use like throwing knifes. However, they lack the ability to actually block physical objects, seeing as they are made of fire. She can heat smaller things like, liquids, like water or tea, heat metal to scalding temperatures, or melt blocks of ice. Heat and fire does not burn her skin, and is only warm to the touch. (if this is to much I can totally dial it down, I don't plan on using her powers or fighting very much in the RP. unless the situation pops up. Basically she can light a fire at night to keep herself warm)
Libellule - Is more of a companion, that happens to fly and breath fire. I wrote it out in the dragon description below. Libellule is normally at her smallest size and ether perched on Lana arm or shoulder, unless flying, or carrying supplies, in such cases she is in her full large form. She is also in her large form when hunting for food, and being out in the large open lands traveling beside Lana.
-- -- -- -- -- -- -- -- -- - -
- Dragons Info -
Appearance - Dragons come in all shapes color and sizes. They come in many different colors but mainly greens and blues. Many are huge fire-breathing, scaly and horned lizard-like creatures, with leathery, bat-like wings, four legs and a long muscular tail. sometimes have with feathered wings, crests, fiery manes, ivory spikes running down there spine and various exotic coloration, such as metallic, or iridescent scales.
Found - They live in the canyons of the Calliope desert, in the volcano mountains of the north, the Artanan mountain range, and places of very high elevation.
lifespan - Most dragons can live to be 2000 years old, unless they have bonded with a Dragoth person, in which case their lifespan ends when their person dies. Female Dragons only have up to three mating seasons in there whole life, resulting in one precious egg that takes 300-500 years to hatch.
Powers/abilities -
Bonding: A dragon can choose to bond to a Dragoth person, essentially their souls bind together as one. It is extremely rare, almost impossible, but there are two known case of a dragon bonded to a species other then dragoth.
Flying: They can fly using their strong wide wings.
Fire Breathing : They can breath fire, but only after eating such things as gems/crystals/metals. Depending on how much they ate is how powerful and big the flame can be.
Size manipulation: Dragons have their natural form (basically huge), but they can change their size to be smaller. They can get as small as a falcon if they wish.
Immunity: Their body temp in normally rather high, and they can not feel cold even in the coldest part of the world. Fire can not harm them, nor lava/magma which is a place they like to swim in.
Enhanced: Enhanced Vision, hearing, and smell comes along with being a dragon.
- - - - - - - - - - -- - - - - - - - - - - -
Locations Mentioned
Calliope Desert - Is a vast desert, home to the many races and and creatures. The southern part of the desert resembles that of the american sonoran desert, and the farther north you go, the scenery changes to a more sahara like desert, the natural occurring oasis normally have towns and city build around or next to them. Throughout the Calliope desert there are many canyons, home to some dragons and other magical creatures. Humid jungles also pop up around the desert, but due to the man eating and poisonous plant people do not inhabit it and normally chose to walk around the jungle areas rather then through.
Kembre - Is the largest oasis city in the vast Calliope desert.
PinkFlower-
Age:17-18(or however we decide that age would be for a elf.)
Race: Wood elf
Gender: Female
Appearance:
Personality: Despite her cautious and timid nature, Thara is one of the most openly caring people anyone would know. Her mind is usually set on what would be the right thing to do at any point,. Though she can often act very indecent, or be quick to upset. She still holds onto the idea of being a hero to others, like her brother was to her
History: Thara was born cursed by her eye mark, that showed she was a enemy of nature in elven culture. Leaving her, and her to be ostracized and attacked whenever possible. Her parents were supposed to kill her before she turned five . Her brother caught wind of this, and was quickly set out to protect her taking her under his wing, and began to keep her safe from the others.
Once they reached the safety of the city though. The stereotypes against wood elves in city culture, as thieves quickly set in. Her brother often being refused work, and them being extremely poor. At least until her brother was caught defending his sister against another wood elf who was in the slums. He was quickly enlisted as a guard for his skills and dedication for catching the thief after telling a little white lie or two.
