Overall Appearance
Race:
Lepikari (Mothfolk)
Age:
18
Gender:
Male
Appearance:
Balzani is a small, humanoid who possesses many similarities to moths, hence the nickname of his kin, the Mothfolk. He comes in at a short 5'4" with a slender frame, which is coated in his thick hairs and furs. His fur is a dirty white color with multiple spots along his sides. His eyes are a rounded pitch black which round off two sides of his face. The neck and chest of Balzani are coated with a thick pelt of his soft, white hairs, and the rest of his body is covered in shorter hairs. The most dominant features are his moth-like similarities, that being his long antennae, extra set of arms, and silky wingspan. His face is often emotionless to humans, but he will usually try to communicate with his antennae.
Balzani can usually be caught carrying a heavy bag full of colorful bottles, herbs, and other gear for potion crafting. In class, combat, and other situations when clothing must be present, he wears a pair of silver goggles and brown leather gloves on each of his four hands. His wings will always be outside of his uniform. When not in uniform, he will not wear any clothing as none of his body is visible past fur.
Class:
Alchemist/Poisons Master
Personality
Personality:
While not entirely shy, per say, Balzani struggles to communicate with his more advanced classmates and teachers. Back home, Balzani was frequently described as a happy-go-lucky kid who always "smiled" (or the moth equivalent of smiling), even in times of hardship. He is always kind, even to those who certainly could push him around, and is always soft spoken. Since he had left home for Hoseforn however, he had found himself feeling lonelier without his townsfolk and friends to keep him company. Moving to a new area was something the boy had never been through, so this often troubled Balzani.
Balzani is also an extremely curious soul as well, always accepting new information with an open heart in order to further gain an overall understanding of the world around him.
In the face of danger, Balzani is a bit of a coward. Possessing little to no knowledge in combat or defense, he will frequently flee or take to the sidelines to support his team. He is learning to use daggers and has become somewhat skilled at the craft of poisons, so there may later come a time he breaks out of his fearful shell in situations as such.
Possessing many characteristics and appearances to his insect counterparts, Balzani has many mannerisms and traits similar to a biological moth. Whenever something new is in his vicinity, he will often lightly try to brush the objects with his antennae to make sure it isn't going to eat or attack him. Despite living in a town where making trips to the lake for bathing is common, Balzani will frequently rub on his fur and antennae to get rid of any dirt or blemishes. Many of these are instinctual for him, so he will catch himself most times if not too excited.
Balzani does not know how to deal with anger, frustration, or other associated emotions, and rather than getting mad will silence himself and sort of pout. He is very reactive however to sorrow, guilt, and similar.
Feats
Strengths:
- Incredible intellect: Aside from his current knowledge in alchemy, Balzani possesses a high knowledge of the world and it's common entities.
- Intuitive: Whenever Balzani gets a gut feeling about something, his intuition is usually pretty right.
- Flight: Possessing a pair of large silken wings, Balzani is able to carry his weight off of the ground and fly for nearly hours at a time, although he does prefer walking on his two feet.
- Knowledge in poisons: Balzani specializes in the creation of his poisonous chemicals. Moth folk are naturally skilled in the creation of poisons, which Balzani has carried over to his study in alchemy.
- Knowledge in chemicals: Being the first of his kind to study magical items, accessories, and potions, Balzani is aiming to become one of the greatest alchemists.
- Swift: Having a small frame, wings, and thin legs, Balzani is an incredibly fast companion to have on a team.
Weaknesses:
- Weak: Balzani and his clan are both incredibly inept at fighting, and therefore are physically weak.
- Gross: He eats anything that's edible and don't watch him as he does it.
- Magically Lacking: While he is successful at brewery and magical concoctions, Balzani is unable to produce spells, incantations, or anything of the sort. He is able to learn as time goes on, but fails at it now.
- Hyper-energetic: Can be extremely hyper, especially at night time.
- Gullible: Is extremely susceptible to lying and can struggle with jokes without tone or context.
