Appearance: Kian is currently 155 centimetres tall and eagerly awaits his next growth spurt. He's slim and pale, despite daily jogs outside. His ears are triangle shaped and protruding, giving space for his horns to rest right behind them. His eyes and horns are of similar colours; dark to light blue. Kye has naturally messy, ash blonde hair. The boy is also fairly delicate, possessing slightly feminine features. Kian often slouches and hides behind his bangs, nervousness apparent. Costume: Simple protective clothing, featuring light blue, dark blue, black, and white. It's made from quality material, light, and highly resistant to damage. There is an additional layer of protective padding surrounding his neck and shoulders which relieves muscle strain and prevents his neck from getting broken.
Personality: Cautious but easily influenced. Witty but non-confrontational. Practical, though can be too (self-)critical. Shy, but enjoys company. A thinker and a planner, whose lacklustre physical capabilities often impede his success. Dislikes attention, but craves recognition. Prone to daydreaming or falling to anxiousness, yet determined to try and not waste his own time. Wary of pain, but resigned to effort. A bit of a people pleaser who craves understanding and deep, genuine friendship on the one hand and admires fierce independence as a golden standard on the other.
Quirk: Threaded Horns Type: Mutant Effect: Kian has a pair of segmented keratin horns attached to his head, which he can partially detach from his head, extend them up to a meter and freely manipulate them via a thin (7mm) interwoven fibrous core. These horns basically work like two additional whip-like limbs, which he has full control over. The base of his horns always remains attached to his head, as this is the part which stores a coil of fibre and enables the extension and retraction (or "reeling-in") of the rest of his horn. The detachable part of each horn is composed of seven segments, and these segments can be arranged in several ways: they can all be clustered together together at the end of the fibrous core (like a hooked rope or a fishing line), they can separate from each other while still remaining connected to the string-like core (similar to Bloodborne's threaded cane in its whip form, though obviously less effective), or some of the bottom segments can remain attached to the base while the rest are extended via the cord. The segmented horn pieces cannot be safely removed from the fibrous core; they're stuck to it, and tearing them off hurts.
The largest weakness of the horns is that using them (extending or retracting them, swinging them around etc.) strains the user just as much if not more than using regular limbs for strenuous activities would. They can be used to carry and manipulate small objects, but even with both horns and their respective cores together, trying to affect anything above 10 kilograms would begin to put a strain on Kian (especially his neck is vulnerable). The threaded core of the horns is fairly tough, but sensitive - he can feel touch (incl. proprioception), temperature, and pain through them, which while good for controlling, also means that straining at best results in a physical ache. At worst, the fibrous core gets torn, either because Kian was too reckless in their use, or because an enemy applied enough force to do so. Severing the core or ripping off the extendable part of his horns is enough to knock him unconscious due to the pain it causes him. Both the fibrous core and the keratin exterior of the horn can regenerate within a few hours; faster if Kian consumes plenty of food. In general, he needs to eat at least seven generous meals per day to keep his horns healthy.
History: Kian's parents both had quirks that while very useful in day-to-day life, couldn't be claimed to be hero-material. Even as a young child, Kye had a quiet watchful nature. He compared himself to his parents, because he'd been born with a pair of small horns, which seemed very unlike his father's lizard-like tail or his mother's extendable hair. At four, his horns grew a bit, and in his excitement, Kian stuck them into the wall. When he stepped back, the top of his horn was stuck in the wall, attached to the base by a strange twisty string. Pulling on the string with his hand was very uncomfortable. When he thought fiercely about getting his horns out of the wall, there was a soft whirring within the base of his horns, and the string part brought the stuck horn segments with it, knocking Kian on his bottom when they finally reattached. Like all other kids, he enjoyed playing around with his Quirk. Unfortunately, children are careless creatures, and his playmates often pulled on his horns. Once, some mean bully cut the corded core when Kye's horns were extended, and he passed out. That was when Kian decided he would be very careful how and when he used his Quirk.
Since then, he usually practiced on his own, and did his very best to deflect peer pressure and queries whether he wanted to be a hero - which pretty much everyone did, regardless of their Quirk. Kian secretly admired those confident, boisterous children, but couldn't bring himself to emulate them. Instead, he explored the extents and limits of his Quirk on his lonesome. His progress was somewhat hindered by the growth of his horns; each new segment meant he had to adjust to their weight. The period where his head involuntarily tilted forward because of them was very embarrassing, but Kye eventually overcame it. Extending his horns via their fibrous cores was a daily practice, and he did so often with his eyes closed to attune to the faint sensations the touch-sensitive cord provided. He was too afraid of being mocked or of having too great expectations placed on him to announce to want to be a Hero, and he almost didn't sign up for any of the hero-training academies, but then...Then All-Might stirred his faint hope just enough that Kian thought he might as well give this hero business a try too. His parents were worried at his newly expressed interest, but ultimately supported his decision. He managed to get into New Heights Academy, but that was only the beginning...
