Personality: Tanya is a sarcastic and short-tempered individual. She has nothing but scathing comments for people she dislikes, or people she sees as stupid. Tanya is quick to be irritated and quick to respond to her irritation, sometimes violently. At least when it's violently it's not bad enough to result in any serious injury. She has a sarcastic response to many, many things. Tanya also dislikes that she is rather small, at least to some extent, and has feelings of jealousy towards those who are not so small. In spite of her temper and sarcastic attitude, Tanya firmly believes in protecting those who need it and upholding the law. She seeks to punish all those who do evil to the fullest extent(at least if they are deserving of such treatment). She also has a deep dislike for undead, given that much of her duty is to eliminate dangerous undead. However, she will not harm them unless they give her reason to(or if they're mindless monsters). As a Reonite Paladin, she is deeply devoted to her chosen goddess and, and is also deeply anti-slavery.
Brief Backstory: Born to the Palayen family, nobility living in the richest quarter of Meridan, Tanya was tncouraged from a very young age to become part of the Church of Reon's more active service. The idea of serving their Goddess enticed her to no end. As such, Tanya Tanya became a Paladin of the sun goddess, sworn to combat evil in her name. Aside from that, she was educated at the "St. Lilianna's Reonite School for Girls", a religious school for girls created by the Church of Reon. She also underwent combat training under other paladins serving Reon.
Equipment: Tanya wears a suit of heavy armor to protect herself. However, the armor is enchanted to feel exceptionally light, allowing her to move quite quickly. Similarily, her bastard sword, Repharion, is also subjected to enchantments that reduce its weight in her hands significantly. Repharion is kept very sharp, and ignites with the Divine Solar Flame of Reon in response to the righteous fury of its wielder. This is chiefly intended for use against undead, but it's hard to deny the effectiveness against just about anything.
Abilities: Tanya is a skilled combatant, excelling in both two-handed and one-handed swordplay, though her favored style is two-handed. However, due to the enchantments on her armor and weapons which renders them far lighter than they should be, her physical strength is actually rather lacking, and instead she is more of a speedy fighter who nevertheless hits hard due to her training and choice of weaponry.
Appearance: Leander's skin is pale blue, and his eyes are bright blue. He hides the fact that he is undead by wearing a long dark-blue robe with a hood, as well as black gloves and boots. He also carries a long metal staff with a sky-blue colored gem on the end.
Personality: Everything Leander does is purely out of his own interest. However, he is still a scholar at heart, even after his death, so he takes it upon himself to learn much of the world. Also, considering he has no fear of death, he makes as much out of his life existence as possible. He also tries not to form attachments with other living beings, seeing how most people wouldn't trust an undead creature anyway, and his unfortunate betrayal. He may still assist in any endeavors, but don't think he hasn't learned how to harden his heart.
Brief Backstory: Leander was once a powerful magician, capable of casting all sorts of high-tier spells. However, he was accidentally slain by a former apprentice, who wanted those powers for himself and tried to steal them, but failed. To make up for that, the apprentice used his secret knowledge of necromancy to revive him as a sapient undead, and it succeeded. The apprentice got to work sealing away the power of Leander, making him unable to cast spells without the apprentice's permission. Naturally, Leander was furious, and spent every minute of his new existence looking for a way to free himself from his bonds. Fortunately for Leander, the apprentice had overlooked some flaws in the bindings, and so Leander managed to regain some of his former power, allowing him to slay his apprentice.
Of course, now that he was free, Leander had no idea what to do now. After all, he was supposed to be dead now. He could always try to unseal the rest of his powers, but what would be the point? He was an abomination now. An unnatural being in the world. Leander then made up his mind. He would travel around the world and learn more about the world. In his opinion, he no longer has a place to call a home anymore, so he travels to other parts of the world to learn more about it.
Equipment: -A long metal staff, engraved with runes on every inch of its length and holding a sky-blue colored crystal on the end. Allows him to quickcast his mid-tier spells with only 1-3 words, depending on the complexity of the spell. -A long blue robe, along with black gloves and boots, to help hide the fact that he is an undead creature. -A pack for storing books and currency.
Abilities: -Basic Magic: Leander can cast basic spells such as a simple fireball, lifting small objects into the air, a lightning bolt, simple stuff. -Water Magic: Leander really focuses on one element in magic: water. Well, mostly ice, but technically water. His signature moves involve firing a bolt of ice (Frostbolt), firing a short-range continuous blast of super-chilled air and snow to slow down enemies (Cone of Cold), and creating a magical construct out of water to aid him in fighting (Water Elemental). Needless to say, even he can't keep it up forever, and will run out of mana quickly if kept in an extended fight. -If Memory Serves: Leander has read up on many subjects, although he may not remember certain pieces of that knowledge. It's a lot of information for one person, after all.