- Overly Curious: Often times can break personal bubbles because of his thirst for knowledge, a common example of this is he will gently rub his antennae on anything with an unknown origin to him, including people and objects. His tribe has tried to break this habit as it is consistent with most Moth-Folk.
- Socially Inadvertent: While he is an extremely social fellow, Balzani can often times miss social cues and can unconsciously annoy people.
Mad Scientist: Balzani will frequently perform "experiments" and try new potion concoctions that are doomed to explodefail due to his novice amount of information of alchemy and overzealous goal of becoming a great alchemist.
Bio
Biography:
North of the all tree lived a settlement of a particularly rare race: The Lepikari. The Lepikari were a very domestic race, which only lived in their small, secluded village which was separated from the rest of humanity by a thick layer of fog and the threat of monsters living in the forest. They had lived nearly centuries underneath the noses of men, and just above the heads of the elves. That was until, one brave traveler decided they wished to pursue mankind, to live in the cities, and to become a diplomatic envoy for the Lepikari, nearly half a century ago.
That envoy was a woman by the name of Grensia Wind-Wood and is the chief Elder of their small settlement and more notably, the grandmother of the Young Alchemist: Balzani Wind-and-Song, son of Balzia Wind-Root, the son of Gensia, and brother to 7 siblings. The Lepikari are an incredibly pacifistic race, hoping to help other races meet tranquility with one another to make peace. They are incredibly devoid of how the world works, being raised in an isolated village for so many years, and Grensia is aware of this fact, however she still teaches it as an important lesson to value.
As their main deity of worship was the goddess of the moon, many of the Lepikari are skilled in magical properties relating to the moon, namely light, water, and plant magic, however, Balzani was raised to learn whichever branch of magic he wished, even if it was outside of their expertise. Balzani had heard many tales of potion-slinging mages and those who brew potions enhancing the strength of many great warriors. That's what he wanted to be. He wanted to become the best Alchemist in the world!
His tribe was quick to make the adjustments to get him early training. He began learning how to craft the many special varieties of poisons Lepikari excelled in as a stepping stone, as poison craft was the closest type of "alchemy" the village had. He learned all the recipes with many years of practice and began dedicating himself to the art, and was hailed as one of the earliest learners of poison-craft.
The Lepikari had grown outside of their comfort bubble and once every year, sent out a diplomatic envoy to gather new information about the world around them due to the grand efforts of Grensia those many years ago. A group of travelling mages, hermits, and monks were guided by other travelers to key locations in Ealinata. At the first sign of fall, the Lepikari travelled once again across the lands, taking the young alchemist with them on their grand quest for knowledge...
In one of the carriages midway through the travels sat a silent Balzani across from an old and near-sighted Granny Grensia. His curious eyes wavered to hers as he posed a question. "Gan-Gan, I need to ask of you... Why let me become a potions-master?... No one else in the village is allowed to leave with such special privileges, not even Brother-Balssi, and he wants to be a knight!" Her attention raised gently to his, her eyes dull with emotion, afraid to reveal the intent of her choice. Balzani's antennae bent peacefully at it's hinge, as he waited quietly for her to muster up courage to speak.
Grensia took her grandchild's face into her hands as she searched herself. Sighing, she spoke to the boy in a calm, yet sorrowful tone. "Your mother... She has been sick for many years..." Surprised by this revealing of information, Balzani was unable to speak as he now sat in shock. There was no appropriate reaction to this information in how it came, all the young Moth could do was sit in utter shock. "She has kept it from you and your brothers and sisters to protect your emotions... So she could be the mother you deserved." Balzani wouldn't cry, for one of the two in the carriage had to be strong, and his Grandmother was clearly disheveled, avoiding eye contact with her grandson and breaking at words now. Her daughter in law was as much of a child to her as son was.
"We have no clue what she is sick with and if there is even a cure out there in the world... But she asked me to do something the same day she told me she was ill." Her eyes now were slightly brighter as the carriage turned a corner, making head for the town they were soon to arrive in. A moment of silence passed. "What did she ask you Gan-Gan?" His eyes still had their youthful, curious stare in them.
