Sayu's Character
Name: Avaria Silverhill
Alias: The Oracle, The Lady of Urius,
Age: 30
Gender: Female
Faction: The Dragonkin – The Oracle of Urius
Magic: Do you manipulate lies as an Illusionist, or perhaps does your magic lend its uses amidst other possibilities?
Personality: Behind how many masks do you hide?
Biography: Is your past as much a forsworn falsity as the country's own?
Extra: What else are you keeping from us? The truth is vital in such a deceptive world. [Optional]
Alias: The Oracle, The Lady of Urius,
Age: 30
Gender: Female
Faction: The Dragonkin – The Oracle of Urius
Magic: Do you manipulate lies as an Illusionist, or perhaps does your magic lend its uses amidst other possibilities?
Personality: Behind how many masks do you hide?
Biography: Is your past as much a forsworn falsity as the country's own?
Extra: What else are you keeping from us? The truth is vital in such a deceptive world. [Optional]
Fox of Spades' Character
Name: Piper Veron
Alias: Detonator [Much to her dismay]
Age: 16
Gender: Female
Faction: The Dragonkin
Appearance:
A short girl of five feet and two inches. With her short stature and small build, Piper is seen as someone younger than she really is. Her face resembles that of someone younger and her sea-green eyes are always full of mirth. The young girl has a pale complexion that makes her fiery hair stand out even more. She doesn't bother to tie it up so it gives her a disheveled sort of look. The girl is almost always in a black coat that's a tad too big for her, she has an assortment of belts that hold an abundance of potions and runes. Piper always has a bag that's stuffed to the brim with odd ingredients and stones of all colors, shapes and sizes.
Magic:
Potions, runes, the pounding of a hammer and the flickering of lights.
Alchemy is where Piper's skills lie. The girl has a knack for tinkering with things, and is always up to something, whether it be trying to come up with new potions or trying to seal an earth familiar into a shield. Piper isn't what you'd call a skilled and reliable alchemist. Her potions go wrong, her runes go kaboom, but from time to time she manages to get things right. The girl usually enchants things or dabbles in creating something new all while trying to get better at various tactics that Alchemist's have taught. Her current forte is the creating of potions and odd pills or bombs with a variety of effects. Though as for now she's still an unreliable apprentice who has been dubbed the 'detonator' much to her dismay.
When it comes to melee combat Piper is absolutely useless. Though if a friend was in need of backup she'd run to their aid while flailing around her trusty hammer or wrench. She's not very good with a bow but if you gave her one she'd probably be able to defend herself from something unable to move and ten feet away...
Personality:
Piper has an insatiable curiosity for things unknown and a need to experiment on things she does not understand. Two traits which suit an alchemist. Piper's curiosity can be compared to that of a child. Tell her there are wonderful runes on the other side of the mountain and she will pack to go climb that mountain. Tell her rumors of a lonely spirit in a deep dark cave and she'll venture there to see if it's real or not. If something interests her she'll go for it and common sense will pretty much leave her little head and fly out the window.
Despite her tendency to chase after stuff that interest her, Piper is a smart and observant girl who absorbs lessons the way sponges absorb water. She usually remembers minute details and uses this to her advantage when she crafts things. When it comes to Alchemy, Piper works fervently and with passion. She does her utmost best and always tries harder whenever she fails. Alchemy is her passion and she finds it hard to be sad while working when she loves what she does so much. Piper is a lively worker who always looks at the bright side of things.
When it comes down to fights and arguments Piper tries to be the peacekeeper, she becomes her goofy and cheery self as she tries to negotiate and calm people down. If a fight is unavoidable then Piper will side with the people she consider her friends and allies then will try to support them in any way whether it be by flailing around her hammer or chucking vials of various potions at their enemy. She hates seeing her friends hurt and is a very caring girl. When in a crowd Piper is friendly and very to easy to approach, and with friends she's pretty much the same way. Lively, talkative and always ready to lend a helping hand.
Alias: Detonator [Much to her dismay]
Age: 16
Gender: Female
Faction: The Dragonkin
Appearance:
A short girl of five feet and two inches. With her short stature and small build, Piper is seen as someone younger than she really is. Her face resembles that of someone younger and her sea-green eyes are always full of mirth. The young girl has a pale complexion that makes her fiery hair stand out even more. She doesn't bother to tie it up so it gives her a disheveled sort of look. The girl is almost always in a black coat that's a tad too big for her, she has an assortment of belts that hold an abundance of potions and runes. Piper always has a bag that's stuffed to the brim with odd ingredients and stones of all colors, shapes and sizes.
Magic:
Potions, runes, the pounding of a hammer and the flickering of lights.
Alchemy is where Piper's skills lie. The girl has a knack for tinkering with things, and is always up to something, whether it be trying to come up with new potions or trying to seal an earth familiar into a shield. Piper isn't what you'd call a skilled and reliable alchemist. Her potions go wrong, her runes go kaboom, but from time to time she manages to get things right. The girl usually enchants things or dabbles in creating something new all while trying to get better at various tactics that Alchemist's have taught. Her current forte is the creating of potions and odd pills or bombs with a variety of effects. Though as for now she's still an unreliable apprentice who has been dubbed the 'detonator' much to her dismay.
When it comes to melee combat Piper is absolutely useless. Though if a friend was in need of backup she'd run to their aid while flailing around her trusty hammer or wrench. She's not very good with a bow but if you gave her one she'd probably be able to defend herself from something unable to move and ten feet away...
Personality:
Piper has an insatiable curiosity for things unknown and a need to experiment on things she does not understand. Two traits which suit an alchemist. Piper's curiosity can be compared to that of a child. Tell her there are wonderful runes on the other side of the mountain and she will pack to go climb that mountain. Tell her rumors of a lonely spirit in a deep dark cave and she'll venture there to see if it's real or not. If something interests her she'll go for it and common sense will pretty much leave her little head and fly out the window.
Despite her tendency to chase after stuff that interest her, Piper is a smart and observant girl who absorbs lessons the way sponges absorb water. She usually remembers minute details and uses this to her advantage when she crafts things. When it comes to Alchemy, Piper works fervently and with passion. She does her utmost best and always tries harder whenever she fails. Alchemy is her passion and she finds it hard to be sad while working when she loves what she does so much. Piper is a lively worker who always looks at the bright side of things.
When it comes down to fights and arguments Piper tries to be the peacekeeper, she becomes her goofy and cheery self as she tries to negotiate and calm people down. If a fight is unavoidable then Piper will side with the people she consider her friends and allies then will try to support them in any way whether it be by flailing around her hammer or chucking vials of various potions at their enemy. She hates seeing her friends hurt and is a very caring girl. When in a crowd Piper is friendly and very to easy to approach, and with friends she's pretty much the same way. Lively, talkative and always ready to lend a helping hand.
Wind Wild's Character
Name: Hawrien ‘Hor’ Sirit’an
Alias: Death’s messanger
Age: 22
Gender: Female
Faction: Dragonkin Summoner
Appearance:
Hor is not vain, even though to the side-observer she might well seem so with her bright colors and flowers in her hair. In truth however this is her way of making others more comfortable around her – by appearing as normal and alive as possible. This doesn’t come easy as due to her connection with Nushi horns have started protruding from her skull and her hair will change color with the times of the year. And if that wasn’t bad enough there is this something deep deep under the surface of those blue eyes….
She has formed a contract with a creature known simply as Nushi, or guardian. It takes the form of a deer-like animal that might at first seem normal. That is, until you notice it has a few eyes too many, a blood-red coat and horns that seem to represent the season.
Magic:
Hor’s inherited magic is rather passive, seeping through her and allowing her to see and communicate to the dead just as well as the living. Even though she is capable of summoning other beings or redistribute life and death quite easily she has rarely done so and doesn’t seem to find it necessary. Her spaced-out gaze and horns are usually the only thing to tell her apart in a crowd as Nushi himself is a fickle being that might be seen in one moment and disappear the next.
As a result to their connection and Nushi’s dualistic nature the skills offered by the creature aren’t stable, let alone easily handled. In her good days Hor could easily reanimate an army while at her worse she could barely stand. The paradox of life and death trapped in a single body can easily give or take vitality away in all kinds of unsuspected ways. While sometimes a plant might spontaneously grow under her fingertips, other times her vision might suddenly deteriorate, leaving her almost blind.