Though even this couldn't last forever as this was around the time Thara started to gain use of her darker powers. Often she would get into fights just to try to use them on someone or another, but her brother now wiser with age, had enlisted her to help in a back alley clinic. Though she more then often just played nurse, and was still helping herself to taste of her own dark magic, he often felt she was getting something from the experience. Despite this it wasn't till the day he was killed by one of the gangs he was fighting that he saw her do something that gave meaning to what he had done. Instead of using her dark bindings as weapons, she had used them as stitches for a nearby injured civilian. So she set out to find her own way to become a hero greater then her brother. Who gave his life to stop a large scale gang.
Gerado Zeline, “I'm not a hero just someone doing something for his own selfish needs Thara, and besides I don't even have a cape.”
Equipment: A shit ton of alchemical equipment ,two iron surgical knifes, a bad ass cape, and a few ye old condoms.
Occupation: Alchemist/summoner
Moral Standing: Good
Likes: Kittens, Helping others, being complimented, bugs, and snakes.
Dislikes: Selfishness, Milk, and Religion
Fears: Being alone, Turning into a bad person, and social situations.
Other
Arlear-
Age:
97
Race:
Human
Gender:
Male
Appearance:
Personality:
Abe is.... Well, senile. In the charming, hilarious manner that you so often see in this type of old man. For a few moments, he might seem normal. Then he'll say something alone the lines of "Where did I put that rune... OH! In my beard. Of course, of course...". All of this, of course, muttered into that same, impressive beard. While he is quite insane, he is also well known for being highly intelligent, and far more cunning than he lets on. His motto seems to be "Eh? Light it on fire? Well, if you insist.". Particularly when nobody said anything of the sort.
While most races quite simply out-age him, reaching hundreds of year older than he himself is, he treats everybody not in the same elderly state as himself- And with a beard just as impressive as his own- like a 'youngster'. Even the oldest of elves fall under his definition of youth, and he won't shy from whacking them over the head with his staff and berating them about being reckless and young.
History:
Abe was born in one of those little hamlet towns you never hear about, in the middle of nowhere, apparently belonging to no nation. Likely due to it being to insignificant for them to care about its existence. As a child, he showed an extremely impressive intelligence, always seeking knowledge, always trying new things. Born frail, however, he could never stray far from home, lest he was accompanied by one of the kinder, (and larger) children for help if he became injured or went too far. Over time, his little home ran out of things to teach him. By his early teen years, he yearned for something more- And so with guidance from the town's elder, and the assistance of an adventurer passing through town, he left for a magic college in Frecia.
There, he studied. And studied. And studied. He worked the majority of his youthful life away studying runes and how to use them. His lust for knowledge was immense, and yet lacked the one thing that usually came with it- The lust for power. No, he was perfectly happy to remain unknown and insignificant, so long as he could keep learning. He tested new things, discovered new ways to use his runes- New runes entirely, in some cases.
Eventually, however, he tried one spell too many. He learned a great deal through it- But lost his.... Grip on total sanity. While still perfectly functional, he lost his serious, studious nature, becoming rather goofy. He had the bad habit of short term memory loss, 'accidentally' igniting a rune and setting things on fire. With this new goofyness, he decided it was time to leave the stuffy library's of the college, and seek out adventure, despite his frail body. For several decades, he traveled the world, latching on to adventurer after adventurer to join them on their journeys and quests, giving them the benefit of his knowledge of magic runes at the cost of physical protection through the adventuring.
He kept on aging, and around the point of his mid-eighties, he decided to settle down somewhere in particular. Inferno Hall. He knew there would be more than enough excitement to go around, and plenty of youthful, strong adventurers to protect him during said excitement. He still stays there today- And seems mysteriously stuck at his current physical state. At around ninety, his body simply seemed to... Stop aging. Most put this off as luck in his final years. Others believe he's somehow found a rune magic to lock his body in its current state and effectively halt his aging, though where he would carry a power source immense enough to keep that spell up is a mystery- Unless one pays attention to just how important his staff is to him. Or more importantly, the rune crystal on top of it. Who knows how long he's been ferreting away all of his excess energy into it...
