The IC is open for activity to those who have a character accepted.
I guess, for now. I'll make an update to the rules later. But we should let at least two people post in between our own. To avoid 'speed-posting'. If this rule needs to be altered or fixed, we will discuss and do so!
I think i'll be able to handle your 'pestering'. Worst case scenario, we will figure something else out. @AlidaMaria
Also I added, Lance, the other character I will be using to further plot. Though Lance will probably not start out, right as the RP starts/First posts are made. Likely chime in later/when relevant to story.
(These two characters will be used to further plot. Not a hundred percent sure if I'd call them "GM-Characters or NPCs" at this point.)
Name/Alias/Title: Sin
Jin 'Sin' Baal
Appearance:
Quote: Without darkness one cannot truly know light.
Age: 25
Gender: Male
Sexuality: Heteroxexual
Race: Magic-User
Magi-Talent: Darkness: This unit manipulates and even conjures darkness to do their bidding. Transforming or turning their body or self into darkness is immensely strenuous. Though, utilizing darkness, as a weapon or even to shield oneself, is their strong suit. Most commonly, this individual uses 'dark-fire' a darkness that imitates the attributes or aspects of everyday flame. But other uses or utilization exist.
Habits/ticks/quirks (etc):
Defender: Eager to protect others, yet the reason why can differ immensely.
Negligent of self: Readily puts himself into the path of danger without careful consideration of his own well-being. Though always has in mind the safety of others. (Especially safety of innocents or 'bystanders')
Challenging: Displays great desire to test himself. Albeit this need or desire has greatly faded as of recent days.
Bad-Listener: Not exactly easily distracted or hard of hearing. But, this individual shows tendencies of asking others to repeat themselves. Either due to simply not hearing the speaker, or to assure the speaker was heard correctly.
Skills/Talents/etc.:
Combat prowess: Constant encounters with combat or 'brushes with violence' causes this individual to possesses extensive knowledge in many spectra of conflict. Granting many to consider him 'a force to be reckoned with'.
On-Guard/High-Senses: Unable to 'unwind' or 'ease up'. This individual is seemingly always 'on guard'. Also their senses are perceived as rather high. This trait or talent could stem from their prolonged exposure to combat or situations of needing high alert.
Tracker/Medicine: Both of these skills are very low level. But some minor skill still exists in these categories.
Likes:
Spicy tastes/food
Not only those who possess 'individuality', but those who have drive or passion for their own ideals
Testing others/self boundaries or limits
Dislikes:
Bitter tastes/food
Disrespect, lack of honor, or oppression
Bullies or those who show outright hatred
Personality:
A rather passionate individual once you get to know him, or cross him in the right 'element' or circumstance. Otherwise he can be rather reserved or monotonous. Can show signs of greed or base actions off pure self gain/interest. Possesses a strong/strict code of respect and honor. Violation of this 'code' can make him a very dis-favorable or even dangerous person. Many years of disputes or fighting has left him faintly weary or even melancholic. Yet the 'old' or 'true' self still lies strong within him, somewhere. Years ago (or at times) he could be perceived as arrogant, blunt, persistent, and eager to fight or test himself.
Bio/History:
History is littered with disputes between Human and Magi alike. Distaste for Humans stems from two factors, their hatred/fear of Magi and personal interactions with them. Conflict with Magi stem from sheer factor, disapproval of their actions/life-style or desire to test himself. Once apart a group of several individuals, yet rough and unspeakable events broke the band which he once traveled with.
Current times are spent within a small log cabin which was discovered abandoned almost seven years ago. After much cleaning and a few new additions, the cabin was transformed into a place to be called 'home'. Once in a while trips are made to one of the nearby civilizations which are both rather decent in size. These trips were used to gain any resources which he could not on his own. Or simply to gain some interaction with people. (Which the latter is a rather rare desire.)
Equipment/Tools/Items/etc.:
One broadsword/bastard-sword with an Onyx embedded where the guard meets the handle
A locket which bares a compass, along with a photo/drawing within the cap/backside of the cover
Various resources located within a backpack for survival (rope, food/water, flint & steel, etc.)
Other:
Possesses a tattoo on the right shoulder, his back. This insignia/tattoo is about 3 inches in diameter.