Race: Naga (attempting to transition to another race through magical means)
Class: Artificer
Personality: Fieri Angharad is haughty and opinionated, and almost religiously believes in the superiority of magic over all other things. Fieri Angharad has spent decades working in a secluded university, away from all humanoid contact, and is exactly as desperate for affection as that implies. Beneath a thick veneer of contempt, Fieri Angharad is close to a child in terms of practical experience and romance. For some odd reason, Fieri "Diamond-Tail" Angharad insists that everyone refers to her by her full name, nickname and all. Thanks to a hostile environment outside of her birthplace and an inability to cope with it, Fieri is ashamed of her current state of being, and is seeking to change it as soon as possible. Due to this, Fieri gets flustered if her most prominent physical traits are exposed or accentuated.
Fieri was born in the bustling town of Cartus Magnum, located in the western portion of the nation of Ithillin. Fieri's parents found work as porters and washerwomen in the prestigious university that largely encompassed the town's workings. Cartus Magnum University was a mage's college dedicated to teaching practical magic and hard sciences, and held a stable of fantastic teachers to facilitate this. People from across the continent came to the town almost exclusively to either work for or study in the university, and Fieri's family was no exception. Fieri's father was, rather controversially, a tenured Senior Wrangler, who very narrowly avoided being fired for an ill-advised fling with Fieri's mother, a migrant washerwoman. Unfortunately for both Fieri and her father, Fieri's mother abandoned the both of them almost as soon as she was born, moving on without even a word of warning. With no knowledge of how to raise a child and no wife to do it for him, Fieri's father did what he always did: let the university handle it. And so, Fieri's upbringing was brought entirely into the hands of the university's servants, professors, and students.
Fieri spent almost the entirety of her life within the confines of the university. Educating the young Fieri was a pet project of most of the university's faculty, who found an unceasing audience in the cheerful naga. As Fieri grew, so did her wealth of knowledge. Mathematics, philosophy, theology, herbology, and artificing all opened their gates to Fieri. Thanks to her father's extensive connections with the university and Fieri's minor status as a staple of the university's live-in entertainment, Fieri was afforded the faculty's level best in education, for no charge-- after all, any money taken in for her education would go right back to her father.
At the tender age of 18, a startling idea crossed Fieri-- she could be learning to have a job! Startled and mesmerized at the prospect of having to work to earn her daily bread, Fieri nervously opted to follow a career in artificing-- utilizing advanced magic to enchant mundane objects into powerful tools. The idea of making her job trivially easy without even needing to expend too much mana was immensely appealing to Fieri, and she threw herself into her studies with gusto. Fieri studied like a madwoman, egged on by her father, and very nearly graduated at the top of her class at the age of 24. With her magical potential unlocked through rigorous training and studying, and a bevy of spells and enchanted objects at her belt, Fieri... promptly attempted to return to her life of lazing about the university and looking smugly at the students. It was at that point that her father gently but firmly encouraged her to go find a job elsewhere, and politely informed her that, if she continued to stay at the university, she would be arrested and convicted for vagrancy. With no small amount of bitterness, Fieri moved out of the university, and set off into the world. Fieri now wanders aimlessly, searching for odd jobs and helpful servants.
Equipment: Fieri Angharad is equipped with a variety of self-made magical tools. The weapons underneath are poor-quality, but the enchantments on them are made with love. Fieri's arsenal is as follows.
Staff of the Diamond-Tail: a university-provided magical focus, that allows Fieri to store and release large amounts of mana. In effect, it is a battery, for intensive magical works. Thanks to the wonderful efforts of the university's engineers, this staff is also capable of drawing mana from ambient sources. In broad daylight or in the light of a full moon, the Staff of the Diamond-Tail regenerates mana very slowly. The staff is also quite sturdy and hurts to be hit with. It is currently filled with several days' worth of stored mana.
Knife of Lacerations: A standard household bread knife, enchanted to unleash a blast of concussive force exactly the size of its blade on impact. It's useful against unarmored, unexpecting targets, but nearly worthless against armor.
Bag of Holding: Fieri's thesis project. This is a simple leather satchel, enchanted to magically shrink down anything placed within it. Even thought it is about the size of a traveller's pack, its carrying capacity is about the size of a shipping crate.
Mana Battery Kit: The mainstay of Fieri's repertoire, this is one of the only things that cannot be made by an artificer. With this advanced piece of magitechnology, one can handily replicate the effects of the university's staffs in a smaller and less powerful form. The kit takes any stone, metal nugget, or gemstone and fills it with mana. These mana-filled minerals can then be inserted into an artificed object to make them usable for non-mages. The more valuable and conductive the material used, the more mana the resulting battery can contain.
Abilities: Fieri's magical powers are based around utilizing mana in its raw and pure form. These abilities are relatively expensive to use mana-wise, but can also draw from her staff's reserves.
Mana Bolt: Fieri is capable of projecting a bolt of pure mana at her opponent. The bolt is relatively effective against uncovered flesh, and causes moderate to severe burns on contact. Against large amounts of mana, the bolt reacts violently and explosively.
Miasma: Fieri is capable of venting large amounts of vaporized mana into the surrounding area at once. The mana, while not strictly toxic, is almost unbearably hot and temporarily interferes with any sources of magic. Prolonged exposure to Miasma results in severe nausea and disorientation. Fieri is not immune to the Miasma's effects.