That is not to say that Hor doesn’t have control over her given abilities. It’s the nature of Nushi himself that is ever-changing. However it is not limitless and it is deeply rooted to the mountain where the creature originated. Its true Name is Issai, simply meaning everything. In its own territory the creature is both the giver and taker of life but those powers grow weaker the further away they travel. At the same time when the powers of the beast are strongest the weight on Hor’s body is the biggest – to the point of rendering her unable to speak, hear, or even see. Thus to minimize the risks on any of them they travel in circles, never travelling too far or too near to the mountain, unless necessary.
Personality:
Hor is usually calm and collected, an almost ever-present smile cast upon her lips. She has soft features and a soft personality. She cared deeply for everyone around, even if she doesn’t know them and will do whatever she can to help them out. And her way of helping out can sometimes be quite peculiar. Being able to communicate with the netherworld is a skill she rarely uses for combat, but rather on a personal level. She would often communicate between the spirits and their living relatives, earning her as much respect as fear. Hor is aware of that and it doesn’t particularly bother her as she considers the weariness of death to be a healthy attitude of the living. Whoever wishes to approach her is welcome and whoever doesn’t isn’t going to be judged for it.
Hor rarely concerns herself with politics or battles – she knows the simple truth of the inevitable end and politics is just a game to pass time in her eyes. She is usually much more concerned with the lives of single individuals and she won’t discriminate between a king and a peasant, offering aid to any in need. The philosophy she created after long hours of talking to both the living and the death is that both life and death are inevitable. Time is all that matters to a human, and what they do with it. Although she’s capable of summoning living creatures she much prefers the harder task of raising the dead – a way to utilize death and preserve life. She embraces death but that is not to say she will let it come easy to those who haven’t deserved it yet. Ultimately, if a war breaks out that she considers unnecessary she would be inclined to try and prevent it, with all the tools available.
Biography:
Standing in the dark, unable to see anything beyond the reach of the small crescent and the few twinkling stars Hor listened.
It had been years since she has last been here, wishing to join the dead, but unable to find the strength to fulfill that wish herself. Her village had been burned to the ground, punished for offering shelter for a thief who had decided he would take more than was offered to him. As he sliced the throats of his elder hosts and robbed their home he decided to burn down their house to ruin any possibility for his identity to be traced back by magic. The spark quickly grew with hunger reducing everything to ashes. The wind had done the rest.
The houses had been as old as the villagers, their wooden bases as rotten and brittle as the bones of their inhabitants. Many had gone down before anyone even noticed, let alone set an alarm. And by the time that was set the fire had already been undefeatable, the single young set of hands barely enough to help carry the wounded away from the falling roofs.
A cruel twist of fate had left some alive even after the fire had perished itself. Deprived of any hope Hor had cursed her ignorance for days, unable to do anything against the broken bones and lung infections, but to wait for the slowly creeping death. She couldn’t pull away and as it came she welcomed it with a silent prayer, willing herself to remember all the names and faces, all the stories and not the final breaths.
That day had sealed her fate. Quietly watching the interaction of life and death she had tried to study it with everything she had until there was nothing left for her to study but the gravestones of the deceased, each a small white rock with a few words written over it with ashes.
Tonight, on the 10th year of the tragedy she was here once again. Now more of an adult as a kid, her knowledge greatly increased and her mind at ease. Her horse snorted, urging her to move, but she kept motionless, listening. Her eyes flickered across the stones, the ashes freshly renewed earlier that day, but with the same frail substance as before.
She stood like that for hours, the graves remaining just as motionless, the darkness just as empty.
Finally, with the dawn approaching, she smiled. There was nothing left in here, not a single lost soul, looking for a way out.
“Rest in peace…” She whispered as she turned her back to the village, knowing she would never return again.
The Throne is really uncomfortable… but it’s still a Throne! <3
Alias: Death’s messanger
Age: 22
Gender: Female
Faction: Dragonkin Summoner
Appearance:
Hor is not vain, even though to the side-observer she might well seem so with her bright colors and flowers in her hair. In truth however this is her way of making others more comfortable around her – by appearing as normal and alive as possible. This doesn’t come easy as due to her connection with Nushi horns have started protruding from her skull and her hair will change color with the times of the year. And if that wasn’t bad enough there is this something deep deep under the surface of those blue eyes….
She has formed a contract with a creature known simply as Nushi, or guardian. It takes the form of a deer-like animal that might at first seem normal. That is, until you notice it has a few eyes too many, a blood-red coat and horns that seem to represent the season.
Magic:
Hor’s inherited magic is rather passive, seeping through her and allowing her to see and communicate to the dead just as well as the living. Even though she is capable of summoning other beings or redistribute life and death quite easily she has rarely done so and doesn’t seem to find it necessary. Her spaced-out gaze and horns are usually the only thing to tell her apart in a crowd as Nushi himself is a fickle being that might be seen in one moment and disappear the next.
As a result to their connection and Nushi’s dualistic nature the skills offered by the creature aren’t stable, let alone easily handled. In her good days Hor could easily reanimate an army while at her worse she could barely stand. The paradox of life and death trapped in a single body can easily give or take vitality away in all kinds of unsuspected ways. While sometimes a plant might spontaneously grow under her fingertips, other times her vision might suddenly deteriorate, leaving her almost blind.
That is not to say that Hor doesn’t have control over her given abilities. It’s the nature of Nushi himself that is ever-changing. However it is not limitless and it is deeply rooted to the mountain where the creature originated. Its true Name is Issai, simply meaning everything. In its own territory the creature is both the giver and taker of life but those powers grow weaker the further away they travel. At the same time when the powers of the beast are strongest the weight on Hor’s body is the biggest – to the point of rendering her unable to speak, hear, or even see. Thus to minimize the risks on any of them they travel in circles, never travelling too far or too near to the mountain, unless necessary.
Personality:
Hor is usually calm and collected, an almost ever-present smile cast upon her lips. She has soft features and a soft personality. She cared deeply for everyone around, even if she doesn’t know them and will do whatever she can to help them out. And her way of helping out can sometimes be quite peculiar. Being able to communicate with the netherworld is a skill she rarely uses for combat, but rather on a personal level. She would often communicate between the spirits and their living relatives, earning her as much respect as fear. Hor is aware of that and it doesn’t particularly bother her as she considers the weariness of death to be a healthy attitude of the living. Whoever wishes to approach her is welcome and whoever doesn’t isn’t going to be judged for it.
Hor rarely concerns herself with politics or battles – she knows the simple truth of the inevitable end and politics is just a game to pass time in her eyes. She is usually much more concerned with the lives of single individuals and she won’t discriminate between a king and a peasant, offering aid to any in need. The philosophy she created after long hours of talking to both the living and the death is that both life and death are inevitable. Time is all that matters to a human, and what they do with it. Although she’s capable of summoning living creatures she much prefers the harder task of raising the dead – a way to utilize death and preserve life. She embraces death but that is not to say she will let it come easy to those who haven’t deserved it yet. Ultimately, if a war breaks out that she considers unnecessary she would be inclined to try and prevent it, with all the tools available.
Biography:
Standing in the dark, unable to see anything beyond the reach of the small crescent and the few twinkling stars Hor listened.
It had been years since she has last been here, wishing to join the dead, but unable to find the strength to fulfill that wish herself. Her village had been burned to the ground, punished for offering shelter for a thief who had decided he would take more than was offered to him. As he sliced the throats of his elder hosts and robbed their home he decided to burn down their house to ruin any possibility for his identity to be traced back by magic. The spark quickly grew with hunger reducing everything to ashes. The wind had done the rest.
The houses had been as old as the villagers, their wooden bases as rotten and brittle as the bones of their inhabitants. Many had gone down before anyone even noticed, let alone set an alarm. And by the time that was set the fire had already been undefeatable, the single young set of hands barely enough to help carry the wounded away from the falling roofs.
A cruel twist of fate had left some alive even after the fire had perished itself. Deprived of any hope Hor had cursed her ignorance for days, unable to do anything against the broken bones and lung infections, but to wait for the slowly creeping death. She couldn’t pull away and as it came she welcomed it with a silent prayer, willing herself to remember all the names and faces, all the stories and not the final breaths.
That day had sealed her fate. Quietly watching the interaction of life and death she had tried to study it with everything she had until there was nothing left for her to study but the gravestones of the deceased, each a small white rock with a few words written over it with ashes.