Name/Alias/Title: Lance
Lance Eisert
Appearance:
Quote: "Men are like steel. When they lose their temper, they lose their worth."
Age: 26
Gender: Male
Sexuality: Heterosexual
Race: Magic-User
Magi-Talent: Metallurgy/Metal-Manipulation: This unit creates Metal by sacrificing mana. The Metal which is created can be manipulated to rather high extents. (Also requiring use of mana.) Generating/Creation of metal, takes considerable amount of mana, compared to merely manipulating metal. Finally, The metal which this unit creates is the only metal which they can manipulate. This means no other foreign metals can be manipulated, however the extent of manipulation over his own metal is rather impressive/great.
Habits/ticks/quirks (etc):
Taps fingers or foot randomly. Especially when bored or awaiting for something to happen.
Yawns a lot, even when not tired or drowsy.
Shrugs often, even when answering a question with a 'yes or no' response.
Skills/Talents/etc.:
Weapon specialist: Years of extensive training has left this individual at almost expert level with countless different weapons. Whether it be throwing, ranged, single or two handed.
Tactician: Training oneself in the art of tactic is something this individual strives to do.
Monotonous facade: No matter the situation or stress, this individual always remains nonchalant or calm.
Likes:
Exotic weapons, especially those never seen or heard of before
The rain
Sweets
Dislikes:
Cocky or to impatient of individuals
Loud or 'annoying' individuals
Deserts
Personality:
A rather simple man at first for onlookers, yet deep down he's always thinking of his next move or what could unravel next. Truthfully he's a calm and collective individual, despite not truly understanding the meaning of 'rest and relaxation'. Nothing to do with his upcoming or lifestyle, just a bad habit. Shows no outright hatred towards anyone, unless they prove reason to do so. Also, once one gets to know him. They discover he's quite an oddball.
Bio/History:
Lance travels the world, searching for places/people of interest or simply a place to settle down. Though due to the war or chaos which etches every inch of the planet, Lance hasn't been incredibly lucky with his searches.
Equipment/Tools/Items/etc.:
A Lance (Crafted of his 'magi-metal'.)
A broadsword (Crafted of his 'magi-metal.)
Several rods/needles (Crafted of his 'Magi-Metal')
An earring with a Onyx gem within it
Other:
Possesses two siblings which whereabouts are unknown to him. (though he's not particularly searching for them.) Also possesses an odd insignia/tattoo on the neck, right side.
In the Thalbun Kingdom's militarised background, there are four types of branches that fill up the ranks. The more common Militia, low armed but high numbered conscripting/volunteering individuals that are devoted to a less disciplined way of enforcing both the law of the King, and the Law of their own in the settlements. From there, you reach the more disciplinary. The Thalburn Guardsmen were next, taking the more advanced Safe-Keeping of the walls, gates and streets with more advanced and stronger equipment. Similar in skill, there was the Thalburn Expeditionary Force, the army responsible for heading out beyond the walls and rim-towns, if the time is needed, through brute strength and formation. Finally, there's the Thalburn Tactical Guardsmen.
Created for the original Thalburn Civil Conflict at the rise of the Fascist belief, the Tactical Guardsmen were created to deal with the more difficult or discrete operations that the King wanted to fulfil. Dirtier work for dirtier minds. Deployed in smaller teams for specified functions, or multi-tasking deeds, this is where the true enforcement of the King and the Four Generals are fired from. And in the Tactical Guardsmen, there are some figures worth mentioning...
Name/Alias/Title General Grant Hova J'havan
The Shroud of Thalburn
Quote "When I bare the Blade of Salvation and an Army of the Warlords within our gates...Thalburn remains under the King's satisfaction."
Age 48
Gender Male
Sexuality Heterosexual - Married to Lady J'havan
Race Human
Habits/ticks/quirks
Precise Management - General J'havan wants the plan to go smoothly and accordingly. No improvisations unless it ensures the victory of the mission's objective. Failure to do so results in death.
Workaholic + - Unlike some of the past Generals in his place, J'havan takes pride in his role and title, almost never taking the opportunity to relax and loosen at the King's feasts between lords and military advisers.
The Immoral for Justice - What he thinks brings order and justice to the King's name only results in immoral and inhumane actions. Countless executions and tortures towards informants are only the beginning of how ruthless he can be. It strikes fear into the weak soldiers of his, and raised hope for the ones he calls allies.