Exam Report: This individual showed a capability for strategical searching of an unknown environment, however, his average speed set him at a disadvantage in collecting ribbons; he managed to catch only the one. When encountered by a robotic combatant by his lonesome, the student showed some inspired thinking, tripping the robot and impaling it. However, the strain of doing so seemed too much for him; he was knocked out for the remainder of the competition.
Ifrari watched in bemusement as the Hundi, who was either incredibly dramatic or just youthfully mercurial, straightened up to his full, considerable height. This boy didn’t have a subtle bone in his body; his over-excitement was outright conspicuous, even to those who didn’t particularly want to take note of the youth. The dark elf couldn’t help but wonder how much work it would take to restrain or redirect Rex’s boundless energy. At least the Hundi lad seemed more than willing to be instructed and listen to his fellow adventurers, which was more than Ifrari could say for some of the others.
“Alright, alright, no need to shout,” he chuckled in reply to Rex’s bellow, raising a placating hand. “Effort is a good first step,” he affirmed the other’s willingness, nodding.
The adolescent then professed he’d never been the one to choose a mission, which was very odd – had he been roped in by random parties for all his previous jobs? Rex even went so far as to proudly claim how he’d been used as a pack mule by others. Had the hapless boy been exploited for grunt work up till now? Surely, he had to have some fighting prowess. “You will not carry anyone’s things but your own this time,” Ifrari stressed, tone serious. “You’re a Sword, Rex, so I need you to be on the front lines, so to speak, alright?”
Waiting but a moment, he soon added: “Once we find the ones responsible, we’ll need to exterminate them, and they won’t just take it lying down. If there’s going to be a battle, you’ll need to be in the thick of it.” Ifrari was stating the obvious, but if Rex had misguided expectations, they needed correcting.
After that was cleared up, Ifrari addressed the purple-haired female Sword. “Alright, Sophie. If you end up picking Haesting, we’ll just coordinate later. And if it’s the orc-slaying, Nehir has joined some people over there,” the dark elf pointed to where the Nem had headed previously. Ifrari smiled impishly, taking a moment to observe if Sophie would choose to head where he’d pointed or not. The dark elf found it important to discuss the mission details and potential strategies before heading to the job location, but not all adventurers chose to do so – which, in his opinion, typically made things vexingly chaotic later.
Shrugging, he focused his attention back on Rex. “Since the lady isn’t too interested in being apologized beyond your previous…actions,” by the amusement in his tone, it was clear the over-done kneeling apology had made quite the impression on Ifrari, “there’s no need to worry about knocking into her any longer, Rex,” he reassured, chuckling lightly. Mostly, the dark elf wished to proceed to job-related matters rather than linger on the minor incident the self-confessed clumsy Hundi had caused.
“In any case, we should find which other adventurers might be considering the Haesting mission.” Ifrari looked at Rex, cocking his head to the side as he examined the youth. “Might as well make use of your height and volume,” he muttered, half to himself.
“Rex, would you be kind enough to take one of the Haesting job listings, wave it around, and ask if anyone else is interested in joining us? You can be a bit loud, but not to the point of risking anyone’s eardrums. Also, take care not to knock into anyone again,” Ifrari smirked up at Rex, blinking innocently. However, he did carefully step a few small steps away, and very casually wrapped the shawl tighter around his ears several times, gazing at the Hundi boy with raised brows and a slightly mischievous smile. Well, let’s hope this doesn’t backfire and send all decent adventurers running far, far away from us…
Ifrari observed the large Hundi prostrate himself to the short human warrior pensively, a small smile of confused delight playing about his lips. He hadn’t expected the youth to apologize so profusely, he confessed, but there was almost an innocent childish charm to his actions. If he were so eager to please all the time, taking him into a party might not at all be a hardship. “Well, if you’re half as keen to do a good job as you are about apologizing, I sure wouldn’t mind partying up, Rex,” the dark elf declared, thinking a good word or two might do the Hundi some good after the thorough verbal lashing he’d received. That, and it might make the adolescent more willing to listen to and enact Ifrari’s directions.
“The Haesting mission does seem intriguing,” he allowed in response to Nehir’s suggestion, “though it’s also the one I’m most wary about.” The way he’d said it however, it was obvious Ifrari was not entirely against a challenge. The Nem soon left, apparently already on the way to form a party of his own. Ifrari noted he’d taken one of the listings for the orc-slaying job, which was the only one the dark elf was not considering this time. It was a simple, direct mission, but one that involved combat more-so than anything else, which didn’t suit him well.
Glancing back at the job boarding casually, not that he truly needed to, Ifrari regarded the four jobs. “Hm-m, well, it’s escorting, artifact recovering, or investigating the disappearances for me,” he announced, pointedly turning his head back to the Hundi and raising an eyebrow. “What do you feel like, Rex?” he coaxed the young male. Peripherally, he noted parties were already forming. And though it seemed like asking for a disaster at first glance, he may as well try getting the fiery purple-eyed warrior on board.