Tonight, on the 10th year of the tragedy she was here once again. Now more of an adult as a kid, her knowledge greatly increased and her mind at ease. Her horse snorted, urging her to move, but she kept motionless, listening. Her eyes flickered across the stones, the ashes freshly renewed earlier that day, but with the same frail substance as before.
She stood like that for hours, the graves remaining just as motionless, the darkness just as empty.
Finally, with the dawn approaching, she smiled. There was nothing left in here, not a single lost soul, looking for a way out.
“Rest in peace…” She whispered as she turned her back to the village, knowing she would never return again.
The Throne is really uncomfortable… but it’s still a Throne! <3
Rtron's Character
Name: Adam Vurlin
Alias: The Mask.
Age: 35
Gender: Male
Faction: Dragonkin
Magic: Adam's primary magic is summoning. He seems to have a knack for it. Most have seen him summon without a pact, and come out unscathed from his summon. They almost appear afraid of him. He also tinkers with runemaking from time to time, usually on his own gear. Some have also noted that when he summons, he changes, but only minimally. A slight increase in speed and strength, maybe a bit more fur or pointed ears, but nothing else.
Personality: Adam is serious. No one has ever seen him smile since he came back, though due to his mask that's a bit redundant, and no one has ever heard him laugh. He's also suspicious and doesn't trust people in general. He's cynical, practical, cold and calculating. Yet he will lay down his life for the Dragonkin, even those he doesn't like. Just don't expect him to be cheerful about it. He rarely gets angry though, and is generally calm.
Biography: Adam went into the Dragonkin at an early age. He wasn't born in that land, oh no. He and his three brothers were wanders along with their parents. The parents finally couldn't take care of the children anymore, and gave the eldest and the youngest to the Dragonkin. The middle one was given to the Templars. And for a few years, Adam was happy despite the fact that he had been abandoned by his parents to the Dragonkin. His brother and him lived with the Dragonkin, each pursuing their individual interests. Then, a horrible accident happened with his brother. One of his brother's foolish friends summoned a spirit far more powerful than he could control, and abandoned his brother to the thing. Adam couldn't get there in time. When he threw open the doors and ran to his brother's form, the damage was already done. Some would have taken the path of his brother, bitter at all Dragonkin, seeking their death and destruction. Adam...Adam retreated into himself. He became what he is now. Suspicious, serious, and distrustful of people in general. This was augmented by what happened three years later.
Adam was to make a pact with a demon. He went into the Neverworld and made a pact with a spirit. It proved too powerful, and he screamed and ran off. Years passed, and he was never seen again. Most wrote him down as one of those arrogant fools who made a deal with a spirit far stronger than them. Yet he returned, his face hidden by a mask. He gave evasive answers in response to what happened to his Pact summon. As far as anyone else knows, he has no pact summon.
Extra: Adam has two minds in his head. Long story....to be explained IC.
He's also stronger, faster, and has better reflexes than a normal human. Not by much though, he's strong like a body builder and fast like an olympic athlete. Not superhuman, but he doesn't look like either of those.
Alias: The Mask.
Age: 35
Gender: Male
Faction: Dragonkin
Magic: Adam's primary magic is summoning. He seems to have a knack for it. Most have seen him summon without a pact, and come out unscathed from his summon. They almost appear afraid of him. He also tinkers with runemaking from time to time, usually on his own gear. Some have also noted that when he summons, he changes, but only minimally. A slight increase in speed and strength, maybe a bit more fur or pointed ears, but nothing else.
Personality: Adam is serious. No one has ever seen him smile since he came back, though due to his mask that's a bit redundant, and no one has ever heard him laugh. He's also suspicious and doesn't trust people in general. He's cynical, practical, cold and calculating. Yet he will lay down his life for the Dragonkin, even those he doesn't like. Just don't expect him to be cheerful about it. He rarely gets angry though, and is generally calm.
Biography: Adam went into the Dragonkin at an early age. He wasn't born in that land, oh no. He and his three brothers were wanders along with their parents. The parents finally couldn't take care of the children anymore, and gave the eldest and the youngest to the Dragonkin. The middle one was given to the Templars. And for a few years, Adam was happy despite the fact that he had been abandoned by his parents to the Dragonkin. His brother and him lived with the Dragonkin, each pursuing their individual interests. Then, a horrible accident happened with his brother. One of his brother's foolish friends summoned a spirit far more powerful than he could control, and abandoned his brother to the thing. Adam couldn't get there in time. When he threw open the doors and ran to his brother's form, the damage was already done. Some would have taken the path of his brother, bitter at all Dragonkin, seeking their death and destruction. Adam...Adam retreated into himself. He became what he is now. Suspicious, serious, and distrustful of people in general. This was augmented by what happened three years later.
Adam was to make a pact with a demon. He went into the Neverworld and made a pact with a spirit. It proved too powerful, and he screamed and ran off. Years passed, and he was never seen again. Most wrote him down as one of those arrogant fools who made a deal with a spirit far stronger than them. Yet he returned, his face hidden by a mask. He gave evasive answers in response to what happened to his Pact summon. As far as anyone else knows, he has no pact summon.
Extra: Adam has two minds in his head. Long story....to be explained IC.
He's also stronger, faster, and has better reflexes than a normal human. Not by much though, he's strong like a body builder and fast like an olympic athlete. Not superhuman, but he doesn't look like either of those.
Tytus' Character
Name: Brendt
Alias: None. He is considered unimportant. Though, he's easily recognizable compared to others.
Age: 18
Gender: Male
Faction: Dragonkin; Summoners
Magic: The most important thing to know about Brendt, is that he is a cripple.
From his thighs down are nothing but two clothed pieces of meat, unbidden guests of a body who can't even send eletrical circuits the right way to its limbs. This has left Brendt with no actual means of defending himself, except by his two pact creatures and some spirits burned into a few small soul gems he had bought from a shady Alchemist. He uses these as a last resort. To make matters worse - he knows neither of his creatures' True Names, and cannot even summon normal summons; else they easily turn him into an Abomination due to his legs.
Brendt's first pact creature is a simple, floating wisp that is nothing more than a silhouetted piece of light that floats around haphazardly in the air.
Brendt's second pact creature is a noble Paladin Spirit, trapped and bound into a suit of armor. While the latter being has not proven to have any strength yet, the second has taken up the mantle of Brendt's legs: the only way that Brendt can get anywhere on his own is when he is carried by him. The Paladin Spirit is also the one that does the fighting: in times of battle, he will place Brendt on the ground to be guarded by the first creature, and fight without equal for his master's life.
There names are, respectively: Sylk and Elsis.
Personality: Brendt is, rather surprisingly, a cheerful dreamer. Despite everything he's been through, and his handicaps, Brendt remains idealistic and friendly; he is casual with everybody (including his superiors), and gets away with many things due to his lovable nature. He is known by most of the Dragonkin, not for his battle prowess like the rest, but for his carefree and willing disposition - there are few, even among those of stone hearts, who dislike him. In spite of this, Brendt secretly longs to be "free": to be able to walk, or swim, or even fly; he just wishes to break free of his shackles. On the interior, he is depressed and yearns for things he'll never get.
Biography: When Brendt was a young boy of six, he had sneaked into a bar in search of games and fun. It was late into the night and the moon formed a sort of ornament in the sky, while the pub was its normal, boisterous self. When Brendt stumbled inside, the drunk bartender thought him a thief, and in the dark of night grabbed his wooden club and beat the young boys legs in. He cracked the club against Brendt's knees and shin and thighs until the wood splintered into his legs, and his bones shattered into tinier cracks than a mosaic of the church.
When his parents found him, they cradled him into their arms and whispered a great many sweet things into his ear. His dad cracked a bottle of whiskey against the bartender's head, and proceeded to bury his foot into his teeth. When they took him home, he thought all was well. But as the weeks weighed on, and they fast forwarded into months, he saw the looks on his parents' face: the pity, the sorrow, the depression. He was a burden, and he knew it.
Brendt ran away that same night (how he traveled with his legs is a mystery to all), and dragged himself into a graveyard where he cried and wallowed in self-loathing for nearly three days on end. On the fourth, the flickering light of a wisp caught his eye; a glowing incandescence in the dark, fluttering around the graves peacefully. Brendt followed it, mesmerized, and clawed his way through the dirt toward it. He reached a crystal blue lake at the end of the graveyard, and not realizing his stupidity, fell in.