Skills/Talents
The Leader - Being General of the Tactical Guardsmen Division provides him with an almost unparalleled natural instinct for command and authority. A man who has a true vocal power to deliver speeches and briefs, or strike fear into his opponents, he inspires anyone willing to take his side through physical and mental force, one that is unrivalled by most.
The Fighter - General J'havan did not cheat his way up to his ranks like most of the generals before him. He worked his way up through tireless dedication towards his King and cause, having cut every man down who opposed his ruler's word until he rose through the ranks. This has given him the powerful ability of swordsmanship, and slick skill of the Small Blade to further his defences.
The Mental Barrier - J'havan has been captured four times by resisting forces that opposed his military, three of which threw him under intense torture and interrogation. The first of the four, he broke out through brute force, using stealth to eliminate a clear path towards freedom. The rest tried to break him of answers, threatening to kill him and place him on the verge of death. He would not break. General J'havan never breaks...
Likes
The Success of his and his superior's objective
Removing the unworthy from the lands of his home
The challenging victory in rivalled conflict
Cheese...
Dislikes
The defeat of his forces, opposing the true intentions
The hostility towards the beliefs Thalburn follows
The sign of resistance and false hope towards any opposition
His wife's homemade cheese...
Personality
There is not much personality left within General J'havan's mind nor appearance. He is a broken man. His humanity was stripped years ago through interrogation and painful losses in battle. J'havan only lies on a focused mindset...His forces, his king and his valiant actions towards the cause.
Background
J'havan's childhood was of a regular child's. He grew up under the dawn of the fascist age of Thalburn, not long before the end of the Civil Conflict. This introduction into war prepared him for where he wanted to go in life, simply wanting to serve rather than conquer. He was ordinary back then. A boy with a goal in life, one that no one could really argue with.
Things changed during his service. He lost many friends, saw many defeats and was removed from combat through captivity of the opposition multiple times. This drew him deeper and deeper into a bloodthirsty, yet disciplined master-mind. J'havan's valour in the heat of battle and leadership quickly showed him rising through the ranks of the Thalburn Military when there was not much competition. When other Generals had cheated their way through assassination and kiss-arse actions, he took the real route to becoming the savage and infamous General of the Thalburn. Now, he has been set in charge of a Guardsmen Division, as well as the Tactical Guardsmen of the Royalty's Special Operations Footmen Division.
Equipment/Tools/Items
The Sword of Thalburn's Divine
The Dagger of Thalburn's Shadow
The Armour of Thalburn's Authority
Sometimes a slice or two of Cheese...
Other: Despite the horrendous punishment J'hadan sets out towards his soldiers and warriors, he deeply respects them for who they are in the military. He faced those sacrifices, and that has given him some minor sympathy. Yet, that can easily be broken into disappointment, which usually ends in an impalement of steel, with a touch of cheese on top.
Name/Alias/Title Captain Hugos Ramsnouth
The List Maker
Quote "It seems we cross paths again...Looks like the bullet with your name on it shall be fired tonight..."
Age 35
Gender Male
Sexuality Heterosexual - Married to Reena Ramsnouth
Race Human
Habits/ticks/quirks
Hot-Headedness - Being apart of a group with high skill, he has the capability to take pride of any advantages and use them against the opposition, firing confident blows towards whoever he sees, whether they benefit him or not.
Execution - Unlike those who prefer to publicly prove the death of an individual of higher standards, Hugos shows minor humanity, by killing them where they have them captured. He believes of only doing things when necessary, and their death is bad enough to not receive public humility.
Swings into infiltration - Having spent a lot of his duties investigating certain culprits for traces of resistance cells or threats to the Thalburn way of life, he's developed many different ways of simply getting onto peoples sides, knowing his ways in and out of lying to gain the respect of those he needs to bring in to his superiors. Whatever happens to them once they are handed over to another removes his own guilt.
Skills/Talents
Slight of Hand - Favouring both the new-age handcannons and the curved scimitar of the shipment naval warriors, mixed with his flexible and light protection, he can throw quick distractions or deadly blows, whilst having the time to quickly follow up from a shot or slice with the free tool of murder.