More recently, he has continued to adventure, but lacks a companion from the guild, apparently returning to old habits and seeking out new people to irritate.
Equipment:
One set of robes, pants, boots, and a big pointy hat- For every day of the week. And all of them are completely identical. (Same as in picture. But with a pointy hat instead of a hood.)
His staff. At first glance it seems to just be a big stick, crooked, knotted, used merely for support as he walks. If one looks closer, they would find dozens of runes etched into various places on its surface, alongside a large chunk of what looks like sapphire sealed in the top, with a unique appearing rune on its surface. It practically hums with stored power, glowing softly.
A satchel of things. Mostly containing obscure rune stones for various uses, but also holding parchment, ink, quills, sealing wax, various plants and herbs, random little trinkets and the like.
His "Pointy-majigger". Which is a simple pocket knife. He carries it in his boot, has no idea how to use it, and the most he's ever done with it that proved dangerous was stab somebody in the back of the head when it wasn't looking. Once. He know thinks brains are rotted jelly, and believes humans actually draw their intelligence from a magical turtle living in their stomach.
Commonly Used Runes:
=On Staff=
Fire- It makes things burn, and blows things up. And makes him giggle. A lot.
Ageless- The strange crystal atop his staff holds the particular rune and immense amount of energy needed to stop him from aging for the next century.
Rainaway- He doesn't like getting rained on. This makes a little bubble that stops him from getting rained on.
Poke.- It isn't actually a rune with purpose, but whenever he pokes somebody with his staff, it glows purple.
Whack.- As above. But it glows orange when he whacks people.
Summon Messenger- A trio of runes that bring forth what he calls a "Whabberjabber" from some plane or another. It looks like a mutant hawk with six eyes, four wings, and sapphires for feathers. He uses it as a messenger hawk.
Poof- It makes a very distracting beam of rainbow accompanied by the sound of a very loud fart. And him giggling.
=Off of Staff=
Transmute- A rune stone that allows him to turn just about anything of similar mass into a gold coin. Yes, he knows it's counterfeit, no, he doesn't care. He's old. This is his excuse for things.
Waterythingy- It is a simple stone that draws moisture from the air to create good, clean water.
Illusion- Briefly allows him to make simple illusions, usually used while telling stories.
Summon Waspthingy- A large runestone bearing three runes that summons a large mutant looking wasp thing. He tends to sick it on troublesome people on his current lawn. It is, as he puts it, "Actually, he's very friendly. He just wants a big hug. And all of the blood in your body.". It's stinger is actually a sucker. To let it take just that.
Occupation:
Inferno Hall
Moral Standing:
Neutral
Likes:
Fire, explosions, large pointy objects- mostly hats, wandering, explosions, turtles, stew, loud noises accompanied by lots of fire and force- (Explosions), shiny things, rambling, telling stories to children, and did I mention explosions?
Dislikes:
Spiders, other old people, people walking on whatever he considers to be his lawn at that precise moment in time, alcohol, people that don't like explosions, jelly, obnoxious sounds- Excluding explosions-, and round things.
Fears:
Spiders, other old people, jelly, and round objects. Thinks should not be round.
Other:
"KABLOOEY!"
*Thwacks with staff* "Don't be a fool, of course it can burn."
*Thwacks with staff* "My lawn."
*Thwacks with staff* "Nope."