He had never learned to swim: he had never been able to learn. Because of this, Brendt sunk, deep deep into the bottom of the water, choking and crying underneath the lake. Voices pulled at him and tore at his throat, whispering his darkest secrets and scariest fears: the water was the home for those spirits who could not move on from Death, stuck in a sort of limbo beneath the calm liquid diamond of the shore. Feeling pity, the kind spirit saved Brendt. They stared at each other for awhile, the crippled human shivering and his teeth chattering under the chill of the wind. But he felt different. He couldn't draw any more tears from his well of self-pity.
He became friends with the spirit, who he named Sylk. They subconsciously formed a pact with one another, and accompanied each other everywhere they went. When Brendt had turned thirteen, he decided on a more idealistic path of life, rather than sulking in a graveyard. He wished to become a true Summoner. So he went through the initiation, and inside made a pact with a Paladin Spirit, who was trapped inside a suit of armor.
Brendt never got to finish the second part of the initiation: not knowing their True Names, and being too afraid to fuse with them for the first time, he is still not a full-fledged Dragonkin. Even though he is loved by many, they all harbor a secret scorn and resentment against him for this: anyone who followed the Dragonkin tenets would.
Extra: N/A
Alias: None. He is considered unimportant. Though, he's easily recognizable compared to others.
Age: 18
Gender: Male
Faction: Dragonkin; Summoners
Magic: The most important thing to know about Brendt, is that he is a cripple.
From his thighs down are nothing but two clothed pieces of meat, unbidden guests of a body who can't even send eletrical circuits the right way to its limbs. This has left Brendt with no actual means of defending himself, except by his two pact creatures and some spirits burned into a few small soul gems he had bought from a shady Alchemist. He uses these as a last resort. To make matters worse - he knows neither of his creatures' True Names, and cannot even summon normal summons; else they easily turn him into an Abomination due to his legs.
Brendt's first pact creature is a simple, floating wisp that is nothing more than a silhouetted piece of light that floats around haphazardly in the air.
Brendt's second pact creature is a noble Paladin Spirit, trapped and bound into a suit of armor. While the latter being has not proven to have any strength yet, the second has taken up the mantle of Brendt's legs: the only way that Brendt can get anywhere on his own is when he is carried by him. The Paladin Spirit is also the one that does the fighting: in times of battle, he will place Brendt on the ground to be guarded by the first creature, and fight without equal for his master's life.
There names are, respectively: Sylk and Elsis.
Personality: Brendt is, rather surprisingly, a cheerful dreamer. Despite everything he's been through, and his handicaps, Brendt remains idealistic and friendly; he is casual with everybody (including his superiors), and gets away with many things due to his lovable nature. He is known by most of the Dragonkin, not for his battle prowess like the rest, but for his carefree and willing disposition - there are few, even among those of stone hearts, who dislike him. In spite of this, Brendt secretly longs to be "free": to be able to walk, or swim, or even fly; he just wishes to break free of his shackles. On the interior, he is depressed and yearns for things he'll never get.
Biography: When Brendt was a young boy of six, he had sneaked into a bar in search of games and fun. It was late into the night and the moon formed a sort of ornament in the sky, while the pub was its normal, boisterous self. When Brendt stumbled inside, the drunk bartender thought him a thief, and in the dark of night grabbed his wooden club and beat the young boys legs in. He cracked the club against Brendt's knees and shin and thighs until the wood splintered into his legs, and his bones shattered into tinier cracks than a mosaic of the church.
When his parents found him, they cradled him into their arms and whispered a great many sweet things into his ear. His dad cracked a bottle of whiskey against the bartender's head, and proceeded to bury his foot into his teeth. When they took him home, he thought all was well. But as the weeks weighed on, and they fast forwarded into months, he saw the looks on his parents' face: the pity, the sorrow, the depression. He was a burden, and he knew it.
Brendt ran away that same night (how he traveled with his legs is a mystery to all), and dragged himself into a graveyard where he cried and wallowed in self-loathing for nearly three days on end. On the fourth, the flickering light of a wisp caught his eye; a glowing incandescence in the dark, fluttering around the graves peacefully. Brendt followed it, mesmerized, and clawed his way through the dirt toward it. He reached a crystal blue lake at the end of the graveyard, and not realizing his stupidity, fell in.
He had never learned to swim: he had never been able to learn. Because of this, Brendt sunk, deep deep into the bottom of the water, choking and crying underneath the lake. Voices pulled at him and tore at his throat, whispering his darkest secrets and scariest fears: the water was the home for those spirits who could not move on from Death, stuck in a sort of limbo beneath the calm liquid diamond of the shore. Feeling pity, the kind spirit saved Brendt. They stared at each other for awhile, the crippled human shivering and his teeth chattering under the chill of the wind. But he felt different. He couldn't draw any more tears from his well of self-pity.
He became friends with the spirit, who he named Sylk. They subconsciously formed a pact with one another, and accompanied each other everywhere they went. When Brendt had turned thirteen, he decided on a more idealistic path of life, rather than sulking in a graveyard. He wished to become a true Summoner. So he went through the initiation, and inside made a pact with a Paladin Spirit, who was trapped inside a suit of armor.
Brendt never got to finish the second part of the initiation: not knowing their True Names, and being too afraid to fuse with them for the first time, he is still not a full-fledged Dragonkin. Even though he is loved by many, they all harbor a secret scorn and resentment against him for this: anyone who followed the Dragonkin tenets would.
Extra: N/A
Naiko's Character -
Name: True Name withheld, for a true name is a powerful thing.
Alias: Freyr Hiitrae (Called Fre by some.)
Age: 19
Gender: Male
Faction: The Dragonkin
Magic:
Freyr is a proud if not slightly unusual summoner. Outwardly he appears to have gone through the ritual just fine, however closer inspection will show Freyr only has half a soul. This seems to have no effect on his summoning abilities which hints that had he found a different, less powerful pact creature he may have had more potential and an entire soul but Sachre is strong and the powers lended are as well.
Freyr gains a few abilities from Sachre. The first is coldfire, a cool colored flame that mingles different hues of green and blue, occasionally purple, that can be used to kill, to numb pain, or to burn away illness. The second is a change in features as Freyr’s teeth become a bit sharper as do his nails. His hair has also had a tendency to grow faster since the pact was made. Lastly the dark pit where his left eye use to be still has some vision in it though it sees illness the color of copper in the bodies of other people and creatures instead of the usual colors of the world.
Personality:
Freyr has always had a certain sense of warmth about him that was there before he decided to bury his troubles. Fond of telling stories, he shares a lot of tales he has crossed but also creates an inviting atmosphere that makes him easy to talk to. Over time he has grown rather calm and stoic. Outwardly he seems to trust easily, but inwardly he holds doubts about people’s motives. His partner Sachre is the primary source of this unease. As a soul who once found it easy to trust and make friends despite holding different views, Freyr now has a mild skepticism and paranoia about outsiders. Since the strengthening of their bond this paranoia has grown diluted but he still feels a distrust for others, likely a resonance with Sachre’s feelings and distaste for people.
The one thing that hasn’t been skewed much over the years is Freyr’s gentleness. If there is no emergency he prefers to take it easy and handle a dangerous situation with care. Sachre seems to understand this best and respects Freyr’s wishes, though the creature is extremely fond of stirring up trouble. During the times he gets a sudden thrill of joy that is distinctly recognizable from his own, he has to take note of his summoned companion to be sure the creature isn’t getting kicks from scaring children with his skull of a head.
Lastly Freyr is very fond of his homeland. The extreme temperatures and traditions are embedded in him with a sense of pride. While he is not oppose to other views, a deep set scowl will cross his features if someone thinks poorly of his country and rants about it. Similar to his countries views he has a low tolerance for betrayal but this feeling has been muddled as of late due to events in his past.
Biography:
Freyr grew up among a fairly wealthy family with a sizable estate. When he was about five he met Xavier and Cherise, the son and daughter of a family well known for their research and exploration of tomes among other artifacts. The three of them became close friends in the years preceding his journey to the capital. At age thirteen he made his way to the capital to undergo the ritual of finding his pact creature. Partially entering the Otherworld he met Sachre, a rather bored creature with a body like a wolf’s and patches of scaly hide and a skull for a head. The creature was far stronger than Freyr could have ever imagined and being fairly young at the time he lacked the experience to ward off the powerful beast. Sachre claimed half of Freyr’s soul and agreed to make a pact with a being weaker than himself because he was bored of the Otherworld.