“Hey, Sophie,” he began, rather slyly, “why not let Rex make it up to you by proving himself on a mission?” Ifrari asked, making it sound as much as a good idea as he could, though he privately doubted she’d agree. “I’ll even promise to teach him to be more careful,” he added, tone cajoling. In fact, attempting to mold the Hundi into a reliable adventurer seemed to Ifrari like it may bring him some long-term benefits, if he were successful.
It was a lovely summer day – at least visually. Unfortunately, his delicate cave-dweller skin was rather sensitive to the stifling heat of the sun’s burning rays. Of course, Ifrari had it nowhere near as bad as a Nem, and he still held the faint hope that careful daily exposure would help him adapt, eventually. Regardless of the minor inconvenience that was the discomfort due to the weather conditions, the wide, open expanses of sky always brought a smile to his face. He was nowhere near getting tired of the impressive degrees of variety it offered. The sheer marvel this one wonder of nature inspired in him was difficult – if not impossible – to rival. One of his favourite activities was finding a shade to lie withing and simply observe the ever-shifting skies.
Though the dark elf oft let his gaze wander upwards, he easily maneuvered around the crowd with grace. Not being encumbered with the gear he’d take only on missions certainly help; Ifrari wore a light-to-dark blue gown which rippled around him as smoothly and subtly as water might, though it was decidedly not transparent. He had a rust coloured shawl draped loosely around his shoulder, neck, and head, serving as an additional protection. While not weapon-less, the concealed knife and dagger were the most he was willing to have on him constantly.
His destination, of course, was the guild hall. New assignments were just getting posted, so it was understandably a busy environment. Ifrari entered the building with an easy grin, nodding to several acquaintances. He took pride in memorizing the names and faces of several adventurers, especially those that were a common sight in the hall. He weaved through the crowd, hardly ever bumping into anyone, though brushing against an arm or hip couldn’t be eliminated in a building practically brimming with life.
Ifrari observed with minute amusement as a Nem berated a rambunctious Hundi at the job board. Nehir and Rex – two individuals that were easy enough to identify, if for wildly different reasons. The dark elf approached the job board where the new documents were being posted, taking care not to knock into anyone too harshly – or at all, if possible. He’d heard the last bit of what the Nem had uttered to the Hundi, and angled his body downwards to address the former. “Maybe you should issue him an assignment he could actually learn something novel from, like patience and caution,” Ifrari mused loudly. It was not so much a serious suggestion as it was a light bout of banter. He straightened, raising his head to look up at the taller (and also younger) Hundi male who was still a few steps away, where he'd collided with a female warrior. “Say, how would you feel about an escort mission?” he questioned, his tone only very lightly teasing.
Peripherally, he noticed that several new jobs were already pinned up for inspection, and let himself be distracted. “Hmm…Oh? Not too bad,” he muttered, mostly to himself, though those in vicinity could still hear the audible signs of his contemplation as he inspected each rank-appropriate mission carefully.
Who'd have thought these light wraps were so cumbersome? Asteria thought as she followed Ed back to the burrow, mother rat tagging alongside. She also wasn’t entirely certain what to think of the humans, but at least they’d let Ed go, despite thinking he may be a ‘Deviant’, whatever that was. They’d also mentioned them being ‘a sign of the Spirits’ and she wondered if that was just a religious or common saying, with the spirits being the equivalent of what people would either term fate or gods back on earth. Of course, they could also have been referring to a mythologically indicated event or an actual existing spiritual being that odd things were correlated with…One couldn’t dismiss even the most outrageously fantastical explanations, in this world.
Once at the burrow, Asteria removed the arm wraps, and coaxed them onto Mother rat. Peripherally, she observed Ed taking his part of the loot. “That might be too heavy for you,” she warned. “These were for me, so I’m passing them off to mother for now. I wouldn’t mind building more strength, but I’m not willing to risk my speed for it.” She waited for the Ratman to take his pick, then turned to gaze at the remaining items. “Ooh, you left the metal knife for me? That’s great, though it may be more useful as a utility item rather than a weapon…” she trailed off, and took the knife into her paws, swinging it around a few times, taking care not to spook or worse, injure her companions. It definitely seemed more of a slashing weapon, so she doubted if she could pierce enemies with it the way she had with that stinger. If it didn’t turn out to be too unwieldy, she’d try it out at the very least.
Asteria also took a vine belt, the bone necklace and the rabbit skull staff. She’d store the staff among their other items until she regained her mana and was able to examine it. The bone necklace was stored as well, as it did not seem to have any immediate practical uses. Asteria was fairly sure the necklace was simply a decorative piece, though perhaps it did channel magical energies, which she could find out later. As for the belt, she used it to tie the knife to her tail, its handle secured to the end of her appendage while its blade protruded as an artificial extension from it. She gazed with extreme doubt at her newly wrapped and armed tail, slowly moving it around. If the knife and/or vine belt were too unwieldy, she’d store them too.