"Eeeeeheheheheheheeee." *Wheeze*
TitanAterno-
Age: 28
Race: Half-breed (Half Ifrit/Half Human)
Gender: Male
Appearance: Standing a full six and a half feet above the ground and weighing just under two-hundred and eighty pounds, Drake casts an imposing and muscular shadow across the land. His short dark brown hair is barely long enough to cover two circular birthmarks on the top of his head, what would've been horns, before tapering down to varying hues of orange and red around his ears and across the back of his neck, and even in the tips of the hairs that fall across his forehead. He keeps it well trimmed, and if not pushed to the side so his eyebrows aren't concealed as they rest above his piercing grey eyes that sometimes reflect different hues. As an half-blood, Drake lacks the more overt Ifriti traits, such as wings, horns, claws and a body of flame, though his physique is tinted bronze and he has sharper than typical canine teeth. He dresses plain, as you’d expect of any wanderer and is very often dirty. He favors a red, hooded cloak, a pair of black boots, pocketed pants that fit slightly loose, and a sleeveless shirt.
Personality: Drake embodies reservation. He is hesitant to trust others and generally treats open, giving people as tools that he can use to achieve his ends. This is a response to his naturally cunning Ifriti nature, though he is constantly faced with bouts of humanity where he questions his decisions in using others, but he often reaffirms them as being necessary to reach his goals of finding a place of his own and establishing himself. He has stores of ambition, much of which goes untapped or wasted on some of his more mischievous ventures. He typically has a sarcastic tone when dealing with others and often demeans those he deems to be not as clever as himself.
History: Born as the half-blood bastard of a deceptive Ifriti and a gullible but earnest maiden, Drake spent his childhood in condemnation, garnering the fear and loathing of his peers in a small village in the Folgoth nation where despotism runs rampant and seems to draw the very life from its people. Born into a world of poverty and hatred, Drake grew jaded to the very thought of the luxurious lives he knew others lived, and as a child he especially hated the floating ‘utopia,’ of Nesia. At the age of nine Drake seemed to blossom when some of his Ifriti heritage became more apparent in his teeth and hair, and this was when he was no longer looked down upon simply as a bastard, but feared as the child of a demon that was said to roam the hills deceiving travelers to walk straight to their doom, and now, quite evidently, seducing women.
Torches lit the night sky around the Tylinaeus cottage, a small home that was built by Drake’s maternal grandparents and left to his mother, their eldest of three girls, upon their death at the hands of a strange illness. The fires burned with anger, and racism against the young half-breed, but only to hide their true fear. This was a scene Drake Tylinaeus would never forget, as the night he ran, and as the night his mother died while he was paralyzed by inability, held captive to powerlessness. After fleeing his home he wandered the wilds for several weeks, living off wild plants and whatever was available. Eventually his body started to shut down from lack of nourishment and he collapsed, blacking out.
He woke up days later on a small farm under the care of gruff old man named Jorn who found the boy while hunting. Over the next few years the boy was taught to be self sufficient and fight for what’s his, though as he grew older he found that he had a natural aptitude for using deception to reach his goals, and through many scrapes with much larger animals, discovered his unnatural strength and resistance to harm. After spending several years with Jorn, learning the ins and outs of the fur trade, hunting, fighting skills, finally he could no longer sit still with regard to not knowing who he really was, and at the age of 17 set out on a walkabout of sorts to hopefully find his father.
This was just over ten years ago now, and in his travels he found a much more lucrative business than the fur trade: the flesh trade. He dabbled in the sale of slaves for a small time, but found that even with his demi-demonic roots his humanity was sickened to its core by it, and abandoned the slave trade to be a ‘sell-sword,’ a fighter for hire, though he preferred bounty hunter as his title. It resonated with both parts of him, his human desire for justice, and his demonic love of deception. Though he’s found himself detoured and stalled in Nisea, Drake still holds on to his goals he set so long ago.
Occupation: Bounty hunter/wanderer
Equipment:
•Hooded cloak (red)
•Backpack containing miscellany related to traveling and bounty hunting (maps, charts, wanted posters, contracts, money, utility knife, etc.)
•Onyx - black-bladed longsword of high quality (and sheath)
•Shard - a steel shortsword of medium-high quality (and sheath)
•Low quality hunting bow and quiver of 20 arrows
Abilities:
•Tough skin - Ifriti-related partial-resistance to physical weapons, weakens him to magic
•Great strength - slightly stronger than the average human
•Silver tongue - more persuasive to those of lesser intelligence
Moral Standing: Neutral
Likes: Money, deceit, mindless pawns, intellectual conversation, hard liquor, meat and the occasional challenge.