When the youth came back from the Otherworld he sat blinded with a gaping hole where his left eye had been, only instead of blood or bone or muscle the socket looked entirely enveloped in darkness. Despite finishing the ritual a feeling of unease followed in his wake. At first Sachre was nowhere to be found but by the next day, after a sleepless night of nightmares from the encounter, the beast revealed himself. Asleep in the socket of Freyr’s eye, the journey between worlds had tired even Sachre. The nearby community gaped at the sight of his hideous pact creature and, where resentment might have formed if Freyr had stayed in the capital, the odd pair left for the second part of the ritual.
Out in the wild Freyr devoted himself to becoming stronger so that he could manage Sachre’s snarky and mischievous attitude and learn the creature’s true name. Sachre, however, beat Freyr, for when the creature had consumed half of the boy’s soul along with it the pact creature took hold of his summoner’s true name. At first he panicked but finding his pact creature’s true name was not something to be rushed and eventually he discovered it. In the six months spent out in the wild with Sachre, Freyr found that they were a rather good match. Although there were some views they disagreed upon it was clear the two could trust each other enough to get along. He still suffers from nightmares though from their initial meeting which causes a streak of distrust between the two on occasion, but he has since gotten strong enough to control Sachre so his concerns come in mainly at night when he has to sleep. Little does he know Sachre is already content with simply being able to move about Alencia freely and has no intent of killing off or consuming what is left of his summoner. If the boy had become a mess after Sachre had first consumed half of his soul, then he would not have been a fit partner. Now Sachre resides to an extent in place of the missing half as a support rather than a threat.
When he returned to his home from his journey he found his friends were gone and their home a wreck. Years later he has run into them a few times though he was unaware until they crossed paths that their home and family had been destroyed.
Extra:
-Freyr’s parents are the ones who sent some thieves to steal the tome. He discovered this one day and has remained in silence about it because he cannot go against his family’s social status without cutting himself away from the home he has always known. He bears the guilt of the truth in silence and fears what would happen if his childhood friends ever found out.
-Sachre is actually quite gentle. He finds much enjoyment out of being around creatures and when a creature dies he will often take their true name and hold onto it. Sachre once explained to Freyr that while he could grant Freyr the ability to call on dead creature’s spirits through their true names, true names are particularly risky and meant to be revered. Using them for ones own gain is seen as a desecration of the spirit in Sachre’s eyes so the creature only lends his coldfire ability. A fire that is so cold it feels as though it burns because of the pain. This fire can also burn away illness to an extent, but for those too far beyond saving sometimes it can only provide a numbing relief and help a person die.
-Freyr, because of his noble family, sometimes falls back into using certain mannerisms out in the field that you wouldn’t expect of him, like polite speech or slightly fussing over a scuff when he is just with Sachre. He can also play the piano because of this, though he doesn’t get access to one very frequently.
-Freyr has found that the throne is really uncomfortable and would opt to sit on Sachre before sitting on it, which he would surely lose an arm in doing so.
Alias: Freyr Hiitrae (Called Fre by some.)
Age: 19
Gender: Male
Faction: The Dragonkin
Magic:
Freyr is a proud if not slightly unusual summoner. Outwardly he appears to have gone through the ritual just fine, however closer inspection will show Freyr only has half a soul. This seems to have no effect on his summoning abilities which hints that had he found a different, less powerful pact creature he may have had more potential and an entire soul but Sachre is strong and the powers lended are as well.
Freyr gains a few abilities from Sachre. The first is coldfire, a cool colored flame that mingles different hues of green and blue, occasionally purple, that can be used to kill, to numb pain, or to burn away illness. The second is a change in features as Freyr’s teeth become a bit sharper as do his nails. His hair has also had a tendency to grow faster since the pact was made. Lastly the dark pit where his left eye use to be still has some vision in it though it sees illness the color of copper in the bodies of other people and creatures instead of the usual colors of the world.
Personality:
Freyr has always had a certain sense of warmth about him that was there before he decided to bury his troubles. Fond of telling stories, he shares a lot of tales he has crossed but also creates an inviting atmosphere that makes him easy to talk to. Over time he has grown rather calm and stoic. Outwardly he seems to trust easily, but inwardly he holds doubts about people’s motives. His partner Sachre is the primary source of this unease. As a soul who once found it easy to trust and make friends despite holding different views, Freyr now has a mild skepticism and paranoia about outsiders. Since the strengthening of their bond this paranoia has grown diluted but he still feels a distrust for others, likely a resonance with Sachre’s feelings and distaste for people.
The one thing that hasn’t been skewed much over the years is Freyr’s gentleness. If there is no emergency he prefers to take it easy and handle a dangerous situation with care. Sachre seems to understand this best and respects Freyr’s wishes, though the creature is extremely fond of stirring up trouble. During the times he gets a sudden thrill of joy that is distinctly recognizable from his own, he has to take note of his summoned companion to be sure the creature isn’t getting kicks from scaring children with his skull of a head.
Lastly Freyr is very fond of his homeland. The extreme temperatures and traditions are embedded in him with a sense of pride. While he is not oppose to other views, a deep set scowl will cross his features if someone thinks poorly of his country and rants about it. Similar to his countries views he has a low tolerance for betrayal but this feeling has been muddled as of late due to events in his past.
Biography:
Freyr grew up among a fairly wealthy family with a sizable estate. When he was about five he met Xavier and Cherise, the son and daughter of a family well known for their research and exploration of tomes among other artifacts. The three of them became close friends in the years preceding his journey to the capital. At age thirteen he made his way to the capital to undergo the ritual of finding his pact creature. Partially entering the Otherworld he met Sachre, a rather bored creature with a body like a wolf’s and patches of scaly hide and a skull for a head. The creature was far stronger than Freyr could have ever imagined and being fairly young at the time he lacked the experience to ward off the powerful beast. Sachre claimed half of Freyr’s soul and agreed to make a pact with a being weaker than himself because he was bored of the Otherworld.
When the youth came back from the Otherworld he sat blinded with a gaping hole where his left eye had been, only instead of blood or bone or muscle the socket looked entirely enveloped in darkness. Despite finishing the ritual a feeling of unease followed in his wake. At first Sachre was nowhere to be found but by the next day, after a sleepless night of nightmares from the encounter, the beast revealed himself. Asleep in the socket of Freyr’s eye, the journey between worlds had tired even Sachre. The nearby community gaped at the sight of his hideous pact creature and, where resentment might have formed if Freyr had stayed in the capital, the odd pair left for the second part of the ritual.
Out in the wild Freyr devoted himself to becoming stronger so that he could manage Sachre’s snarky and mischievous attitude and learn the creature’s true name. Sachre, however, beat Freyr, for when the creature had consumed half of the boy’s soul along with it the pact creature took hold of his summoner’s true name. At first he panicked but finding his pact creature’s true name was not something to be rushed and eventually he discovered it. In the six months spent out in the wild with Sachre, Freyr found that they were a rather good match. Although there were some views they disagreed upon it was clear the two could trust each other enough to get along. He still suffers from nightmares though from their initial meeting which causes a streak of distrust between the two on occasion, but he has since gotten strong enough to control Sachre so his concerns come in mainly at night when he has to sleep. Little does he know Sachre is already content with simply being able to move about Alencia freely and has no intent of killing off or consuming what is left of his summoner. If the boy had become a mess after Sachre had first consumed half of his soul, then he would not have been a fit partner. Now Sachre resides to an extent in place of the missing half as a support rather than a threat.
When he returned to his home from his journey he found his friends were gone and their home a wreck. Years later he has run into them a few times though he was unaware until they crossed paths that their home and family had been destroyed.
Extra:
-Freyr’s parents are the ones who sent some thieves to steal the tome. He discovered this one day and has remained in silence about it because he cannot go against his family’s social status without cutting himself away from the home he has always known. He bears the guilt of the truth in silence and fears what would happen if his childhood friends ever found out.
-Sachre is actually quite gentle. He finds much enjoyment out of being around creatures and when a creature dies he will often take their true name and hold onto it. Sachre once explained to Freyr that while he could grant Freyr the ability to call on dead creature’s spirits through their true names, true names are particularly risky and meant to be revered. Using them for ones own gain is seen as a desecration of the spirit in Sachre’s eyes so the creature only lends his coldfire ability. A fire that is so cold it feels as though it burns because of the pain. This fire can also burn away illness to an extent, but for those too far beyond saving sometimes it can only provide a numbing relief and help a person die.