“Hey, before we leave, there’s this gnome here that I talked to before we dealt with the bandits, though I think you missed it. It’s willing to make, though I can only guess what it wants as payment. I’d say we could try bribing it with food, because…Well, some gold coin appeared this morning next to where I burned food last night,” she shrugged, slightly embarrassed at not having more evidence to back her claim. But really, while the gnome had said that it definitely did not want blood or dead humans, it had made no mention of what could entice it. “Though it did say the ‘offering’ was the only reason it didn’t eject a non-human from that second room…” she confessed. “In any case, if you feel like trying to offer it something more, we could try that. But I’m also fine with just leaving and carting all these things towards that lakeside city,” she concluded.
"Definitely not a garden gnome," she shook her head, amused. "It doesn't want blood or raw corpses," Asteria shrugged in response to Ed. "I'll see what I can do," she replied, somewhat cheerful now that she was once again relatively safe and unbothered. Then, she found the remaining two vine belts and began experimenting with knotting them together in the most effective manner, setting out to create something that could work as a sling.
Appearance: Ifrari stands at an average 5'9, is fairly lithe, and is deathly pale. He has startlingly blue eyes and long, braided black hair with an undercut. On missions, he will tie it into a tight bun to prevent it from getting grabbed or otherwise obstructing his movements. Outside of adventuring, he prefers dressing flamboyantly, a dark blue jacket with a light blue furred hoodie one of his favourite items. On missions, he will adopt a practical, comfortable, if drab attire.
Personality: Somewhat of a hedonist and a free spirit, Ifrari desires to live an enjoyable life on his own terms. He is a curious sort, especially about different races, cultures, and lands. He's the type who can easily break the ice with a general kindness and affability. Ifrari likes to have fun, and can take a joke even at his own expense. Though he's open even with strangers, he doesn't trust easily and is extremely tight-lipped about what his life before he started adventuring entailed. When in a potentially dangerous situation, however, it's almost as if he's an entirely different man, becoming focused, quieter, and more detached. As swiftly as he can establish connections in peaceful environments, adventuring with a team is honestly often stressful for him, and his frayed nerves can easily contribute to a conflict. Due to a desire to be in control, he feels compelled (and sometimes even duty-bound) to take on the leadership role, a role that reveals him to be a harsh taskmaster. On the occasions that he can feel comfortable with someone else being a leader (those occasions being when he recognizes a person as equally or more capable than himself), he will absolutely want to situate himself as an advisor of tactics and strategies. Though he has high standards, he is not a hypocrite, and will put in more than his share of effort, more than willing to offer a helping hand to those who are honestly in need or show a desire for learning and improvement.
Brief Backstory: Born in the far, far north, in a vast underground dark elven complex within the Barukstaed region, Ifrari was the first child of an average dark elf couple; a hunter father and a priestess mother. At two years old, his younger sister Rielgi was born. His sister exhibited a great magical talent in her early years, and when Ifrari learned she was to be formally tested for the full extend of her aptitude, he convinced his parents to go along and be tested as well - just in case he had some powers too. His parents allowed it, and so the siblings were taken by their mother to a temple for the aptitude test.
Ifrari was found to posses some small amount of magic, just enough to learn a few minor support spells. Though he was pleased to have a bit of what his sister had, his success was overshadowed by the frankly genius level of talent and vast amounts of mana his sister had. Ifrari was jealous and disappointed, because he'd built an expectation that he'd do everything alongside his sister. However, Rielgi was seen fit to be formally and thoroughly educated as a sorceress,and Ifrari was not. Even though they were close, Ifrari realized they would have to tread separate paths. In the end, this separation was not quite as dramatic as Ifrari had imagined; they still shared a living space, had their general education in common, and spent their free time together.
And so, during the period Rielgi spent learning how to use her inherent magical talents, Ifrari had committed himself to learning his father's skill in hunting, though when it came to wisdom and social relationships, he tended to turn to his mother. Ifrari was taught cautiousness, the layout of their underground network, the dangers that lurked both within (rivalry and duplicity) and without (the beasts they hunted - or were hunted by), and once his theoretical knowledge was satisfactory, he began learning more practical matters, such as how to make and utilize traps, how to handle a weapon, how to prepare the prey he caught et cetera. Sometime in his middle teens, Ifrari began hunting with his father's team, and not long after, he found himself a tutor he could trust to learn some magic. The spells he learned were all of a sort that could help in the pursuit and killing of beasts.
Years passed, and he became an established hunter of his own. He would have probably spent many years longer underground - perhaps till his death - if not for his sister. Rielgi completed her training, education, and apprenticeship, and became one of the youngest recognized independent masters of her craft at 18. As it so happened, she had specialized in terramancy, and encouraged Ifrari to go with her take a look at the outside world above ground, where dark elves rarely ventured. There was not strictly any need for the siblings to do so in secrecy, but such a momentous event was not something Rielgi wished to share with anyone but her brother (nor did she want to have it interrupted in any way by another). And so, they planned their expedition in secret. A fortnight later, they sneaked out.
