Full Name⇎ Myron Owyn ⇎
Born⇎ Fall Eighth, Laein ⇎
Titles Held⇎ Scribe ⇎
Affiliation⇎ Mystic Academy ⇎
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APPEARANCE
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Gender↳ Male
Maturity↳ 28
Sexuality↳ Heterosexual
Race↳ Esti
Eye Colour↳ Omnicoloured
Hair Colour↳ Brown
Weight↳ 140lbs
Height↳ 5'11ft
Birthmarks↳ Linear scar above right eye.
Other Features↳ Myron's eyes change colour frequently.
Equipment & Valuables↳ Magic Tome: A large book of a hundred or so unfinished or locked runes. Written in blood ink, the 'Account of Symbols and Stories,' Myron's personal compendium is his most prized possession. At a moment's notice, he can turn to a designated page and finish one of his many runes, giving him a means of quickly using runelore spells, which are otherwise more difficult to manage under the pressure of time limits. These quick spells are limited in size and power.
↳ Quill Wand: Part writing utensil, part wizardly channeling device, this two-foot long feather was plucked from the back of a giant raven, and inscribed with runic enchantments to act as a catalyst of magic. Written in Myron's blood ink, the wand only works for him, and allows him to channel magic with minimal strain on his own resource or psyche.
↳ Enchanted Bottles: With gateway runes engraved on the inside of each bottle, they are nearly bottomless, Myron's vials can pour forth a lake's worth of water, which he has been amassing over many years. There are a total of twenty two of these bottles on him at all times, ten are located at his waistline strapped to his belt, here is included a variety of different coloured inks. Two more are tilted sideways at either side of his hips, which hold his specialized blood-ink. Six more are strapped to his chest. The last four bottles are hidden in his utility pouch, he keeps extras because they can be used as a projectile, when they explode they release a burst of ink. After applying purified blood to each vial, and some alchemical tastes afterwards, most of Myron's vials produce a strange silver liquid, which is reflective to the eyes.
↳ Deck of Cards: Various other unfinished and locked runes are written upon a deck of seventy cards, which Myron has trained himself to be able to flick over great distances. The power of his runes are highly limited due to the size of each card, however many still serve their purpose, such as creating small explosions, or mini gravitational fluxes to deflect enemy projectiles.
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IDENTITY
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Personality ↳ Quirky is one way to describe Myron's rather unorthodox way of carrying himself. Eccentric, or straight up weird might be better words, but for now we'll say he's a very quirky individual. Jam packed with tons upon tons of useless, irrelevant, and absurd random facts and knowledge about the world, one can only question how Myron ever learned of such things. He really doesn't understand the practicality of certain knowledge forms; he could recite to you each city in a country he's never visited, yet if you ask him the order of the months, he'll be lost. Perhaps his sarcasm adds a bit of weight to his eccentricity, though it makes him very honest and upright with people, sometimes when he's annoyed he may accidentallymock people through sarcastic phrases.
Playful by nature, Myron has a friendly and adventurous side to him that often gets him in to trouble. The world is a playground, a beautiful form of art that must be experienced fully and through immersion. Myron's mind is constantly on, not a single second could pass without a stream of thoughts coming and going. On the outside he may appear calm at times, but deep down, he is submerged in an endless and chaotic thought pattern. If there's a problem he's facing, he will not be able to keep his mind off of it until he has rationed several options, solutions, and outcomes. Myron is always daydreaming.
At first, and perhaps for a while, Myron will come off as a timid and nervous individual when experiencing new things or meeting new people. Though still quite friendly, he'll often and quickly expose his more eccentric side, which makes or breaks that first encounter. As chaotic as his nature might be, Myron can be quite easygoing, modest, and patient. He is perfectly comfortable with his own inner chaos, it is however only when that confusion surfaces for the world to see, does he become skittish.
Last but certainly not least, Myron suffers from Stendhal Syndrome, which has various affects on his mental state. When subject to great forms of beauty, the young wizard experiences an increase in heartrate. Dizzy spells haunt him frequently, and there have been two incidents where he has passed out when witnessing something marvelous, once in particular when he gazed upon the book of ages. Because of this, Myron has a lot of trouble trying to communicate with beautiful women.