"She asked me to guide you kiddos to your dreams and nothing more." Grensia would have smiled if she had a human mouth to do so, but rather she gently took her grandson into her arms as she pressed her forehead against his in a symbol of their loving familial bond, brushing her antennae against his head to assure him that everything would end up okay in the long run. Balzani believed her as he returned her embrace, speaking softly to his Grandmother. "Then I'll do my best to get my dreams, Gan-Gan", which brought joy to the aged lady.
...
After collecting many books and materials from dwarf, elf, and other common settlements, the caravan found themselves in a more secret location that none of the guide had known about. This was Kako village, a small settlement of human-likes who favored magical item creation. They brought very few enchanters and magical accessory masters, so they collected very few resources, but came home with a new assortment of knowledge. Balzani, however, met an alchemist close to his age named Trixie, who he exchanged formalities with.
Balzani met the girl and her father, who was smith of the village. The father had three other sons and many apprentices who worked under him. He allowed Balzani to study and work with Trixie. They'd have an exchange in names, knowledge, and quickly began their studies with each other. The moth was still relatively new to the subject, but demonstrated his skill in poison creation. Balzani prepared to leave many days after the meeting, finishing up his research. Many people were not accustomed to bug people, so he figured if they were to cross paths with one another in later years, he would be an easy to spot friend from the past.
A few hours after researchers, mages, and other Lepikari alike gained the last of the knowledge they sought, they collected their bearings once again to prepare for the long roads once again. Brandishing whatever information the town could give the townsfolk could give to the small moth boy, Balzai boarded the carriage his Grandma was being kept company in by one of the bodyguards they had hired, taking the burly, armored person's place across from his dear Granny.
...
It had been nearly a month and a half on the soil of foreign grounds when the Lepikari had finally returned home from their long expedition. Just in time too, their rations were beginning to run low. Balzari knew once he returned, he would have to tell his younger brothers and sisters what amazing things he had found to peak their youthful curiosity. His mind drifted to his mother, however, who he had recently learned was sick, and was somehow bearing the pain to resume her motherly role for them. Surely he was not supposed to be told what information his grandmother had given him, so he'd keep his emotions quiet for his mother's sake as he resumed his days as a learning youth.
After going into painstaking detail about his long journey to his beloved siblings, Balzani was more than ready to feed his thirst for alchemic knowledge. Walking from the cragged rock pathway which lead from the mouth of the town to the variety of tents, cottages, log cabins, and other abodes of the town, Balzani now entered the cottage his family were preparing supper in. Surprised to see his arrival, Balzani's father hugged his son despite the towering pile of books, seeds, and minerals. Embarrassed, the young moth closed his eyes tightly as his father ruffled his mane. "So? How was seeing the world? Was it like I told you?"
The young moth shook his head. "Things are changing father! There's so much out there you didn't tell me about! So many books!" He said lavishly as he presented the assortment of alchemy and magic books to his father. It sure was more books than existed in the household. It was official, Balzani was the nerd of the family. Happy for his son, Balzia rubbed the head of his son in a fatherly love as he dismissed to boy to geek out over his books, which were clearly more literate than any member of the family could read. As soon as he entered the room he shared with his sister and brother, he hopped into his bed and cracked open the text about Dwarven alchemy.
...
A few more months had passed and after reading his entire collection and testing some of his newly learned material, Balzani had discussed with the elders to allow him to go another trip, and with very little resistance, was given permission, however, this time Granny Grensia had promised to take him to a school of magic for those of mature age. Balzani was promised to be taken to Hoseforn Academy for a sort of tour to boost potential students interest in wanting to go. Without hesitation, Balzani agreed to go on the long trip once again, this time, for the promise of a proper education.
After exploring what was allowed of the academy tour, Balzani had decided to apply to the academy to gain a further education in alchemy. He was destined to arrive two years after his clans adventure for knowledge ended. This was it. He was finally on the path to making his dream and more importantly to him, making his sick mother proud!