That night...was memorable, to say the least. The lands they saw were cold and desolate, empty but for the snow. The night-sky was covered by storm-clouds, no hints of stars or the moon. It was utterly dreary and bitterly frigid. Hardly appealing. Yet, the wide, seemingly endless expanses of land were something the siblings hadn't seen beforehand. The outside was hauntingly beautiful. They were the only two living beings up there for miles and miles around. As the wind bit into their skin, the air clawed into their very being, and snow relentlessly assailed them, they stood, still and silent.
Moments later, they returned, covering their tracks as they did so. The sibling headed to sleep, each with their own thoughts, and did not discuss the mater until the following night. Then, Rielgi told him, "I want to go south," and "We should be living up there! Just imagine!" some time later. Ifrari wasn't so resolute, but he did indeed want to see above-ground lands that were actually inhabited, lands they'd only been told or had read about, lands that were consistently described as always vibrant and full of life. There might have been warnings of potential treachery in those stories too, but then again, didn't that danger exist everywhere?
In any case, the siblings were struck by wander-lust. However, they needed time to prepare and lay the ground for their departure. A year passed before they set out again. This time, they travelled underground, using established pathways whenever they could, creating their own or going above ground whenever they couldn't. As they travelled southwards, they saw many new things, and meeting eye to eye with the first non-elves and their way of life was quite the culture shock. Nonetheless, they adapted, and explored various villages, towns, and cities, not staying in any one place too long.
Eventually, they arrived in Estival. Ifrari learned of the Adventurer's Guild, and thought this was right up his alley - they had scouting and hunting missions his skill-set fit rather well. There was also the promise of a stable income, the chance to settle but also travel and adventure regularly. Rielgi, on the other hand, had her sights set on studying magic and see how her skills measured up to the best of the best. Once again, the siblings' paths deviated, and though Ifrari still got the occasional visit from his sister, their days of practically being attached at the hip were finally over. When he had been a child, the prospect of independence from his one trusted companion had terrified him, but now, as an adult, he could accept that he and his sister had each their own passions, desires, and purposes in life. Since the time Ifrari had registered at the Guild at 22, he had gradually moved through the ranks, and continues his days as a professional adventurer to this day.
Equipment: His armour is comprised of leather, cloth, and silk, which allows for easy and near-silent maneuverability. Even with some additional enhancements, the protection it offers is relatively minor. Ifrari carries with him a spear, a dagger, a hunting knife, several throwing needles, and a spool of wire. His spear is the most expensive and best crafted piece of equipment, as it is his primary weapon. The spear is sturdy, well-balanced, and can either be used in melee or thrown at an enemy. The blade of the spear has been enchanted to hold five charges of a paralyzing spell, which the caster can activate any time with a key-phrase. The spear's shaft is carefully insulated so the user is protected from being shocked alongside the enemy. When the charges run out, Ifrari can replenish them himself (which he typically does outside of a mission). He carries the spear in his hand, though if the situation requires it, he can always tie a piece of rope on it and sling it across his shoulder.
The scabbards of his knife and dagger are enchanted so as to allow for soundless sheathing and unsheathing. His boots have a good grip, comfortable for climbing and running. Hanging on his belt are several easy to access support items: two smoke bombs, one small-scale explosive bomb, and a bag of poison-laced caltrops. For longer, dangerous solo missions, he may buy a vial or two of regeneration/invigoration potion.
Ifrari also carries some general travelling supplies packed compactly in an easy-to-carry travelling bag (which contains food, water, a spool of rope, bandages, herbal poultices, a pot, a piece of flint, a bedroll). A definite constant among his equipment is also his person a journal (and writing implements), which he uses to sketch explored locations and encountered beings, as well as to make various notes.
Skills: Stealth and observation are practically a habit of Ifrari's, since he has been rigorously trained that noticing details and blending in or remaining unobserved are keys to his survival. The dark elf is extremely meticulous on missions, taking scouting to a t, researching all there is to know about a location and the enemies within. He can make functional, detailed maps of locations and sketches of enemies, which is quite the worthwhile skill for the guild. One of his drawbacks is that his activities take a lot of time and planning. Ifrari doesn't even consider that cautiousness, just a matter of course, though some others might even go so far as to term it paranoia.
Ifrari is a trained hunter, and has successfully utilized his skill for adventuring. He is exceptional at locating specific things or beings, detecting and making use of their various characteristics. He takes exploring and research to an almost obsessive degree, noting any shortcuts, nooks, and crannies of a location. Given some time, Ifrari can discover any and all weaknesses of an enemy that can be exploited - and exploit them he does. Combat-wise, Ifrari specializes in removing single targets or, at most, small groups. He is also a good treasure hunter, as he can remove objects from dangerous locations while minimalizing danger to himself. He is most familiar with underground cavernous terrain, though he's learned how to survive off the land (by hunting, sometimes gathering) above ground as well.