Infiltration and Espionage - Much like those apart of his Tactical Guardsmen team that fulfil the king's sinister or savage deeds, he has an experienced mindset to collecting information and assassination, usually picking a very patient amount of time before striking or leaving.
Guerrilla Tactics - After facing the shorter-than expected Ty' Un Resistance, he learned of certain advantages from the ways his foes were fighting. When stationed in the regular Guardsmen, he chased a small and young saboteur after killing his companion during the Two-Encounters. This gave him more of an understanding towards scaling crowded spaces, finding alternative routes and developing a more resilient mindset for crossing gaps with drops.
Likes
A good way to celebrate another unknown success
The sounds of the musical talent
Stirring drama to gain information from
The vineyard's freshest beverages
Dislikes
A particular individual he ran into twice, once young, a second time older. The foe is predicted to be much older, but whether or not he is alive or not still brings much discomfort. Hugos wishes to make amends with his past mistakes.
Thalburn's negative connotations
Fighters who think special abilities can stop gunpowder and blade gashing wounds
His wife...
Personality
Humorous off field, focused on-duty, Captain Hugos Ramsnouth can deliver quite the character amongst the seriousness of the entire operations team. The remarks he makes towards anyone else can either be charming or insulting, but both contain quite comical twists to it. When it comes to the final execution, if it ever does, his tone darkens to the side of a once battle-hardened, low-rank soldier that he used to be.
Background
His past does not hold anything too interesting. He joined from a younger age through conscription, so he went into the Guardsmen. The numerous uprisings that happened through the Civil Conflict gave him the experience and blademanship he required, and the introduction of firearms gave his arsenal a kick into hyper-capability.
Time went on, and with that time came promotions. Making the cut of a Captain amongst the Guardsmen, he was selected through a narrow process to be transferred to a branch more discrete and hidden from the public view. Given multiple new personas and identities, he was set out to fulfil the King's more...Interesting jobs.
Equipment/Tools/Items
A Thalburn Officer's Scimitar
Natural Tactician Armour
The Map of the Thalburn Controlled province
A Spare notepad for information and note taking
Other: He hates his wife.
Name/Alias/Title: Isla
Appearance:Stands 5'7", average weight/build, light tan skin, grey white eyes, long dark brown hair, burn scars running up her arms
Quote:I can smell your fear. I can hear your heart race. I can taste the sweat trickling down your neck.
Age: 24
Gender: female
Sexuality: heterosexual
Race: human
Habits/ticks/quirks (etc):
Turns her ear towards someone when they speak, rather than looking at them.
Keeps her guard up longer than most, finds it very difficult to be trusting.
Often creates awkward silences in conversations as she tends to over think, and have little conversations in her head so she forgets the other person is there.
Skills/Talents/etc.:
Great at close range combat with a short blade (thus her collection of daggers)
Able to hunt deer using her longbow despite her blindness.
A survivor. She has been taking care of herself for 6 years now and is not easily fooled or foiled anymore
Likes:
Dancing
Swimming/the water
Hand to hand combat
Dislikes:
Very loud noises
Sleeping
Fire
Personality:
Isla is basically a giant ball of emotional scar tissue. She has a good core, and used to be a very happy, open, and loving girl. Now she presents a very real mask to the world, one that is suspicious, angry, stoic, and yet strategic and thoughtful. She is an ally and friend to most every human, and a pain for any magic user. She has travelled with humans in the last 6 years and made friends, but all have died or settled in places visited while traveling.
Bio/History: Isla was born in a small village of less than 100 people. Most families were self sustaining- gardening, herding livestock, weaving, etc. Most everyone got along in the community, and absolutely everyone was human.
Isla was the only daughter among her parents seven children, and loved to wrestle with her brothers growing up, being very much one of the boys. Each child was expected to learn a skill to serve them after they grew up, and Isla took after one of her older brothers and became excellent at bow hunting. She and that brother, Hugo, would go have hunting trips and bring home meat to their family, and life was good.