Traits ↳ Quirky
↳ Playful
↳ Easygoing
Likes ✔: Magic
✔: World History
✔: Adventures
Dislikes ✖: Boredom
✖: Hypocrisy
✖: Machines
Talents & Powers ↳
Runelore Mastery: A rune comes in three major categories; seals, glyphs, and marks. A seal is often used as a container of sorts, as they are used to conceal or compress something within pockets of space, or release something that was once trapped. Glyphs are the opposite, their effects are cast upon whatever it is they’re facing, and often have their own set boundaries when written. Marks effect what they’re written upon, and can generally effect an entire object made of one material, marks rarely if never effect multiple materials. Idioms are powerful rune combinations, used in synergy with the effects of multiple runes. Myron has spent much of his life studying runes, his control over them is mastery level. There are hundreds of different runes, the ones Myron memorized are...
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Seals:► Rift: This sealing rune has a myriad of uses, the most common being a means of transportation. By connecting the rift with a pathing phrase, two-way portals can be created between long distances. An initial sum of energy is required to write the rune, however if it doesn’t feed on a continuous supply, it will deactivate after a day. If a path rune is not written, the rift will lead to a ‘void pocket,’ which has no gravity or air, the void can be used as a deadly trap to anyone without any anchoring abilities. (Editted unlocked with permission on the 1st.)
► Absorb: This seal is simple and deadly, for once it is written on a person, it will gradually begin to sap them of their magical and physical energies, trapping that essence in to the seal’s written word. The absorption seal can only extract energy that passes within its boundaries, however, and thus cannot sap anyone dry without multiple applications.
► Echo: Sealing sound within its confines, to be released later – this technique is useful for long distance communication. When paired with a path rune, direct telecommunication is made possible.
► Envision: This rune is more complex than it should be, however is incredibly useful when understood. By sealing a certain point of view and pathing it to another rune, this seal can be used to scout far away locations. The first rune must be written upon the user's eyelid.
► Lock: Perhaps the simplest and most widely used seal to date. Myron most commonly uses this rune in synergy with others, forcing completed runes to become dormant until the lock rune is removed. This is the only safe way to activate runes beyond reach of Myron’s quill wand. When the lock is smudged, it will break within a few seconds.
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Glyphs:► Divide: Strangely named, this glyph is actually the most powerful defensive spell among Myron’s arsenal. It requires a circle to be drawn around the rune, which would then divide everything within the squared circumference of the rune from what’s outside. The ‘division’ comes in the form of an invisible barrier that cannot be breached by the corporeal. Myron himself is unable to tap in to world outside of his barrier until dispelling it.
► Element: A very popular array of runes among enchanters and wizards alike, Myron has memorized several of them. Blaze, which creates a burst of fire. Rain, which pumps out a spout of water. Sparks, which sends shocking electricity outwards. Stalagmite, which pretty much erects a mini-mountain. These runes are said to actually be portals to lands with abundant resources.
► Gravity: This rune word means exactly what it controls, gravity. If written face-up, it will suck in everything it faces directly, with extreme pressure at close range. Treading the vacuum will make any man feel twenty times heavier than they actually are. If written in an inverted fashion, the rune will negate gravity, creating a powerful anti-pressure capable of lifting grown armoured men high off the ground in an instant. (Unlocked with permission on the 29th)
► Wither: This strange rune creates a pressurized dome encompassing the squared circumference around its written area. Treading through the zone would feel similar to attempting a deep-sea dive, since pressure is heavier within the area. The bigger the rune, the more dangerous its center, since the pressure stems from there, and at a mere width of fifty feet, the core becomes a lethal trap.
► One: Once written, this rune will attune itself to its surroundings. Writing the rune is simple, and there is a trick to expanding it at will. Anyone who stands at the very center of this rune will feel as if they are one with the world, allowing greater perception of an area, or better meditation circumstances.
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Marks:► Adamant: This powerful rune enchants an object’s fortitude to endure almost anything. Physical attacks bounce off the item with ease, as its edges become sharper than diamonds, and its solidity makes folded steel look flimsy. High grade adamantium weapons, and antimatter / particle altering techniques still effect on adamant enchanted items, though.