Dislikes: Morons, Condemnation, vegetables, beer/ale.
Fears: Failure, snakes, drowning
Sylverblu-
Age: 34 (Equivalent of about 25 for humans)
Sex: Male
Eye Colour: Amber
Height: 6' 3"
Weight: 280 lbs
Profession: Hired hand, thief
Personality: Sylvaré is an introverted wanderer who prefers it when others mind their own business. That's not to say, however, that he minds his own business. He is highly curious, and often ends up invading other people's privacy. He has no problem with taking what doesn't belong to them as long as he can get away with it. Preferring solitude in nature to urban life, Sylvaré prefers to spend his time exploring forests and swamps, wandering the world in search of natural beauty. He likes to spend his time whittling, swimming, or climbing trees. He tries to be neutral in any and all situations, avoiding any form of bias when making a decision. As a result of his neutrality, Sylvaré has developed a type of emotional apathy, rarely caring for the petty plights of others.
Skills/Special Traits:
- Exceptional Breath Holding Capacity
- Spells (listed below)
- Webbed fingers for swimming
- Armored Torso
- Night/Underwater Vision
- Fencing/Swordplay
- Dagger use
Runes (Enscribed on Shell)
- Silence: Absorb the vibrations caused by the caster (such as footsteps, but not that falling vase across the room)
- Gale: Cause a burst of wind, weaker than a hurricane but stronger than a breeze
- Extinguish: Put out a fire no bigger than a torch
- Pain: Inflict pain upon a selected target, ranging form discomfort to a medium sized stab wound
- Birdsong: Cause a series of high pitched squeaks, peaking the interest of people and animals alike
- Candlelight: Summon a small light source either to project or keep by the user
Possessions: (Contained within a large leather backpack)
- Rapier forged from tempered steel (held in scabbard on hip)
- Raw salmon, cow bits, a tomato, and some pears
- Equivalent of $85
- Lantern
- Deep green hooded robe
- Small knife
- Black cloth
- Rope
- Coffee Beans
- Iron pot
- Olive oil
- Polished sapphire
Personal History: Born into a small Tortuskan family in the Iridella swamp, Sylvaré was the son of a loving father by the name of Madakra Devia and an abusive mother, Gentei Sylvar. His father was a merchant, making and selling fishing supplies to a nearby Tortuskan village out of his Duskel while his mother tended to the two children: Sylvaré and Devaíl. However Gentei rarely acted with kindness towards the children, forcing them to do the work that was her responsibility and striking them if they disobeyed. At the age of 19 (Human equivalent of about 14), Sylvaré saw murder for the first time. In an argument over whether or not Gentei should work outside of the home, the mates began to become violent, and in the chaos Devaíl struck his father with a log, killing him in an attempt to protect Gentei. This marked the beginning of both Sylvaré's hate for his mother and distrust for his brother.
After moving out of the Duskel at age 25, Sylvaré began a new life of renting himself out to others for physical labour. Soon, it became apparent that his physical strength, speed, and the runes that were given to him when he was younger could be used for a more... sinister type of employment. He soon developed the business motto, "Give me an axe and I'll chop down a tree, give me a knife and I'll kill your enemy." A thief, an assassin, and a hired hand. Sylvaré was all of these now. Those whom he encountered knew not whether to trust him for a job or to flee in fear of death.
It was not until three months ago that Sylvaré received a request from an unspecified employer, asking to investigate the floating fortress known as Nesia and steal a crystal known as Virbrium, though he knew not what this crystal was or why it was special. Smuggling himself onto an airship bound for Nesia, Sylvaré's story begins as a stowaway on the airship Whitemane, a messenger ship that transports slaves to and from Nesia to the mainland.