Overall Appearance
Race:
Human
Age:
18
Gender:
Male
Appearance:
Korr is a tall, dark-skinned, sharpshooter who is the breathing definition of pirate. He stands at a staggering 6'4" and lives with a large muscular build with broad shoulder and a wide stance. He keeps his black hair at a short length and will always rather keep it unkempt. His eyes are a bright jade green and tilt in an almond shape. Over one of his eyes, he has a bright red scar he'd rather not talk about. His face is always cleanly shaven, but will sometimes get to 5 o'clock shadow lengths.
Being of pirate descent, Korr often wears expensive, luxurious earrings and often changes them out. Most commonly for his choice of clothing, he will pick clothes that are baggy and while he will never admit it, incredibly wrinkled. Most times he wears an open buttoned vest underneath a heavy jacket. Often he wears two holsters at his waist containing his flintlock pistols (when time proves right). He has a charming and iconic smile that reeks of smug attitude.
Class:
Sharpshooter
Personality
Personality:
Korr is, often times referred to as a loud and outgoing boisterous man, which is a primary result of being born to pirate-hood, however, he is seen to show quiet tendencies in lonesome or with a single person. He is also shown to be quiet and respectful to those he considers superiors. He is very socially active and likes to pretend everyone is his friend, even if they aren't. He can be crude at times, often making the wrong decision or saying the wrong things. Korr is also known to be a partier, often attending social events and get togethers as often as possible.
Along with his social abilities, Korr is also incredibly sharp and cunning, able to transform situations with quick thinking. He is shown to have excellent skill in most ranged weapons, though being gifted his signature dual flintlocks, he specializes in firearms. He likes to compete with others, being of a stronger and taller stature. Games are also a big part of Korr's personality: if something isn't fun or challenging to him, he'll be more than likely to quit, and as a result will often enjoy subjects and lessons that are outside of his experience.
Recently he has noticed he is in possession of natural fire magic, though he is very inexperienced with his newfound gift. During his time at Hoseforn's, he hopes to hone his fire magic as a part of his combat routine, while also gaining further expertise with his ranged weaponry.
Along with his social abilities, Korr is also incredibly sharp and cunning, able to transform situations with quick thinking. He is shown to have excellent skill in most ranged weapons, though being gifted his signature dual flintlocks, he specializes in firearms. He likes to compete with others, being of a stronger and taller stature. Games are also a big part of Korr's personality: if something isn't fun or challenging to him, he'll be more than likely to quit, and as a result will often enjoy subjects and lessons that are outside of his experience.
Recently he has noticed he is in possession of natural fire magic, though he is very inexperienced with his newfound gift. During his time at Hoseforn's, he hopes to hone his fire magic as a part of his combat routine, while also gaining further expertise with his ranged weaponry.
Feats
Strengths:
- Natural strength: Korr is naturally stronger and possesses more stamina than the average person.
- Egotistic: Is incredibly confident in his abilities, which helps him feel empowered.
- Social skills: Can talk to people for hours and can converse with others easily. Is also incredibly skilled in negotiation tactics.
- Cheap tactics: Will often make use of dirty handed maneuvers and cheap tricks to get the upper hand in difficult situations.
- Cunning: Is incredibly sharp-witted, though that does not directly equal intelligence.
- Pyromancy: Is able to conjure basic fire spells
Weaknesses:
- Deceitful: Korr will tend to use people for his personal benefit, most times without realizing it.
- Beginner pyromancer: Can ineffectively and sometimes dangerously create spells of fire.
- Bad Motives: A majority of Korr's actions have ulterior motives.
- Trauma: Korr has a lot of things he'd rather not talk about.
- Pirate: Or maybe a strength. Depends on how you see the pirates of Ealinata.
Bio
Biography:
Supposedly born into a brotherhood of pirates, Korr has never known who his biological parents were. Ever since he had the mind to rub thoughts together in, he believed that his crew was a large family with their captain being the big man. Korr wish he had known the truth that he was abandoned at birth, given to a crew of pirates for some unknown reason, because after he became capable to think for himself, his entire life has been a living hell.