Artifice: The gross sum of Fieri's life and Fieri's true calling, this is what Fieri is best at. With a generous amount of mana, a targeted object, and some imagination, Fieri can enchant anything. The more valuable the object is, the easier it is to enchant. It takes half an hour to a day of concentrated work for an Artificing to be completed, and the resulting object must be charged with mana to function properly. What Fieri can enchant is limited only by her scientific knowledge and imagination-- if she can logically conceive of a way to make a ring capable of teleporting its wearer, Fieri can enchant one to do it. Researching and developing new enchantments takes time, mana, and plenty of test subjects. A list of enchantments Fieri currently knows follows.
Emit Force/Absorb Force: Phenomenally simple, this enchantment is designed around converting mana into directed kinetic energy, either to work against incoming blows or amplify them.
Emit/Absorb Heat: Exactly as simple, this enchantment is designed around emitting large amounts of heat or absorbing large amounts of it. With some more sophisticated supplementary enchantments, the weapon appears to emit flames or bolts of frost from it, though the effects are the same.
Discharge/Absorb Mana: This enchantment is explicitly required on every Cartus Magnum Artificer's products, for safety reasons. Upon being discharged, the enchanted object immediately releases all stored mana in a single blast that, at higher levels, overloads other magical items and causes extreme burns. Upon its Absorb function being activated, the object briefly draws from any source of mana directly connected to it.
Feather/Burden: A simple and efficient enchantment, used widely across the continent. When active, the enchantment actively lifts itself (or pushes itself down), making carrying heavy objects significantly easier. In most cases, Feather is attached to armor.
Grow/Shrink: A strange branch of enchantment explored by few, the effects of these enchantments are directly tied to the current size of the object affecting it. When activated, anything touching the enchantment will be either shrunken or grown to a predetermined level. At the same time, both its volume and mass change, allowing for even heavy objects to be carried with ease.
Personality: Alicia is a starry-eyed idealist, and an outspoken believer in the tenants of justice, honour and goodness. She's a bit sheltered, however, and her experience with the outside world is somewhat lacking, leading her to be kind of a gullible ditz. She is honest to a fault; not only is she incapable of lying (often being a bit too brutally honest at times), but she doesn't seem to understand the concept of lying itself and assumes anyone speaking to her is being one hundred percent genuine no matter what they say.
Brief Backstory: A member of Hundi aristocracy, Alicia spent most of her life in the lap of luxury. Whilst there were ample training facilities and teachers available to her, she hasn't really experienced much of life or combat outside her family's home. She recently turned 16, however, and thus has been sent out on a quest to prove herself; hopefully she'll be able to adapt to real combat quickly enough.
Equipment: An ornate and well taken care of suit of armour, a shield, and a non-magical (albeit incredibly sharp) sword.
Abilities: Alicia is a well trained warrior, instructed by the best teachers available in the art of sword and shield fighting. Unfortunately, all the combat she has seen thus far has been in a controlled environment, against teachers who didn't want to hurt her too much out of fear of losing their jobs. She's competant at least, but the last thing she expects is dirty fighting.
Appearance: Sophia's most obvious trait is that... well, she's got feathery wings, white flecked with grey rather than the normal darker tone. She is also small, even for a harpy, and it wouldn't be unfair to tell her to cut down on the sweets a bit. Her hair matches her feathers, and is far too long for someone with no hands to take care of it by themselves. As for what she wears: it was presumably patterned after a normal, red-and-gold (what other colours would you expect from a sun goddess?) habit, but it's been shortened a bit--and naturally, given its relatively simple construction aside from the trim, it has enormous arm holes. Predictably, Sophia's eyes are blue.
Personality: Having spent most of her time hanging around with books or doing religious things, Sophia is rather shy and not too good at socialising with people. She's got strong morals, however, and won't refuse to help someone in need. She's also an enormous glutton, and even manages to overcome her own race's tendency to not gain weight through the sheer amount she'll eat if able. Pretty good nun otherwise, though.
Brief Backstory: With her great-grandmother having been the last person in her family to live outside a city, Sophia's rather more civil than many harpies, and wouldn't ever have the first clue how to go about living in the mountains, though with all her recent male ancestors being Nem, she'd have a bit more luck at surviving in a desert. Oddly enough, despite their race, her mother and grandmother both worship Reon, and Sophia chose to join the church when she was younger. Given that dungeons are dangerous places, and she's a pretty skilled healer, she was sent out with someone she remembers from her schooldays on their current mission.
Equipment: In case her magic fails, Sophia has a normal first aid kit... not that she can use it at all, but it's still useful to have it around.
Abilities: Not just a nun, Sophia is something of a scholar, as well as being trained in various positive magics--particularly the art of healing, but also magical barriers that can act as an extra layer of armour, or temporarily letting someone push their body past its normal limits (though she insists that they let her fix things after the fight). She's pretty knowledgeable about theology and history. What she lacks is good survival skills, due to never having lived outside of civilisation. She also has a stubborn inability to acknowledge that she's actually pretty badly shortsighted. Which is an even bigger problem than normal when you can fly, since everything you can navigate by is kind of hard to see...