Morals: True neutral
Likes: Equality, seclusion, quiet, sunrises
Dislikes: Prejudice, loud people, dry areas
Fears: Starvation, scorpions
Torack-
Age: 23
Race: Human
Gender: Male
Personality: Bran is an arrogant, proud, and confident young man who is used to getting things done his way. Around him is an air of superiority and a demand to be acknowledged, and oft times he can be quite charming. Despite his arrogance however, he does have a strong sense of honour and duty that was drilled into him consistently as a kid and be quick to anger when his honour is challenged. He is easy to make friends with, if one looks past the pride, but he trusts nearly no one. Bran is often seen sporting a small smile when not doing anything important.
History: Bran was raised by a powerful family within Arocina, and his father -- a powerful aristocrat -- wanted his son to become general of the army to further his own desires. Bran complied to his father's wishes willingly and was squired to a renowned knight at the age of eight. He was knighted at the age of fifteen and was drafted in the army quickly thereafter.
His time in the army taught the young Bran discipline, honour, and duty, and drilled those three concepts in him on a nearly daily basis. At the age of nineteen, commanding a small force, he was sent out to take down a band of mercenaires that were pillaging outlying villages and causing havoc on the nation's borders. When Bran confronted the mercenary band, he found them to be malnourished farmers and shepherds who resorted to pillaging in order to feed themselves. Feeling pity upon them, Bran turned a blind eye and returned to his superiors explaining that the mercenaries had caught sight of them and fled before a confrontation could happen.
A few weeks later, he was brought to court and stripped of his military rank and dishonourably discharged from service. Hearing the news, Bran's father disowned him. With nothing left in Arocina, he left for Nesia and worked as a lowly mercenary for nearly a year when he heard of a new hunter's guild being formed. He quickly jumped at the opportunity and was among the first to join Inferno Hall.
Equipment: He wears a full suit of armour, carries a longsword along with a shield, and a couple of daggers hidden in his boots.
Occupation: Inferno Hall
Moral Standing: Good
Likes: combat, duels, food, sleeping, swords, armour, and horses.
Dislikes: politics, political figures, his father, and lazy people
Fears: Becoming like his father, being kicked out of Inferno Hall for his morals, and using his strength for evil intentions.
Kisame12-
Name: Prefers the full title, but will respond to the name Bale.
Age: 20
Race: Mirn
Gender: N/A (For sake of simplicity, use male pronouns if you want. Gender-neutral pronouns also acceptable)
Appearance: In human terms, Bale would be considered androgynous with leanings towards the effeminate. He has wide hips and long legs. However, he lacks breasts, leaving his figure somewhat pear shaped, and his arms seem unusually long for a woman. His eyes have a piercing quality to them, their pale color glimmering much brighter than many other Mirn. His face has a regal attractiveness to it. Its full lips and sharp eyes more suited at a lavish party discussing politics than on a battlefield.
Despite his small and delicate frame, a close examination will show a very fit young man, who could easily deal with a person twice his size. His mark is located on the small of his back. More often than not he can be found wearing the informal uniform of the Mirn solider, a loose grey poets shirt beneath a steel breastplate paired with a pair of study leather pants and boots.
Personality: Like many of his race, Bale is a kind hearted individual, though difficult to approach. He is authoritative and resolute, a trait he picked up from years of strong arming nobles and reluctant politicians alike. He will not argue a point with, merely explain to you his reasoning and then proceed without you. While this stubbornness is often backed by the urge to help people (even those not of his race) it can sometimes make him overly focused on one goal, often requiring a dressing down by someone he respects to bring him back down to earth.
Height: 4’9’’.
Weight: 110 lbs.
Weapons: Rapier and parrying dagger of the finest qualities. The hand guards of each resemble a coiled snake.
Skills:
Master duelist
Diplomat on behalf of his people and Avirth
Disguise and acting
Lockpicking (For when the noble says ‘no’, but your intuition says ‘yes’)
Cartography
Background: Bale lead a fairly typical life as a child, raised in the communal home, learning his peoples extensive theology, learning English as well as the Mirn language, and so forth. As he grew, he became known for both his short stature and ferocious fighting ability. Less publicized was his love of map making, to which he had devoted the majority of his study time to.