-Freyr, because of his noble family, sometimes falls back into using certain mannerisms out in the field that you wouldn’t expect of him, like polite speech or slightly fussing over a scuff when he is just with Sachre. He can also play the piano because of this, though he doesn’t get access to one very frequently.
-Freyr has found that the throne is really uncomfortable and would opt to sit on Sachre before sitting on it, which he would surely lose an arm in doing so.
MUG's Character
Name: Shuddus Iata
Age: 68
Gender: Male
Faction: Dragonkin
Appearance:
While his age would suggest he be white and seasoned, his appearance is that of a much younger and spry man. Strands of gray can be found in his hair and the prickly 5 o'clock shadow has it's own mixture of salt and pepper quality it is clear that this man still has a heavy hand to swing. Keeping in a very fit shape for his age people have wondered if perhaps the former political adviser to Ish'm and the rest of the Summoner's Faction has been using his alchemy potions to keep his younger appearance up. Standing around 5 feet and 10 inches, he has quite a dominating appearance with his dark overcoat and gray glasses that cover the bridge of his nose. Since he left his position however he has been known to smile much more often than he did in his previous job. He jokes that it is because his mind isn't racing as often he has learned that a grin opens up more opportunities.
Magic:
Shuddus is considered one of the top alchemical minds in the land of the Dragonkin and continues to mold young minds in the art in his private school he holds. At a young age he was able to capture a lightening familiar and split it into two separate bracers that he wears to this day. While rune work was his initial step into alchemy, he also dabbles in potion work now into his later years. Still a little shaky at times with the potion work, Shuddus has yet to find a familiar he can't enchant to do exactly as he sees fit. While he is highly skilled he refuses to enchant weapons or dangerous grenade type potions. Dabbling in the art earlier in his life he saw the horrors that arise and refuses to play any part in that part of the craft. His view of alchemy is one of calming and order, not bloodshed and war.
Personality:
During his time as a political adviser to the Summoner's Faction Shuddus was known to be very blunt and strict man. Since his retirement he has apparently grown to be quite a patient man. Since opening a school to train young alchemists the students that have sought out his tutelage have claimed him to be a very kind and brilliant man. Always making time for a student should a question arise or some simple advice be needed the former adviser picks up his old craft and guides the younger generation down a path of success and ease as best he can. Though most of his stern attitude has left his heart, he still retains that focus that made him quite a figure inside of debate rooms. His gruff voice can gain a near growl at times should he need to puff his chest out and show his resolve. Few students have seen this side to him, but the old man is far from scared to shell out discipline when needed.
Biography:
Being born in one of the high ranking families, Shuddus was destined to be a very important figure among the Dragonkin as the only son of his house. As a youth he turned his attention to alchemy and was shown to be quite a talented young enchanter. Splitting a lightening familiar into two separate bracers that he would use later in life as defensive weapons and crowd silencers he was deemed a prodigy. The young Shuddus turned away this praise as he found it to be annoying and once he realized his alchemical works were the cause of this unwanted attention he turned to another craft, one that would cause him even more strife but a good decent bit of fun. That craft would turn out to be politics.
Spending a good portion of his life as one of the figureheads beside King Ish'm, Shuddus was known well throughout the land as well as in the higher circles of the other two factions the Dragonkin have dealt with over the years. Simply shelling out his advice for which problems to become involved with as well as when to simply let the other two solve their own problems with empty threats and potential promises. Much of Shuddus' breath was wasted discussing trade routes and local politics, though he always did enjoy going to summits to listen to the bickering between the Keepers and Crusaders. The elder found it amazing two groups could argue about the most basic of things and yet still keep their blades sheathed away. Perhaps it was simply due to the need of cooperation that the two didn't kill each other off.
While he wasn't fighting for calm and peace among the people of Alencia Shuddus was practicing his craft of alchemy. Normally working late into the night trying to find new and more efficient ways to use familiars he would lose track of time and end up being in no shape to do political duties. In his younger days he would do the same and be completely fine, but with his youth dwindling he found himself with much more tired eyes and aching bones that couldn't be helped.
Eventually the old man turned in his resignation to the royal court and began spending his funds he had earned through his time assisting the court to fund a school for alchemical practices. Deeming this his way of paying back the people for the support of many of the decisions he had suggested Shuddus made this school open to any and all who wished to hone their skills at enchanting and potion making. Since he opened his school he has been seen more and more among the common folk of the Dragonkin and graces them all with a smile. People say the man looks younger now than he did two years ago when he retired. Some believe it to be the work of some potion he created. Truth is, just being able to worry about the school's problems and not the entire country's has helped Shuddus regain some of his old step. While he is retired, he still will listen to his king should a moment arise that his expertise is needed again.
Extra:
-Has no immediate family due to his focus on his job. Because of this he gets very uncomfortable when talking about matters of love and other related topics. This is due to his lack of knowledge in the area and his regret of never taking the time to fall in love in the first place.
-Students also call him Professor "Shud" at his academy. He is unsure of where the nickname comes from, but he hasn't shown any distaste for the name. Truthfully, Shuddus simply does not care.
Age: 68
Gender: Male
Faction: Dragonkin
Appearance:
While his age would suggest he be white and seasoned, his appearance is that of a much younger and spry man. Strands of gray can be found in his hair and the prickly 5 o'clock shadow has it's own mixture of salt and pepper quality it is clear that this man still has a heavy hand to swing. Keeping in a very fit shape for his age people have wondered if perhaps the former political adviser to Ish'm and the rest of the Summoner's Faction has been using his alchemy potions to keep his younger appearance up. Standing around 5 feet and 10 inches, he has quite a dominating appearance with his dark overcoat and gray glasses that cover the bridge of his nose. Since he left his position however he has been known to smile much more often than he did in his previous job. He jokes that it is because his mind isn't racing as often he has learned that a grin opens up more opportunities.
Magic:
Shuddus is considered one of the top alchemical minds in the land of the Dragonkin and continues to mold young minds in the art in his private school he holds. At a young age he was able to capture a lightening familiar and split it into two separate bracers that he wears to this day. While rune work was his initial step into alchemy, he also dabbles in potion work now into his later years. Still a little shaky at times with the potion work, Shuddus has yet to find a familiar he can't enchant to do exactly as he sees fit. While he is highly skilled he refuses to enchant weapons or dangerous grenade type potions. Dabbling in the art earlier in his life he saw the horrors that arise and refuses to play any part in that part of the craft. His view of alchemy is one of calming and order, not bloodshed and war.
Personality:
During his time as a political adviser to the Summoner's Faction Shuddus was known to be very blunt and strict man. Since his retirement he has apparently grown to be quite a patient man. Since opening a school to train young alchemists the students that have sought out his tutelage have claimed him to be a very kind and brilliant man. Always making time for a student should a question arise or some simple advice be needed the former adviser picks up his old craft and guides the younger generation down a path of success and ease as best he can. Though most of his stern attitude has left his heart, he still retains that focus that made him quite a figure inside of debate rooms. His gruff voice can gain a near growl at times should he need to puff his chest out and show his resolve. Few students have seen this side to him, but the old man is far from scared to shell out discipline when needed.
Biography:
Being born in one of the high ranking families, Shuddus was destined to be a very important figure among the Dragonkin as the only son of his house. As a youth he turned his attention to alchemy and was shown to be quite a talented young enchanter. Splitting a lightening familiar into two separate bracers that he would use later in life as defensive weapons and crowd silencers he was deemed a prodigy. The young Shuddus turned away this praise as he found it to be annoying and once he realized his alchemical works were the cause of this unwanted attention he turned to another craft, one that would cause him even more strife but a good decent bit of fun. That craft would turn out to be politics.
Spending a good portion of his life as one of the figureheads beside King Ish'm, Shuddus was known well throughout the land as well as in the higher circles of the other two factions the Dragonkin have dealt with over the years. Simply shelling out his advice for which problems to become involved with as well as when to simply let the other two solve their own problems with empty threats and potential promises. Much of Shuddus' breath was wasted discussing trade routes and local politics, though he always did enjoy going to summits to listen to the bickering between the Keepers and Crusaders. The elder found it amazing two groups could argue about the most basic of things and yet still keep their blades sheathed away. Perhaps it was simply due to the need of cooperation that the two didn't kill each other off.