Until the Magic users attacked. A small group passed through on horses in the dead of night, laughing evilly and shouting as they wreaked havoc. Isla isn't sure if all of them were fire users, but some were, and one destroyed her home. She managed to crawl out of the blazing hut, but when she looked around her, none of her family had emerged with her. Panic induced adrenaline set in and the 17 year old girl leapt back in, smoke filling her lungs, flames lashing her skin, and embers popping into her eyes as she grabbed the only two bodies she could find in her half blind state and pulled them out. She spent the next several hours smacking and yelling at the bodies of two of her younger siblings, demanding they wake, until her voice began to crack. Then she sat in silence, listening to the few other survivors walk around, but unable to see them.
Isla recovered for a year, taken care of by a few of her surviving neighbors, but never regaining her sight. They tried to prevent her from leaving, but revenge was a thorny vine digging into her heart and mind, not allowing her to think clearly. So she set out with a satchel, a few weapons, and a cloak to hide her face so she wasn't immediately known as blind and then attacked as an easy target. In the last 6 years traveling alone, Isla has killed numerous magic users. She has also been attacked multiple times but has lived through it. She still continues her travels, intent on killing any magic user she can.
Equipment/Tools/Items/etc.:
Several small daggers hidden on her person
A long bow (for hunting) and arrows
A satchel with survival supplies (jug for water, matches, ointment for cuts, a bit of money and food, etc)
Other:
Any other information you find neccisary to cover, goes here.
These characters are accepted. I'll place information within the appropriate threads accordingly.
Awesome, thanks Ish! Can't wait to get started ^_^
Edit: As promised, the town of Elmend
Name: Elmend
Human or Magi Settlement: Human
Alignment: Lawful neutral
Population: Large town- Roughly 1200 inhabitants (10% magi, 90% human)
Government: Council-Autocracy In theory a council of the most important craftsmen, guild- and religious leaders rules Elmend. The single most powerful individual is the burgomaster. He or she is the formal leader of the council, figurehead of the town, chosen from amongst the council-members and appointed for life.
Qualities: Spiritual isle- Elmend is home to the ancient faith of Lemäika and since it's the only settlement with a very large amount of its population made up of Lemäikans (roughly 80%), it is seen as the odd one out by many neighbouring communities. Strategic location- The town is located on the southern border of a large lake, which is in turn connected to many northern settlements and colonies. The town spans both shores of the largest river running south from this lake. Due to this, it has access to high-quality materials from northern colonies and a fair amount of money is made from the toll demanded from any vessel passing the town by river. Artists' colony- Elmend is famous for its skilled carpenters and it's woodcarvings are said to be the best in the known world. There are quite a few skilled musicians who gather in Elmend as well, due to the high-quality musical instruments made here. Guilds- The town of Elmend is dominated by guilds who run all of the production in the settlement. The most prominent guild is the Carpenter Guild, followed by the the Musicians Guild, the Fishermen, Shipwrights, Merchants and the lesser guilds. Nobody can practice his or her profession without being a member of the corresponding guild.
Terrain: North-West of Thalburn, North-East of Middleseed. The town of Elmend spans both shores of the river Abhainn and borders lake Leor on the north. Not far on the eastern and western side of the town, large pine forests stretch out as far as the eye can see and a few mountain tops stand proudly to the west.
Dangers/Disadvantages: Questionable leadership- A year ago the former burgomaster was assassinated, along with a few prominent council-members. The culprits were Magi, dissatisfied with the second-class citizenship most Magi have in Elmend. This caused a turmoil with multiple factions claiming power, which was eventually solved by the high priestess of the Lemäika faith. She put forth a candidate for the position of burgomaster and acts as her most prominent adviser. It is still too soon to say that the town has returned to the way it used to be before the assassinations.
Imports/Exports: Imports wood and other materials from northern colonies as well as tools and metal materials from MiddleSeed?. Elmend's main export consists of its craftsmanship, such as such as extremely high quality shields, spears, staves and bows, as well as more mundane items like wooden music instruments, furniture and fishing boats. Finally, the town obviously has market days where food is traded and exported.
Specialized Jobs: Craftsmen, fishermen, dock workers, tavern workers, shipwrights, musicians, priestesses of the Lemäika faith
Currency System: The Thalburn Galleon is the most common currency aside from the more popular barter and trade. Recently an unknown party has tried to spread a new coinage system called the wooden Lemä, but it hasn't become nearly as accepted as the Galleon (partly because many faithful condemn it as sacrilege).