Not only was his captain, the tall orcish halfling he considered his father a complete asshole, but was also deliberately responsible for Korr's scar on his eye and everywhere else. There was no apology to be found and every time Korr thinks about it, he spirals into a manic episode that does not line with his personality, not to mention the sights he had seen on the sea and the horrific way the fellow "crewmates" he was forced to see as family members were nothing but cruel to him. His life was awful and he was forced to believe their way of life was the best just because they were free spirits. Korr certainly didn't feel free.
On his 15th birthday, he was gifted dual flintlocks embroidered in gold. It was clear they were stolen from some weapon-smith in the dwarven mountains, probably by the crew on one of their many pillages, however being raised as a brutish pirate for nearly 12 years had devoured him of any care, they were a gift and even if his "family" was awful, he cherished them. After his many years of training, most of the cruel treatment ceased and he suddenly began being seen as a "member of the crew" after proving his skills with the weapons he was gifted. Sure, he branched out and tried other ranged weapons, but always found himself sticking to his pistols than any bow or musket. It was no surprise he found himself at first mate by the time he turned 16, yet many of the crew still viewed him as a child.
...
A conspiracy.
Rumors passed through the seas that the Order of Magus threatened to eliminate the pirates of the sea one by one. Whether or not these claims were true was completely unknown to Korr, but it concerned the likes of him and the rest of the crew equally as much. Despite his lack of knowledge on the subject, however, he was still called to a meeting to discuss the well-being of the crew with this information in the air. Perks of being first mate... he guessed to himself. Just on the cusp of turning 18 none-the-less.
As the large ship was commandeered through the blue oceans of Ealinata, the meeting was already underway in the belly of the ship. As barrels gently rocked back and forth, Korr had caught himself in the middle of a dispute between his "underlings", their captain's patience thinning. "Well, what ideas do you have, orc-brain?" One of the elven members shouted at an orcish man who had recently proclaimed there had to be something they could do. "The entire magus order is filled with mages across the entire bloody continent and the only person in this crew who can do a lick of magic can only light a cigar!" The elf gestured to Korr, who sat silently picking at his teeth.
"Well, fer one, we could outnumber em-" The orc started before quickly getting interrupted again by the elf. "Who? Us? Our crew of 15 against an entire ARMY of magicians?"
The orc interjected again. "We could call one of er allies! We've met enuff people to surely have someone stand by us!" The elf sighed in irritation at the idea. "From who? Those who fall under the red flag? Those murderers would rather kill everyone, us included, just to get a pinch of a prize."
Back to the drawing board the Orc thought again for a moment. "What about the-" Again, the very crude mouth elf cut off the orc. "Listen to me closely Magnus, there is NOBODY who will help us. We are an outcast group of pirates who aren't even recognized by the Lords! How the hell are we gonna get the help, let alone attention of any other pirate out there who isn't in our circle!"
"Well, I'd like to hear you give some ideas, elf." Magnus growled at the significantly shorter pirate who immediately bit back "I've said it already, there is NOTHING we can do! If the Magus does plan to wipe us out, all we can do is stand our ground and hope they give up!"
"Like I'm gunna let some little puny magie punks take awah' mah freedom!" The orc disputed. "Gods, is all you damn orcs think about is your damn honor?" Crossing his arms, the elf tucked his hair behind his ear. The orc named Magnus, now upset, slammed his fist on the table. The captain turned his head towards the loud noise the crewmate had made. "I'm just about damn tired of yer damn mouth, elf." Magnus hissed at the nameless elf who puffed his chest as he stood at the table. "And what? Gonna go on a rampage like the ugly beast you are?"
Curling his lip, the orc unleashed a verbal whiplash at the bad mouthed elf who, in return shouted back at Magnus. The two quickly entered a standoff of violent shouting at one another. The captain, who had already grown impatient from the whole ordeal, tapped his foot, looking to the silent human crewmember who participated the meeting who simply shrugged.