While he wasn't fighting for calm and peace among the people of Alencia Shuddus was practicing his craft of alchemy. Normally working late into the night trying to find new and more efficient ways to use familiars he would lose track of time and end up being in no shape to do political duties. In his younger days he would do the same and be completely fine, but with his youth dwindling he found himself with much more tired eyes and aching bones that couldn't be helped.
Eventually the old man turned in his resignation to the royal court and began spending his funds he had earned through his time assisting the court to fund a school for alchemical practices. Deeming this his way of paying back the people for the support of many of the decisions he had suggested Shuddus made this school open to any and all who wished to hone their skills at enchanting and potion making. Since he opened his school he has been seen more and more among the common folk of the Dragonkin and graces them all with a smile. People say the man looks younger now than he did two years ago when he retired. Some believe it to be the work of some potion he created. Truth is, just being able to worry about the school's problems and not the entire country's has helped Shuddus regain some of his old step. While he is retired, he still will listen to his king should a moment arise that his expertise is needed again.
Extra:
-Has no immediate family due to his focus on his job. Because of this he gets very uncomfortable when talking about matters of love and other related topics. This is due to his lack of knowledge in the area and his regret of never taking the time to fall in love in the first place.
-Students also call him Professor "Shud" at his academy. He is unsure of where the nickname comes from, but he hasn't shown any distaste for the name. Truthfully, Shuddus simply does not care.
Vinsanity's Character
Name: Azriel Shraga
Alias: Sentinel of Urius
Age: 28
Gender: Male
Faction: Dragonkin
Magic: Summoning
- Uriel:
Weight: 30 - 50 lbs
Height: 2'
- Uzriel:
Weight: 30 - 40 lbs
Height: 2'
- Betzalel:
Weight: 300 - 350 lbs
Height: 10'
Personality: Humble, and is as close to the Dragonkin tenets as one can be.
Biography:
Azriel was born in the Eastern Province of the Dragonkin. His father was the leader of a tribe named the "Naftali" which means "Struggle." it is what his people have known to do for years and that is fight and keep fighting, no matter what the situation, whether it be from a terrain or territorial stand point. They adapt to the exotic/harsh climates the Eastern Province has been always known for. These people were not only extremely versatile, but also disciplined as a collective group. They all began learning the history of their people through songs and stories, upon age 5 the boys begin learnign the art of combat, which contains a variety of teachings from, hand to hand, sword fighting, bow marksmanship, and magical capabilties.
Azriel was a prodigy when it came to physical trials and practice. He was always at the head of group, always helping the person behind him, and making sure everyone was attended for. The youngsters trained in classes and each class was considered a "Buma", a "Buma" is a small unit or squad of up to 4-6 individuals. Azriel was deemed a "Kodkod" this translated into "Tip of the spear" or leader.
Azriel at the age of 7 came in contact with a young boy who was visiting the Naftali tribe. This young boy was named Ish'm. The importance of this young boy was not known to Azriel and upon meeting him when he arrived they quickly seemed to hit it off. Ish'm stayed in the village for quite some time, about 2 weeks before deciding it was time to go back to the Capital. Within this time Azriel and Ish'm grew a brotherly bond, they both challeneged one another as young boys do, and they both made sure the other was always accounted for. Three days before the scheduled leave, the village was attacked by those who wanted to see Ish'm fail in his endeavors, better to catch Ish'm young, before he grew too strong.
Amidst the chaos, Azriel found and secured Ish'm and then led him to safety through the many paths that Azriel knew by heart due to living in these areas his whole life. The ones who ambushed the village eventually fled when they could not find Ish'm anywhere, Azriel brought Ish'm back to the village once all was safe. Ish'm's guard that accompanied him head all been killed in the defense. Azriel requested if he could accompany Ish'm back to the capitol. Azriel's father even though he knew Azriel was too young, granted this wish, and sent 10 of his warriors to also aid Ish'm. Upon reaching the capitol, Ish'm asked if Azriel could stay in the capitol instead of return. Although a difficult decision, Azriel vowed to protect and serve Ish'm for the remainder of his life. The bond at this point had been forged to strong to allow the other too experience a dangerous world alone.
As they both grew older, they both constantly challenged one another, eventually Ish'm took initiation first, followed by Azriel. Initiation had been the only time where they both had to do things without one another, and it was the greatest test for Azriel he had ever come to face at the age of 13. After completeing the initation, he returned to the capitol and although slightly different in his demeanor as most were after initiation, a majority of everything else remained. Except now Azriel and Ish'm challenged one another at summoning and not just sparring each other. Azriel was eventually assigned an official position within the Eastern Province, it was to personally safe guard Ish'm and manage the security in which Ish'm would have around him when either on long journeys, short trips, or just about wherever he went. It wasn't that anyone thought Ish'm could not protect himself. It was more of the fact that he shouldn't have to worry about doing so, and focus on the other tasks at hand.
Azriel among the people was named the Sentinel of Urius, there have been many occassions where Azriel has stepped up to the plate when Ish'm was in need of protection, and not once has he failed. The dragonkin is growing, and Ish'm's goal grows near, Azriel will see to it until the day he falls.
Extra: When Azriel went through Initiation he encountered a demon, learning this demons true name was a mistake and the demon Betzalel possessed Azriel from within, the demon used Azriel's body to bring him into 'this' world without a pact or any loyalty. He can only emerge when Azriel is in a weakened state or very angry, because what the demon did not account for was the strength of Azriel of not only his magic, but his will. Uzriel also uses Neverworld magic to keep the demon at bay which takes a lot off of Azriel. Uzriel constantly levitates around Azriel's shoulders not only keeping tabs on the demon but as well as helps Azriel in combat. Uriel can be seen crawling all around Azriel or not in sight at all. He is light, quick, and curiosity sometimes grabs him and he tends to wander.
Alias: Sentinel of Urius
Age: 28
Gender: Male
Faction: Dragonkin
Magic: Summoning
- Uriel:
Weight: 30 - 50 lbs
Height: 2'
- Uzriel:
Weight: 30 - 40 lbs
Height: 2'
- Betzalel:
Weight: 300 - 350 lbs
Height: 10'
Personality: Humble, and is as close to the Dragonkin tenets as one can be.
Biography:
Azriel was born in the Eastern Province of the Dragonkin. His father was the leader of a tribe named the "Naftali" which means "Struggle." it is what his people have known to do for years and that is fight and keep fighting, no matter what the situation, whether it be from a terrain or territorial stand point. They adapt to the exotic/harsh climates the Eastern Province has been always known for. These people were not only extremely versatile, but also disciplined as a collective group. They all began learning the history of their people through songs and stories, upon age 5 the boys begin learnign the art of combat, which contains a variety of teachings from, hand to hand, sword fighting, bow marksmanship, and magical capabilties.
Azriel was a prodigy when it came to physical trials and practice. He was always at the head of group, always helping the person behind him, and making sure everyone was attended for. The youngsters trained in classes and each class was considered a "Buma", a "Buma" is a small unit or squad of up to 4-6 individuals. Azriel was deemed a "Kodkod" this translated into "Tip of the spear" or leader.
Azriel at the age of 7 came in contact with a young boy who was visiting the Naftali tribe. This young boy was named Ish'm. The importance of this young boy was not known to Azriel and upon meeting him when he arrived they quickly seemed to hit it off. Ish'm stayed in the village for quite some time, about 2 weeks before deciding it was time to go back to the Capital. Within this time Azriel and Ish'm grew a brotherly bond, they both challeneged one another as young boys do, and they both made sure the other was always accounted for. Three days before the scheduled leave, the village was attacked by those who wanted to see Ish'm fail in his endeavors, better to catch Ish'm young, before he grew too strong.
Amidst the chaos, Azriel found and secured Ish'm and then led him to safety through the many paths that Azriel knew by heart due to living in these areas his whole life. The ones who ambushed the village eventually fled when they could not find Ish'm anywhere, Azriel brought Ish'm back to the village once all was safe. Ish'm's guard that accompanied him head all been killed in the defense. Azriel requested if he could accompany Ish'm back to the capitol. Azriel's father even though he knew Azriel was too young, granted this wish, and sent 10 of his warriors to also aid Ish'm. Upon reaching the capitol, Ish'm asked if Azriel could stay in the capitol instead of return. Although a difficult decision, Azriel vowed to protect and serve Ish'm for the remainder of his life. The bond at this point had been forged to strong to allow the other too experience a dangerous world alone.