Summery/Information: Elmend is a prosperous, decent-sized town, famous for its great carpenture which is visible in its charming architecture and carvings all around town. It's situated on the two borders of the river Abhainn and the northern borders of town are build on the shore of lake Leor. Due to rich fishing grounds and abundant mercantile activities, the harbour is one of the busiest parts of town. Home to the faith of Lemäika as well as a very small amount of magi who are merely tolerated (as long as their powers prove useful) and were never really accepted in society (least of all in positions of power). Thanks to the guild system, Magi are in practice second-rate citizens, despite outright discriminated is viewed as 'not done' by most. This view has been changing more and more for the worse since the assassination of prominent leaders a year ago. These days Magi are even less trusted and are harrassed more and more by humans.
Lemäika faith summary: The one who created all life is the mother, Lemä. Hers is nature The one who will end all life is the father, Ikis. His is magic
The Lemäika is an ancient belief, but hasn't become very widespread over the centuries and most followers live in Elmend. While most of the Lemäika doctrine urges its followers to be kind, friendly and strong like the mother, there is a belief that has been spread over the last few decades. This additional belief says that the Magi people weren't created by Lemä on purpose. She was tricked and misused by Ikis, thus giving birth to these unnatural creatures, who aren't of nature but of magic. This belief has become(another)strong reason (or excuse?) amongst the followers of Lemä to hate all Magi. Other notable factors in the Lemäika faith are its emphasis on blood-relations and family ties and it's preference for female leaders. All members of a strong community should be (at least considered to be) kin from one another and lead by a woman (preferably a mother).
This is accepted! I'll update the settlement section accordingly!
Note: Ris grew up in the town of Elmend, which I'll post about as soon as our GM gives me the green light.
Name/Alias/Title: Ris
Jeanne Christina Roussin, heiress to the Roussin fortune and daughter of the high-priestess of Lemä
Appearance: I might very well change this in the future, since I'm not 100% happy with this image
Quote:"I always wanted to be 'free' and 'honorable'. And now that I finally am, I doubt my own perceptions..."
Age: 21
Gender:Female
Sexuality: Heterosexual
Race: Human
Habits/ticks/quirks (etc):
Reckless and stubborn- Ris has a habit of reckless behaviour, she doesn't care much for her own safety when she believes to be doing the right thing.
Frequent smirk- Some might think her mocking everyone around her with her smiles and smirks. But she's just the type who prefers to smile and tuck away all her other emotions.
Dreamer- When she isn't on-duty, Ris often spaces out, losing herself in thoughts. She likes to ponder phylosophical and morale issues, but tries to ignore her own most burning questions such as; Is it right to take justice into my own hands? Don't Magi have a sliver of humanity in them and if so, what would justify my judging them?, since they only frustrate her.
Skills/Talents/etc.:
Huntress- Ris is a skilled huntress and especially gifted with her bow. She knows how to track game (and other targets) and survive far away from civilization thanks to years of experience. She also has (limited) skill fighting with knives.
Perks of being a lady- Growing up in a prominent household, she received a good education (due to which she knows some things about topics ranging from history and economics to cooking and medicine) and has quite a few connections in other settlements. Her way of speech and how she carries herself tends to betray her upbringing and going unnoticed is hard for her to accomplish.
Violin player- There are few things Ris enjoys more than playing the violin, which she has been doing since age four.
Likes:
Making- or listening- to music
Water- Rain in particular
Sweet food
The smell of pines and lumber
Target practice and hunting
A good discussion
Dislikes:
Magi
Killing
Feeling ignorant- or being accused of ignorance
Extreme heat
Presumptuous people
Her family
Personality:
Ris can be very unforgiving and she blames the existence of Magi for her personal losses, as was taught by her religion and upbringing and confirmed by later experiences.
She doesn't care much for her own safety, but feels all the more responsible for the lives of those under her command. Most people see her as a very serious woman with a natural authority, but when she's around friends, she can't help but smile broad and often and is always in for a joke. She can lose herself in a hunt or when playing music, which are the things that help her relax and unwind from her responsibilities.