While he might hold on in a one-on-one confrontation (at least long enough to manage to escape somehow), direct fights are definitely not his forte. Though Ifrari has proven to be a capable back-up to front-line fighters, he is very picky when it comes to team-mates, as he absolutely despises recklessness. Unfortunately, some missions are simply too enticing to leave alone and also require a team, so as needs must...
Ifrari has an inherent well of mana just large enough to allow him to cast a limited amount of relatively simple spells. He has a rather wide variety of spells considering he is not primarily a caster. However, he doesn't have a large enough mana pool to use more than two or three spells consecutively, after which he will need some time to recover.
Afanis. A minor illusion spell. Makes target more difficult to perceive and/or locate. Usually incorporated into a longer chant before a mission, so the spell lasts a few hours. The chant: "Light as a dust mote, swift as a swallow, may I be one with the wind, unseen wherever I tread. Afanis!"
Hypnos. A minor curse. Saps energy from an opponent, making them feel weaker and more tired, reducing their ferocity, reaction speed, and general effectiveness.
Paralytos. A minor electricity based spell which shocks the target. The effect varies based on the body part affected; a shock to the chest area will usually knock out the opponent, while a targeted limb will merely have its functionality reduced for a few minutes.
Haima. A minor curse. Ruptures small blood vessels and increases the severity of open wounds, making them bleed faster.
Stasi. This phrase attached to certain other spell-triggers makes those spells inactive until (physically or magically) disturbed. Useful for trap making.
Akouo. Temporarily heightens hearing/sensitivity to sounds. A minor enchantment lasting a few minutes.
Skeptomai. Temporarily sharpens eyesight. A minor enchantment lasting a few minutes.
Aktis. A light based spell which blinds anyone within a meter of the caster. Closing one's eyes negates the effect, while staring directly into the light-ball pronounces it. Lasts several seconds. A short incantation changes the offensive nature of the spell and shifts it to a purely utility functionality, basically altering it to work as a torch.
Appearance: Ifrari stands at an average 5'9, is fairly lithe, and is deathly pale. He has startlingly blue eyes and long, braided black hair with an undercut. On missions, he will tie it into a tight bun to prevent it from getting grabbed or otherwise obstructing his movements. Outside of adventuring, he prefers dressing flamboyantly, a dark blue jacket with a light blue furred hoodie one of his favourite items. On missions, he will adopt a practical, comfortable, if drab attire.
Personality: Somewhat of a hedonist and a free spirit, Ifrari desires to live an enjoyable life on his own terms. He is a curious sort, especially about different races, cultures, and lands. He's the type who can easily break the ice with a general kindness and affability. Ifrari likes to have fun, and can take a joke even at his own expense. Though he's open even with strangers, he doesn't trust easily and is extremely tight-lipped about what his life before he started adventuring entailed. When in a potentially dangerous situation, however, it's almost as if he's an entirely different man, becoming focused, quieter, and more detached. As swiftly as he can establish connections in peaceful environments, adventuring with a team is honestly often stressful for him, and his frayed nerves can easily contribute to a conflict. Due to a desire to be in control, he feels compelled (and sometimes even duty-bound) to take on the leadership role, a role that reveals him to be a harsh taskmaster. On the occasions that he can feel comfortable with someone else being a leader (those occasions being when he recognizes a person as equally or more capable than himself), he will absolutely want to situate himself as an advisor of tactics and strategies. Though he has high standards, he is not a hypocrite, and will put in more than his share of effort, more than willing to offer a helping hand to those who are honestly in need or show a desire for learning and improvement.
Brief Backstory: Born in the far, far north, in a vast underground dark elven complex within the Barukstaed region, Ifrari was the first child of an average dark elf couple; a hunter father and a priestess mother. At two years old, his younger sister Rielgi was born. His sister exhibited a great magical talent in her early years, and when Ifrari learned she was to be formally tested for the full extend of her aptitude, he convinced his parents to go along and be tested as well - just in case he had some powers too. His parents allowed it, and so the siblings were taken by their mother to a temple for the aptitude test.
Ifrari was found to posses some small amount of magic, just enough to learn a few minor support spells. Though he was pleased to have a bit of what his sister had, his success was overshadowed by the frankly genius level of talent and vast amounts of mana his sister had. Ifrari was jealous and disappointed, because he'd built an expectation that he'd do everything alongside his sister. However, Rielgi was seen fit to be formally and thoroughly educated as a sorceress,and Ifrari was not. Even though they were close, Ifrari realized they would have to tread separate paths. In the end, this separation was not quite as dramatic as Ifrari had imagined; they still shared a living space, had their general education in common, and spent their free time together.