Grumbling underneath his breath, the captain stood from his seat as his deep-brutish voice bellowed from his within his throat. "Enough!" All four of the meeting members went completely silent as each of them turned their heads to their shouting captain. As if they were all scared or in big trouble, they nervously watched as he approached both of the arguing nincompoops who slung insults at one another. He pointed to the man who was of his own kin first. "Magnus, Elari has a point. There is no way we can synchronize with the other flags. Our reputation has been shot." Elari snickered quietly to himself before the captain could turn. "Sorry, Captain Ornn." The orc said quietly. "And you!" Ornn's head whipped towards the laughing Elari who stopped laughing as soon as his attention was caught. "You keep your damn mouth shut before the Magus have a less important matter to worry about." The threat held so much malice, as Elari had been an escapee from a magical imprisonment. He never revealed why.
"Y-yes sir." He said simply as the captain sat back down in his seat, then gestured for the rest to sit down as well. Korr rubbed his eye as the situation deescalated and returned to business as usual in the meeting. They all sat silent for a moment before Magnus spoke again after clearing his throat. "Enyone else av' an idea?" Magnus spoke as Korr crossed his arms as they sat in silence in the room for a moment.
"Well, considering nobody here is able to rub two braincells together, I bring a proposition:" As Korr spoke, the attention of the crew turned to him. He stood from the rounded table, trying to uphold some form of a presence in the hold of the underbelly. "An infiltration." The smile on his face was cunning and sly, as he was the only one who held any part of an idea in the room. He stepped back to his chair, not yet seating himself as chit-chat about the idea bustled about the room.
"It ain't a bad idea..." Said Magnus under his breath. "Yes, while on the outside it sounds like an amazing idea, what exactly is your idea, first-mate Korr?" asked the elf Elari.
Korr shook his head at the elven pirate. "It's just Korr. Hm... Not entirely sure on that front, although, wouldn't it be easy to y'know..." He'd make a gesture to his throat, slicing his finger across, a message known widely. "Kill a magus and take their garbs and identity?..." He said, a slight tinge of concern lumped in his throat. Sure he was a pirate, but he always made it his priority to never kill another human being, but with the lively-hood of his crew at stake, it was all he could think of.
"That's a good plan boyo!" Captain Ornn slapped his first-mate's back merrily, surprised by the idea. "Except one minor thing." He raised a finger, than gestured Korr back to his chair. "What's that, Captain Ornn?" Korr asked, lowering himself into his seat.
"If we get more blood on our hands, that's only more reason for them to come after us." There was a moment of silence in the room. What the captain had said was one hundred percent true. There's no doubt they wouldn't notice a pirate in the garbs of a master magician, especially since the only person who could use a single lick of magic was a novice pyromancer. The room stilled with silence until Elari broke the mold. "Isn't there that magic school that takes novice adventurer's under their wing? I'm pretty sure the Magus recruits kids from that school." As he said this the room turned to him. The plan was smart, but that meant...
"Well. There's only one kid on this entire side of the ocean and he just so happens to know some magic." Elari further elaborated. He clicked his tongue at the young pirate. As his anxiety rose, so did his crew's expectations of him. He could say no, but with a chance of jeopardizing their lives. All eyes in the room were now dead set staring at him.
He didn't have a choice.
Swallowing the pain in his throat from the rising tension in the room, Korr nodded silently to the small gathering and was met with a swarm of praise and huzzahs alike. Ornn crossed the room to pat the boy on his back before speaking. "I knew bringing this bastard with our crew was a good idea! What'd I tell you Magnus? Now the boy's bout to make a living for us!"
Korr didn't particularly care about helping his crew, but what scared him the most was having to act normal around a bunch of landies. Didn't necessarily mean he had to pretend to not be a pirate, but this whole scheme would have to stay under wraps at all times.
...
Two years later, a bag of supplies, an acceptance letter, and two flintlock pistols were all the Korr took with him as the crew made a stop in a nearby town dropping him off. He was to fend for himself while also making headway to the school of Hoseforn Academy, where he would begin his "inside job" to dismantle the magus for the cause of the seas. For the two years he had prepared, he and his captain had gone over strict plans and guidelines of what he would do and for two years, he learned how to hide his emotions. There was no other way.
This was his mission and there was no room for mess-ups.