Bio/History:
Jeanne Christina Roussin is the daughter of high-priestess Sophie Roussin and former Fishermen Guild leader Charles Roussin. Most of her life has been divided into two aspects; Spending the summers with her aunt on mother's side in the wilds, where she learned how to survive and fend for herself. During these summer she also developed a strong sense of self and character and learned about the faith of Lemäika. The winters she spent at home in the town of Elmend, where she cultured more 'civilized' traits such as an appreciation of music, carpentry and the finer things of life. This way she was being prepared to follow in the footsteps of her father, to become a council-member backed by the power of the faith.
A year ago life as she knew it was disrupted when her father was assassinated (along with the burgomaster and a dozen other prominent council members of her hometown Elmend) by a group of disgruntled Magic Users, plunging the town into turmoil. After this incident, the hate Christina had been taught to feel for Magi only grew and she happily joined up with a group that set out to hunt rogue Magi and bring them to justice. Her mother naturally disagreed, pleading with her to become a priestess of Lemä instead, but Christina had set her course which resulted in a falling-out with her family.
For the past month Ris (a nickname she soon started using rather than her given names) has been leading a group of five others, chasing an infamous rogue Magi, determined to bring him to justice.
Equipment/Tools/Items/etc.:
Survival gear packed in a backpack (food, rope, flint etc.)
A small rowing boat she currently uses for transportation
Bow and quiver as well as two knives and her armour
A woodenpendant in the abstract shape of Lemä, a gift from her mother
Her violin (which she tends to store in a hidden compartment of the boat rather than carrying it around everywhere)
Other:
Ris is a follower of the faith of Lemäika. She also has a long scar spanning the length of her back and several smaller ones crossing her back, which she tends to hide under thick layers of cloth.
Name/AliasFae 'Vy Na' Nikia
Vy Na - Marksman of the Stone - Son of both Sides
Appearance
Quote "My brothers, sisters and friends gave their life for a cause without success...That's why I try to rewrite their legacy."
Age 24
Gender Male
Sexuality Heterosexual
Race Magi/Magic User
Magi-Talent - Stone Skin Fae 'Vy Na' Nikia possesses a more defensive ability in the terms of Earth Manipulation. Here, we see him form a tough outer shell around his body concentrating on tough, rigid stone to take the impact of hits and shots if need be. Though reactions are key, the time in which it forms is not something of a disadvantage, and allows him to take the impact quickly without doing too much harm. A Full body coating is where the most strenuous feelings come from, usually leading to a short, temporary weakness in the leg muscles. It is most effective in short, quick bursts on a limb or specified thought to briefly protect a single area, then change the location of the plating again. One other use of this is for brief camouflage. Whereas the movement in his muscles tire down his mana for using the stone-skin, covering a small/medium area of his body, whilst simply hiding the unhidden parts, can make for temporary disguise and blending. Even if it isn't used to hide from an opposition, it can be used to simply scout in a stationary location from afar without the trouble of being recognised ever-so easily.
Habits/ticks/quirks
Natural Vigilance - Having grown through a downfalling cause, Fae knows when the time to be cautious is, at that makes for most of the time.
Determination - Being brought into his cause, Fae has a strong and natural determination to complete a task by any degree, as long as it is beneficial.
Perfectionist to Planning - It gets on his nerves to just go in with improvisation. At least some sort of rough guideline can set the uneasiness.
Skills/Talents
Information Gathering - Having a fair share of leading a second life only to remove the suspicion of being a remnant, he's found a lot of trust and places that can provide him with useful movement patterns. Connections equal benefits in this world.
Mixed Fighting Preference - Though this means he does not excel in one particular fighting distance or style, Fae's gotten the time to study different techniques and tastes to find an overall mixed style that balances out his abilities, be that long-ranged or up-close hacking.
Militarised Equipment Familiarity - Not being as good as some of the other masters in MiddleSeed, Fae has a good understanding of the components and workings of the far richer and more advanced blade and new-age firearm. This does not shine brightly, except in the making of ammunition.
The Musical Talent - Spending time in an area renown for its Musical interests, Fae has taken a good amount of time to familiarise himself with the surrounding world of tunes and melodies. The two instruments he particularly excels in includes the larger String section and the brass horns, to be exact.
Likes
Those who have reason, and those who have justifiable reasoning for their actions.
Fruit and Meat of the Upper-Class imports.
Taste in the Arts of Music and Craftmanship
Dislikes
Those who fight for the 'Hell-Of-It', or act based upon the lack of action pre-hand.