And so, during the period Rielgi spent learning how to use her inherent magical talents, Ifrari had committed himself to learning his father's skill in hunting, though when it came to wisdom and social relationships, he tended to turn to his mother. Ifrari was taught cautiousness, the layout of their underground network, the dangers that lurked both within (rivalry and duplicity) and without (the beasts they hunted - or were hunted by), and once his theoretical knowledge was satisfactory, he began learning more practical matters, such as how to make and utilize traps, how to handle a weapon, how to prepare the prey he caught et cetera. Sometime in his middle teens, Ifrari began hunting with his father's team, and not long after, he found himself a tutor he could trust to learn some magic. The spells he learned were all of a sort that could help in the pursuit and killing of beasts.
Years passed, and he became an established hunter of his own. He would have probably spent many years longer underground - perhaps till his death - if not for his sister. Rielgi completed her training, education, and apprenticeship, and became one of the youngest recognized independent masters of her craft at 18. As it so happened, she had specialized in terramancy, and encouraged Ifrari to go with her take a look at the outside world above ground, where dark elves rarely ventured. There was not strictly any need for the siblings to do so in secrecy, but such a momentous event was not something Rielgi wished to share with anyone but her brother (nor did she want to have it interrupted in any way by another). And so, they planned their expedition in secret. A fortnight later, they sneaked out.
That night...was memorable, to say the least. The lands they saw were cold and desolate, empty but for the snow. The night-sky was covered by storm-clouds, no hints of stars or the moon. It was utterly dreary and bitterly frigid. Hardly appealing. Yet, the wide, seemingly endless expanses of land were something the siblings hadn't seen beforehand. The outside was hauntingly beautiful. They were the only two living beings up there for miles and miles around. As the wind bit into their skin, the air clawed into their very being, and snow relentlessly assailed them, they stood, still and silent.
Moments later, they returned, covering their tracks as they did so. The sibling headed to sleep, each with their own thoughts, and did not discuss the mater until the following night. Then, Rielgi told him, "I want to go south," and "We should be living up there! Just imagine!" some time later. Ifrari wasn't so resolute, but he did indeed want to see above-ground lands that were actually inhabited, lands they'd only been told or had read about, lands that were consistently described as always vibrant and full of life. There might have been warnings of potential treachery in those stories too, but then again, didn't that danger exist everywhere?
In any case, the siblings were struck by wander-lust. However, they needed time to prepare and lay the ground for their departure. A year passed before they set out again. This time, they travelled underground, using established pathways whenever they could, creating their own or going above ground whenever they couldn't. As they travelled southwards, they saw many new things, and meeting eye to eye with the first non-elves and their way of life was quite the culture shock. Nonetheless, they adapted, and explored various villages, towns, and cities, not staying in any one place too long.
Eventually, they arrived in Estival. Ifrari learned of the Adventurer's Guild, and thought this was right up his alley - they had scouting and hunting missions his skill-set fit rather well. There was also the promise of a stable income, the chance to settle but also travel and adventure regularly. Rielgi, on the other hand, had her sights set on studying magic and see how her skills measured up to the best of the best. Once again, the siblings' paths deviated, and though Ifrari still got the occasional visit from his sister, their days of practically being attached at the hip were finally over. When he had been a child, the prospect of independence from his one trusted companion had terrified him, but now, as an adult, he could accept that he and his sister had each their own passions, desires, and purposes in life. Since the time Ifrari had registered at the Guild at 22, he had gradually moved through the ranks, and continues his days as a professional adventurer to this day.
Equipment: His armour is comprised of leather, cloth, and silk, which allows for easy and near-silent maneuverability. Even with some additional enhancements, the protection it offers is relatively minor. Ifrari carries with him a spear, a dagger, a hunting knife, several throwing needles, and a spool of wire. His spear is the most expensive and best crafted piece of equipment, as it is his primary weapon. The spear is sturdy, well-balanced, and can either be used in melee or thrown at an enemy. The blade of the spear has been enchanted to hold five charges of a paralyzing spell, which the caster can activate any time with a key-phrase. The spear's shaft is carefully insulated so the user is protected from being shocked alongside the enemy. When the charges run out, Ifrari can replenish them himself (which he typically does outside of a mission). He carries the spear in his hand, though if the situation requires it, he can always tie a piece of rope on it and sling it across his shoulder.
The scabbards of his knife and dagger are enchanted so as to allow for soundless sheathing and unsheathing. His boots have a good grip, comfortable for climbing and running. Hanging on his belt are several easy to access support items: two smoke bombs, one small-scale explosive bomb, and a bag of poison-laced caltrops. For longer, dangerous solo missions, he may buy a vial or two of regeneration/invigoration potion.
Ifrari also carries some general travelling supplies packed compactly in an easy-to-carry travelling bag (which contains food, water, a spool of rope, bandages, herbal poultices, a pot, a piece of flint, a bedroll). A definite constant among his equipment is also his person a journal (and writing implements), which he uses to sketch explored locations and encountered beings, as well as to make various notes.