As they both grew older, they both constantly challenged one another, eventually Ish'm took initiation first, followed by Azriel. Initiation had been the only time where they both had to do things without one another, and it was the greatest test for Azriel he had ever come to face at the age of 13. After completeing the initation, he returned to the capitol and although slightly different in his demeanor as most were after initiation, a majority of everything else remained. Except now Azriel and Ish'm challenged one another at summoning and not just sparring each other. Azriel was eventually assigned an official position within the Eastern Province, it was to personally safe guard Ish'm and manage the security in which Ish'm would have around him when either on long journeys, short trips, or just about wherever he went. It wasn't that anyone thought Ish'm could not protect himself. It was more of the fact that he shouldn't have to worry about doing so, and focus on the other tasks at hand.
Azriel among the people was named the Sentinel of Urius, there have been many occassions where Azriel has stepped up to the plate when Ish'm was in need of protection, and not once has he failed. The dragonkin is growing, and Ish'm's goal grows near, Azriel will see to it until the day he falls.
Extra: When Azriel went through Initiation he encountered a demon, learning this demons true name was a mistake and the demon Betzalel possessed Azriel from within, the demon used Azriel's body to bring him into 'this' world without a pact or any loyalty. He can only emerge when Azriel is in a weakened state or very angry, because what the demon did not account for was the strength of Azriel of not only his magic, but his will. Uzriel also uses Neverworld magic to keep the demon at bay which takes a lot off of Azriel. Uzriel constantly levitates around Azriel's shoulders not only keeping tabs on the demon but as well as helps Azriel in combat. Uriel can be seen crawling all around Azriel or not in sight at all. He is light, quick, and curiosity sometimes grabs him and he tends to wander.
Pyro's Character
Name: Lunol the Brave
Alias: Elania Razorback
Age: Unknown but looks twenty-seven
Gender: Female
Faction: Dragonkin
Magic: Lunol natural ability when she was born demon was the control of ice and able to make a single sword slick as steel but made of super dense ice. When she is not making stuff out of ice, she is making runes that cause weapons to give off an icy arua.
An artificial eye was transplanted into Lunol’s right eye to act a special seal to act against the remaining amount of her demonic powers and to keep her Fae powers in check when she is not using them. This eye was designed and enchanted by Lunol years after becoming a Fae. The seal has ten different points and each react separately depending on if Lunol needs to use more power than she already is using. Upon releasing of the points, Lunol gains a few addictions to her clothing like shoulder armor and other things. She keeps her right eye closed because of this and upon her opening that eye, she means serious business.
A certain power is leaking through the seal Lunol created, allowing her to see a demon in their true form depending on how powerful the demon is. More powerful the demon, less likely that she can see their form. She can only use this once in a great while since it is a power leaking from her seal. Along with this, Lunol’s body is ageless against the deserts of time making her look twenty-seven until the day a sword is pierced through her heart.
Personality: Lunol is a very strict person, often criticizing the bad behavior and habits of the other kin members, causing most of them to apologize, fearing that they might invoke her wrath. She is also very impatient, disliking people who don't answer her questions quickly enough. This, coupled with her own tragic past, caused many of her kin-mates to avoid her due to her social awkwardness. However, she has a great sense of justice and pride in being a member of the Dragonkin.
Biography: Created in the icy, dark depths of the Neverworld, Lunol was born a demon through and through. She crawled out of a lake of ice, shivering during the few seconds until her core temperature dropped low enough to sustain her body and her latent powers. Years after her creation, Lunol escaped the Neverworld via a ‘backdoor’ and came to Alencia for a sense of self-discovery after she realized that the rage of all demons, the hunger they all craved could not be filled with simple killing and devouring souls. After that she grew sick of herself being born of the darkness and began to have basic human desires.
She wandered the land until coming upon a scene of a single man opening a Rift between Alencia and the Neverworld. She ran towards the man, trying to stop him from opening the Rift but she was too late to stop him. After the Rift was open, Lunol tried to forcibly close it by freezing the mouth of the Rift with her ice but ended up failing. She tried for days to close the Rift and freeze the demons coming through with every form of her power she could. Of course it was useless when the powerful demon escaped through the Rift and starting causing chaos.
Rushing, Lunol make her way to the only person that she knew of that being Urius. Once she got to him, she told him her story, her reasons for her trying to close the Rift, and her reasons for escaping the Neverworld for self-discovery. In turn, she begged Uirus to change her into something far greater than being a mindless demon. She also pledged her alliance to him if he would do so. Upon hearing that, Urius broke Lunol’s soul in half separating her demon side from the other part of her soul. Since the other part of her soul was good, Urius infused that part with the powers of a Fae while draining as much as he could from her demon side and then combined the two back together. Finally, she was removed from the world for eleven years to mature completely as a Fae.
Since that time, Lunol has remained loyal to Urius and has upheld the pledge she made to him by joining the Dragonkin. She also changed her name, only revealing her true name and nature to Ish'm upon completing the initiation. Now she stands at Ish’m’s side as an embassy of justice in the eastern province.
Extra: Lunol does not care to sit upon the throne for that it is uncomfortable.
Alias: Elania Razorback
Age: Unknown but looks twenty-seven
Gender: Female
Faction: Dragonkin
Magic: Lunol natural ability when she was born demon was the control of ice and able to make a single sword slick as steel but made of super dense ice. When she is not making stuff out of ice, she is making runes that cause weapons to give off an icy arua.
An artificial eye was transplanted into Lunol’s right eye to act a special seal to act against the remaining amount of her demonic powers and to keep her Fae powers in check when she is not using them. This eye was designed and enchanted by Lunol years after becoming a Fae. The seal has ten different points and each react separately depending on if Lunol needs to use more power than she already is using. Upon releasing of the points, Lunol gains a few addictions to her clothing like shoulder armor and other things. She keeps her right eye closed because of this and upon her opening that eye, she means serious business.
A certain power is leaking through the seal Lunol created, allowing her to see a demon in their true form depending on how powerful the demon is. More powerful the demon, less likely that she can see their form. She can only use this once in a great while since it is a power leaking from her seal. Along with this, Lunol’s body is ageless against the deserts of time making her look twenty-seven until the day a sword is pierced through her heart.
Personality: Lunol is a very strict person, often criticizing the bad behavior and habits of the other kin members, causing most of them to apologize, fearing that they might invoke her wrath. She is also very impatient, disliking people who don't answer her questions quickly enough. This, coupled with her own tragic past, caused many of her kin-mates to avoid her due to her social awkwardness. However, she has a great sense of justice and pride in being a member of the Dragonkin.
Biography: Created in the icy, dark depths of the Neverworld, Lunol was born a demon through and through. She crawled out of a lake of ice, shivering during the few seconds until her core temperature dropped low enough to sustain her body and her latent powers. Years after her creation, Lunol escaped the Neverworld via a ‘backdoor’ and came to Alencia for a sense of self-discovery after she realized that the rage of all demons, the hunger they all craved could not be filled with simple killing and devouring souls. After that she grew sick of herself being born of the darkness and began to have basic human desires.
She wandered the land until coming upon a scene of a single man opening a Rift between Alencia and the Neverworld. She ran towards the man, trying to stop him from opening the Rift but she was too late to stop him. After the Rift was open, Lunol tried to forcibly close it by freezing the mouth of the Rift with her ice but ended up failing. She tried for days to close the Rift and freeze the demons coming through with every form of her power she could. Of course it was useless when the powerful demon escaped through the Rift and starting causing chaos.
Rushing, Lunol make her way to the only person that she knew of that being Urius. Once she got to him, she told him her story, her reasons for her trying to close the Rift, and her reasons for escaping the Neverworld for self-discovery. In turn, she begged Uirus to change her into something far greater than being a mindless demon. She also pledged her alliance to him if he would do so. Upon hearing that, Urius broke Lunol’s soul in half separating her demon side from the other part of her soul. Since the other part of her soul was good, Urius infused that part with the powers of a Fae while draining as much as he could from her demon side and then combined the two back together. Finally, she was removed from the world for eleven years to mature completely as a Fae.
Since that time, Lunol has remained loyal to Urius and has upheld the pledge she made to him by joining the Dragonkin. She also changed her name, only revealing her true name and nature to Ish'm upon completing the initiation. Now she stands at Ish’m’s side as an embassy of justice in the eastern province.
Extra: Lunol does not care to sit upon the throne for that it is uncomfortable.