Overly pampered meals, with random flavourings thrown into them.
Immoral or randomised action, based upon complete 'Instinct' without initiative.
Personality
Fae has always had a wide-spread appreciation for what people do in their lives, despite those nit-picked icons. His overall friendliness has made him quite a figure both in real-society and on-task espionage. Though, that has had its show of remorse towards certain foes, which can have pros and cons to the future. This depends on who he was tasked to combat out of defence. Fae has been known to mostly possess a strong ability to talk his way out of conflict, unless its necessary or towards what he believes should be done. Though he is not oppressive towards any of the two species that wander and flourish the realm, he does have a tendency to bind them as one, making it difficult to narrow down the fault of an action and blame it towards a much larger suspect. Most of his actions are affected by some of his general well-being, having seen life only to be happy with what he has to offer.
Background
Brought up in the Inner-Rim settlements of Alfheim, he moved down to MiddleSeed as soon as the talk of Resistance was afoot. Conflict between the Magi and Humans were almost completely normal and ignored, but the Ty' Un Revolution was one to go down in the newest of history books. The resistance originally forged itself in Alfheim, having only goals of removing the oppression to both sides of mankind, which allowed them to claim a few small settlements facing that problem. Fae was amongst those who joined rather early, towards the end of the Settlement-Campaign, where the next target was the arising troubles of Thalburn. This led to their name being recognised, and quickly seen as an inspiration.
Where peaceful rallies only led to the 'Massacre of the 105', the conflict was expected to go on for many years past current times. Here, this only led to the disasters of the Two-Encounters. Two simultaneous attacks on both the Expeditionary Militia Patrols and the City itself made for a bloodshed, and mostly for the rebels. Where they reigned supreme against the patrols, they were quickly surrounded and cut down by footmen, whilst the city did take numerous amounts of damage from guerrilla strikes in the midst of the charge, many were seen to perish before they reached their target.
Ultimately, the attack was only successful in certain ways, having the tactical victory for the Resistance, but the total conflict's victor as the Thalburn. Thalburn had gathered up those of the Patrol attack, including the leader Sarkath, and executed them publicly in the city's staging area. Those who survived were almost only those who took part in the guerrilla raids during the charge, as they were able to pass on by detection. Fae, being one of these, was mortified at the simple loss of so many united hearts and determined souls, and went into hiding like many of those who also were lucky enough not to perish.
The Sarkath Doctrine was set in place, making those who would continue to strategically and morally support the Thalburn ruler less likely to face oppression and more likely to gain necessary goods without having to fend for themselves. Fae knew of where to make his settlement, and with a small unit of survivors, took refuge in MiddleSeed, where he's remained for the past eight years since the Ty' Un Rebellion's critical defeat. He still believes that the people of his birthplace will someday be determined to repeat history, but with a different outcome in mind.
Equipment/Tools/Items
Two Handheld Hatchets, both fitted with the fine steel allows imported from the Thalburn Trading Companies; the right with a small hook for multi-use defence and general utilisation and the left with a short pike blade, for multi-use offensive and general utilisation.
The 'Thalburn Proof of Citizenship under the Sarkath Doctrine' [Or the TCS] along with a small canteen clipped to a makeshift villagers webbing.
Medium-Long Ranged steel Thalburn Crossbow [Not always on the personnel.]
Small rucksack for smaller basic needs or wants.
Other
Amounts those of the Magi and Humans, around with the oppression and conflict, it sometimes gives Fae a slightly less trustable background. His mother was a Magi, his father a Human. The Magi see him as an undeveloped and lesser-friend, whilst the Humans see him as an inbred towards the Father's honour. This doesn't inflict him greatly, as it does not actually involve a lot of discrimination, but instead the little things based around the trust, if the fact is known, that gets on his nerves.
He also holds a Ty' Un symbol in the form of a tattoo on his back, towards the right shoulder. It is quite different, as it only is known and linked to the affiliation through symbolic translators and members of the old Ty' Un rebellion itself.
He also enjoys simply being around either species. Having blood of both sides, which does though make his magi abilities slightly weaker than the average user, he finds himself comfortable finding ways to fit in to both groups. If anything, the conflict he fights for only was based around overall oppression, and not a biased species.
Both of these characters are accepted. I shall update the Character-section accordingly!!!