Skills: Stealth and observation are practically a habit of Ifrari's, since he has been rigorously trained that noticing details and blending in or remaining unobserved are keys to his survival. The dark elf is extremely meticulous on missions, taking scouting to a t, researching all there is to know about a location and the enemies within. He can make functional, detailed maps of locations and sketches of enemies, which is quite the worthwhile skill for the guild. One of his drawbacks is that his activities take a lot of time and planning. Ifrari doesn't even consider that cautiousness, just a matter of course, though some others might even go so far as to term it paranoia.
Ifrari is a trained hunter, and has successfully utilized his skill for adventuring. He is exceptional at locating specific things or beings, detecting and making use of their various characteristics. He takes exploring and research to an almost obsessive degree, noting any shortcuts, nooks, and crannies of a location. Given some time, Ifrari can discover any and all weaknesses of an enemy that can be exploited - and exploit them he does. Combat-wise, Ifrari specializes in removing single targets or, at most, small groups. He is also a good treasure hunter, as he can remove objects from dangerous locations while minimalizing danger to himself. He is most familiar with underground cavernous terrain, though he's learned how to survive off the land (by hunting, sometimes gathering) above ground as well.
While he might hold on in a one-on-one confrontation (at least long enough to manage to escape somehow), direct fights are definitely not his forte. Though Ifrari has proven to be a capable back-up to front-line fighters, he is very picky when it comes to team-mates, as he absolutely despises recklessness. Unfortunately, some missions are simply too enticing to leave alone and also require a team, so as needs must...
Ifrari has an inherent well of mana just large enough to allow him to cast a limited amount of relatively simple spells. He has a rather wide variety of spells considering he is not primarily a caster. However, he doesn't have a large enough mana pool to use more than two or three spells consecutively, after which he will need some time to recover.
Afanis. A minor illusion spell. Makes target more difficult to perceive and/or locate. Usually incorporated into a longer chant before a mission, so the spell lasts a few hours. The chant: "Light as a dust mote, swift as a swallow, may I be one with the wind, unseen wherever I tread. Afanis!"
Hypnos. A minor curse. Saps energy from an opponent, making them feel weaker and more tired, reducing their ferocity, reaction speed, and general effectiveness.
Paralytos. A minor electricity based spell which shocks the target. The effect varies based on the body part affected; a shock to the chest area will usually knock out the opponent, while a targeted limb will merely have its functionality reduced for a few minutes.
Haima. A minor curse. Ruptures small blood vessels and increases the severity of open wounds, making them bleed faster.
Stasi. This phrase attached to certain other spell-triggers makes those spells inactive until (physically or magically) disturbed. Useful for trap making.
Akouo. Temporarily heightens hearing/sensitivity to sounds. A minor enchantment lasting a few minutes.
Skeptomai. Temporarily sharpens eyesight. A minor enchantment lasting a few minutes.
Aktis. A light based spell which blinds anyone within a meter of the caster. Closing one's eyes negates the effect, while staring directly into the light-ball pronounces it. Lasts several seconds. A short incantation changes the offensive nature of the spell and shifts it to a purely utility functionality, basically altering it to work as a torch.
Jandar could feel his teeth grinding together as he stared at Fatima, who happily pranced inside. With a shuddering inhale and exhale, he shook off a small part of his panic. He couldn’t just remain here and gibber incomprehensively; he had to act, to function. The Warlord turned to Dareen, only peripherally noting that any other inhabitants were fearfully keeping to themselves. He gazed down at the Pruulish witch, who was obviously distressed. His mouth twitched unpleasantly as he realized that he couldn’t afford to spend his time dealing with her. “I am going inside,” he stated, surprisingly calmly considering everything that was going on. “Whether you'd prefer to follow inside or wait here…take care,” he told her. What else could he do? Jandar nodded at Dareen, turned around, and entered the bookshop himself.
Proceeding was like wading through waist-high mud; slow, arduous, distressingly endless. All because of that deepest, darkest power. Jandar was viscerally aware, that he could lose his figurative footing and be sucked in to drown at any time. Whenever that man took offense or perhaps even decided to act on a whim. Worst, Jandar could not reveal himself to be Kaeleeran in front of such dubious characters as the shopkeeper. The Warlord forced himself to move forward with a brisk pace, approaching Fatima. “Cousin,” he once again reprimanded, letting annoyance and exasperation suffuse his tone. He saw the one-armed proprietor heading his Lady’s way as well, and glared at the male. This situation absolutely did not need more people. Jandar scowled, moving to stand protectively between the Queen and the owner of the shop. “Scram, old man,” he snapped, a growling undertone to his voice as he gazed disdainfully at this annoyance. He was fairly certain Fatima hadn’t actually entered with the purpose of browsing or buying anything, so they could do without one more complication. Now, the question was only when he would deign to appear.