When it came time to complete his Trial of True Words he, along with two other Mirn, joined a small Avirth military company, en route to the Great Balewood, intent on ridding the area of highway men. He had hoped to map the area thoroughly, a long overdue task, Balewood being home to hundreds of unmarked trails.
About a month into the campaign, the bandits (who, up to this point, they had merely had brief skirmishes with) attacked in the night, killing the company’s commanding officer, as well as the two other Mirn.
Many of the troops became demoralized after that, as did Bale. He desired to return home, at least to recover, and then try mapping a safer area. However, as he looked over the cartful of dead he notices his fellow Mirn were not accounted for. A scout reported to him that the Bandit leader had taken many corpses with him, and had been burning them in front of his camp as a warning.
Fury over took him, outraged at the disrespect the bandit showed. He rallied the Avirth soldiers behind him, leading the charge into the bandit camp. Under his leadership, (guided by some of the more experienced officers), the company underwent a two year campaign of revenge. By the time Bale had reached his 19th birthday, the forest had been cleared, thus earning him his illustrious title.
After this campaign, he had become something of a folk hero to both his people and the troops of Avirth that had served with him. The tribunal which he served took notice of this, and quickly scooped him back up upon his return. They groomed him, quickly, for diplomatic work, something he much preferred. Over the last year he has been a negotiator for various political debacles, often with no bloodshed.
The Avrith government, having growing concerns about the civil unrest in Nesia. Their hope is that he will be able to facilitate a peaceful resolution and return Nesia to order (and thus, trade). If not, then he is encouraged to ‘protect Avrith’s economic interests and the interest of its allies. By any means necessary’
Moral standing: Lawful Neutral
Likes: Cats, fishcakes, dance and cartography.
Dislikes: Drunkards, unnecessary violence, politics.
CrimsonFlameKylie-
Age: Appears very young, maybe 16-17. (In reality somewhere around 70, she admits to having lost count decades ago)
Race: Kitsune
Gender: Female
Height: 5’3”
Appearance:
Personality: Koremi is very active and extremely chipper. As a member of the Kitsune species she is usually very playful, and it takes a lot to bring her down. Though due to her relatively small size and young appearance she ends up being the butt of others jokes, and although she acts like it bothers her in reality she enjoys the teasing as a game. Koremi is very approachable, very kind, and very sweet. She trusts almost anyone unless they give her reason not to, and even if someone doesn’t enjoy her company she makes it a point to try and change their mind. Despite her true age being somewhere over 70, Koremi has a severe and irrational fear of the dark that actually drives her to the point of almost shutting down depending on the level of darkness.
History: Koremi was raised in the Hiyoru clan of Kitsune. It was a small clan that had all but been hunted from existence by “demon” hunters that pursued the clan despite agreements not to feed on people or their livestock without proper trading. The Hiyoru clan was very small when Koremi was born, but at one time had been a very large and honorable clan. They protected their own and fought to try and stop the hunters that pursued them, but inevitably they lost more lives than they protected. The Hiyoru were forced into hiding for years, living off what they could gather and trade with people who weren’t afraid of them.
After growing up constantly hiding in the shadows of forests, Koremi the young one tailed Kitsune grew tired of it. Like many young Kitsune she yearned for the freedom to explore and journey wherever she wanted. Yet she waited with her clan for thirty years, which is still incredibly young for a Kitsune, before she finally mustered the strength to tell her family and friends that she was leaving. Stray Kitsune are usually frowned upon, but the Hiyoru understood what she meant when she told them that this wasn’t the way for their kind to live. The clan sent her away with their blessings, knowing that Kitsune desire to be free and that the Hiyoru had been too horribly hurt by the other species to ever want to show their faces again.