► Erode: The most common mark used by assassins, thieves, and spies. This rune seeps in to whatever it’s written upon, and deteriorates the surface, boring a hole relative to the size of the mark. There are very few substances existing that can withstand the erosion, and all of them are heavily enchanted beyond anything natural.
► Agony: Simple and effective, this mark burns whatever touches it, and hurts like hell for anyone unlucky enough to have it written upon their flesh. A sensory overload is possible if written on the base of an individual’s neck, at the back.
► Ecstasy: Think pain medication on pain medication. This mark numbs pain where it is written, and can cause full body ecstasy if written on the base of the back of one’s neck.
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Runic Idioms:► Ignorance is Bliss: This combination of Ecstasy, Love, and absorption runes creates a powerful idiom when properly pathed, capable of turning your brightest pupil in to a vegetable in minutes. If written on the spine, neck, or head, this idiom will sap the victim of their ability to process new memories or thoughts properly. The simple effect? Short term memory loss, until the idiom is lifted.
► Time-Space Paradox: Wither time, erode gravity, divide from reality, and what do you get? The time and space altering rune, which can speed up or slow down time within its field of control, depending on what order its supplementary runes are arranged in. Locked
► Beacon of Nihil: Amplify gravity, and erode everything caught. This idiom is by far the most dangerous in speedy combat, for the minute it is unsealed, a powerful material-disintegrating beam of pure energy will be let loose in the facing direction. The beam will last for a second, maybe two, before the rune itself will evaporate. The laser beam can eat through metal with ease, and annihilate flesh instantly if caught within the first fifty feet, beyond that will leave searing burns, that are just as lethal if not immediately treated. The laserbeam explodes against the first thing it makes contact with after one hundred feet. The above mathematics takes in consideration that the rune is about the size of someone's head. Larger variants are much more dangerous, and smaller ones only leave burns.
► Nowhere of Importance: Combine a pressure space, nullified, and altered to only absorb from a vicinity, and you wind up with an anti-magic area of effect ability. The rune itself is immune to nullification, thus saving from self-disruption, while fully disabling any and all magic based manipulation within its boundaries. Merely standing within the area can be dangerous, as it starts to block and sap its victims of their energies.
► Eye of the Storm: Among the most important zone-controlling runes in Myrowyn’s arsenal, this technique allows him to negate the effects of one of his other runes, in a small compact space within the actual effects of said rune.
► Fountain of Youth: A complex and advanced variant of the time-space paradox idiom, this rune phrase created an area of focused power, where time is completely reverted, rather than slowed down or sped up. Requiring a lot of energy to sustain, this technique can be used to heal wounds that are otherwise impossible to remedy any other way. The Fountain of Youth cannot heal any injury dealt over a few days prior. Locked for combat reasons.
► Event Horizon: True chaos, and hell – this idiom will likely kill anyone caught inside. It is an idiom created from each and every one of Myrowyn’s most dangerous runes, threatening the entrant’s life through leeching their spirit, pressure crushing their body, eroding their flesh, and even sucking them deeper in to the zone if they’re already caught. The downfall of this idiom is how much time it takes to write, making it only truly useful as a trap, and not an in-combat technique.
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Aquamancy: A proficiency beyond mastery explains Myron's control over water, advancing in to some blood-magic, and cryomancy, the transformation of water in to ice. It all began when he tapped in to the art of alchemy in order to create health potions, his studies taught him the importance of water in the body, his first blood magic spells were actually means of healing people. Eventually over long spent years, he found use in altering various liquids in order to control them better, and eventually came up with a blood-infused ink that worked for any and all rune spells. The ink has been honed and amassed over several years in various magic bottles, and since it is his own blood, only himself and other more powerful blood mages are able to properly utilize it, and he always wins control over his own blood. Myron's dexterity with water magic is precise, he is able to create imagery using multiple coloured inks, between petty illusions and large scale monstrosities made of water & ink. Myron is easily able to control four to five creations at once, however the further they get from him the more difficult they become to manage. Once frozen, Myron can apply his special blood-ink to a sum of ice to enchant it, creating a myriad of artistic possibilities, which he is renown for.
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Geomancy: Myron cheated during all his tests in the mystic academy revolving around geomancy; he does not control the element well, but instead uses its absorbent powers to seep water in to dirt, and control mud, or vines. Creating a large mud golem, or sucking an opponent in to quicksand is the likely capacity of his earth magic.
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Alchemy: A versatile form of practical magic, Myron has memorized the effects of countless elements when combined, or treated under certain conditions such as heated or cooled. This knowledge lets him create various forms of mixtures, aiding in an individual's recovery, giving them a burst of energy, or the opposite effect entirely. Knowledge of Alchemy has on-spot uses, Myron is well aware of the reason behind various natural phenomenon, and can react with logic if ever trapped on the butt-end of mother nature's prodding stick.
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BIOGRAPHY
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History Synopsis ↳ Myron's backstory is something that explains why he's so quirky and weird, compared to most human boys. He never knew how he came to be, who, where, or what about his real parents. His earliest memories he could recite were when he was a child being raised by the fairy, Terra'ma. He would come to think of this little fairy as his mother, but he was convinced he himself was still a human. The idea of being adopted wasn't so bad, many children had it much worse, because of the wars and diseases of the world. Terra'ma was a fierce and loving guardian to the boy, teaching him humility, respect for all life, and how to have fun with what he's been given. She was never very restricting, however frequently had to use force to pry him out of tight situations during his adventurous youth.
Like all children born in Tresiel, it was mandatory for Myron to attend school in the Mystic Academy where he would discover a father figure in the likes of the headmaster, a wise and seemingly ageless elf named Reio. The two would get along very well, especially considering the headmaster was the only one who taught the almost lost art of rune writing, which seemed to fascinate Myron greatly. To learn from the best was something, it made Myron appreciate and love magic, and his interest in it saw fit to seclude him from the world for long periods on end. Of course his adventures never ceased, but studying the art of magic became integral to Myron's daily schedules. You could not find the boy without a blank paper or quill, he would write down every theory, doodle, or rune idiom he could think of. He was a studious sort, and the Mystic Academy became his second home. It was also somewhere he could go when he needed to hide from his guardian mother, Terra'ma, since she was not allowed in libraries, being a fire fairy and all.
Like all men, Myron aged, he became very intelligent in the ways of the world and magic. Although the Mystic Academy had an endless array of knowledge for him to soak up, he would eventually require a real job that could pay for his survival and prolonged studies. Myron's first job was to become a wizard for the elementalists guild, where he'd use his knowledge of aquamancy and geomancy to help build aquaducts for the city, and create various sculptures to be sold to nobles. The young man took a liking to the arts, and since the city of Tresiel saw so little war, it was a perfect time to explore a cultural and artistic lifestyle. Myron found himself many jobs, as his adventurous and curious side to a liking to anything he felt was creative. His third job saw him as an alchemist under the teachings of Soldrin, a homely dwarf who ran the Artisan Union. Over the course of few years, Myron would have joined at least five different major guilds, applying himself to all of them, the last and most recent among them being the Survivalist Association. The medical corps of Tresiel was renown for its aid in the skirmishes against Lycarua, and the many diseases cured by its trained medics. Myron knew some healing in aquamancy, and could brew a good elixer, and so he thought himself a perfect applicant for the guild.
On his first real mission with the Survivalist Association, a stream of unfortunate events pushed Myron to the center of what would become a war between Laein, and the overseas country of Calxus. The original mission he was given became lost, when the village of Eucelid was attacked by a fleet of Calxan infantry. One of the leaders of the survivalist association, and a few friends he knew within the town would die before his very eyes, and he could not save them. The village would be overrun, and logically he knew he could not stay, else he himself die or be captured. The young man fled back to Tresiel, but not before being forced to kill two of the Calxans pursuing him. Having never murdered another man before, the entire conflict would put him in to a state of shock, which he is still enduring now. These events only transpiring recently. Upon returning to his port home city of Tresiel, Myron would be one of the first to bring news of the attack to Laein officials. He would have to brace himself for a war he never expected, and hardships he could never have prepared for. His peaceful life was over.
Goals & Aspirations ↳ ...
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OTHER
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