So Koremi wandered for countless years. Usually she would catch things in the wild to syphon life energy from, though sometimes she was forced to steal farmer’s livestock’s lives, and very rarely the life of a bandit or some other member of a civilized species. When she could Koremi would leave things that she didn’t catch on her own alive, able to recover their missing essence over time, as she didn’t see it right to kill something that belonged to someone else in order to sustain her own life.
Koremi wandered for so long that she eventually lost track of her own age, though she didn’t think it mattered much. Eventually her travels lead her to the city of Nesia, where she finally decided that maybe travelling alone wasn’t worth it anymore. She lived there for a few years, the longest she had ever actually settled down anywhere, before hearing of a guild that specifically adventured. Koremi immediately jumped on the idea and tracked it down, quickly applying. It took several months, but now Koremi is officially a recruit of the adventuring and hunting guild Inferno Hall, where she grows restless until she can perhaps finally explore once more.
Equipment:
• A few sets of similar clothing with varying colors, though it’s generally hard to tell if she’s actually wearing something different other than the fact it’s cleaned.
• A single elegant katana from the lands she grew up in, the hilt is wrapped in a red-stained leather and capped with gold like metal that also makes up the guard. The blade’s sheath is plain dark reinforced leather.
• A very small pack of coins, all she has collected that she hasn’t yet spent, totaling only about 2 silver and 25 copper coins.
Occupation: New Recruit of Inferno Hall.
Likes: Exploring, travelling, freedom, fine tasting foods and drinks (though as a Kitsune she has no reason to eat and drink, she simply enjoys the taste), and almost ALL people.
AreYouMyMummy-
Age: 23
Race: Human (to the best of her knowledge)
Gender: Female
Appearance: Stands at 5' 6", fair-skinned, slender, has long bushy brown hair, and strikingly green eyes. Usually has a staring visage.
Abilities:
-Shapeshifting. Is able to turn into most any creature at will.
-Ability to speak to most animals and primitive peoples without a written tongue.
Personality: Usually kindhearted, considered by many to be a bit eccentric, not easily trusting. High intelligence.
History: Mainly unknown. She was abandoned as a child and has been wandering the lands ever since. Never made any close friends, choosing mostly to spend her time in the forest talking to the animals.
Occupation: None.
Equipment:
-A large backpack containing food, traveling and camping equipment, and a large variety of odds and ends.
-A small pocketknife
-A cattle prod
-A sack of dragon poo (to ward off unfriendly beasts)
Religion: None, really. A bit superstitious.
Moral standing: Good.
Likes: Animals, nice people, peculiar-looking objects, and cheese.
Dislikes: Arrogance, ignorance, blue boxes, non-medicinal use of alcohol, and turnips.
Fears: Haggis.
Brasslazer-
Race: Vigintian
Age: 23
Sex: Male
Appearance: Light green skin, Large, shiny, solid black eyes. He is very slender and skinny. He wears a white and green pinstripe shirt with a tan leather vest, and dark green dress pants. His fingers are covered in spots where he has pricked his fingers with needles.
Personality: Jumbyll is your average Vigintian, always friendly, but what is unique about him is that he is a tailor. Through much practice, he has gained just enough dexterity to use the majority of his hands while making outfits. He owns a small shop named The Creature's Clothier, where he specializes in making clothes for races like his that are less humanoid and need custom fitting clothes. He attempts to connect with each and everyone of his clients, which is why he hangs a plaque over his shop's door which says: Come in a client, leave a friend.
History: Jumbyll was born and raised in Nesia in a middle class home. When he was 15, he decided that he wanted to overcome his races famed clumsiness and become a tailor. After that, he self taught himself everything about tailoring. At 20, both his parents died due to a horrifying accident involving a Kitsune and a bet seeing who could get their spirit siphoned for longer. He then converted his family home to a tailor shop and spent he next three years building up a somewhat decent reputation.
Belongings: Various tailoring supplies, His shop, a small pearl he found on the ground when he was 6.
Moral Standing: Neutral Good
Likes: People, clothing, soup, snapping his many, many fingers.
Dislikes: Gambling and wool.