Character(s) Vandalous Dirge’s Characters

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Character(s) Vandalous Dirge’s Characters

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GENERAL INFO

Character Name: Aldus Martin Gallows
Nickname: River Prince, The Pan, Lord of the Filigree
Gender: Male
Age: 200+( Apparent: 21)
Race:Lorefolk - Esper
Sexuality: Pansexual
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Occupation: Private Investigator
Affiliation: The Filigree, Other Lorefolk

ABILITIES & POSESSIONS

Abilities:
AKASHIC SIGHT
(Ability) - (Activated)
Touched by Akasha (the ethereal fluid that binds the cosmos and its many dimensions) Aldus' is completely aware of the Celestial framework of the world. His sight is widened in scope to various overlaying dimensions and realities woven by threads of space, time, and magic. This gifts him with many psychic like abilities through his expanded perception of the world. He can intuit the flow of fate and where it wishes to guide him through the visualization of a living stream of Astral Water moving and forking upon a path.

When in the presence of a being bound by fate (most of creation) Aldus can view their Akashic Records (indestructible tablets of astral light) that detail important events, thoughts, words, emotions, and intent ever to have occurred in the past, present, or future of that person's life. It is easiest for him to perceive the present though with focus he can expand his sight for various abilities:

  • +- Telegraphed Thoughts: He does not read thoughts, but sees them written about the person. When focused he can see the astral projection of them. A person may be harder to read the more chaotic and scattered their thoughts (whether intentional or not).

    +- Historic Osmosis: Aldus can read the Akashic Records of a person to learn of their past, present, or future (limited to the permission of other players / staff). With focus he can induce a Psychometric Trance that can allow him and others to view events or environments out of sync with linear time, something he calls Ghosting, perceiving the world in the spaces where events overlap in time.

    +- Death Sense: A person's Records hold the basic catalogue of an individual's birth and death, and as fact of that Aldus can perceive when someone is close to death by seeing the number of days and a probable cause.

    +- Mediumship: By effect of the perceiving several planes and multiples dimensions simultaneously Aldus can see other entities and spirits of the deceased. He is also able to openly commune with them and in some limited fashion summon / banish (guide) them through the afterlife.

    x- Accuracy: Not everything is certain. Being that he is only a being of lore and not true aspect of the Akashic Plane Aldus' readings can become inaccurate in time. All readings of the past and future are only relevant for the moment. Time, memory, and reality shift fluidly as the tethers of Fate tangle against the whims of freewill. Aldus' as well is fallible and his interpretation of information can skew his readings.

    x- Focus: This ability is activated. Very few abilities are tangibly useful without intent and thought placed behind it, and this Akashic Sight is no different. Casually the world is surrounded in a white noise and Aldus most skim the surface or dive for answers.

    x- Line of Sight: He cannot read what he cannot see or find a physical connection to. Aldus must be in the presence of a person or event to begin his investigations.

    x- Higher Power: Mundane mortals are by far the easiest to read, but beings of Lore are a bit trickier. As they are in ways thought forms shaped by belief and dream their tethers to Fate are far more mercurial. The more potent / wild the Lore the harder it is to even make a reading.

ESPER
(Ability) - (Innate)
An Esper is a human being that has transcended their mortal coil by merging with Myth and Lore, and is gifted supernatural powers tied to various planes of existence. Aldus was lost in the Astral Waters of the Akashic Plane as a child and was changed deeply by the experience. Existing as an interpretation of "The Pan" his Esper traits transform him into a young man suspended eternally upon the verge of adulthood.

  • +-Ageless Vigor: Forever trapped at the age of 21, Aldus, is stuck on the proverbial edge of youth. Resistant to change, flaw, and illness his body is locked in suspended in a slow regeneration that allows him to stop the natural entropy of time.

    +-Touch of Akasha: His body retains the essence of the Akashic Plane which gives his bodily fluids (saliva, blood, etc…) a warping quality upon the minds of other Mortals and Lore. Absorption of these fluids (kiss, blood oath, etc…) will gift an individual a limited form of his Akashic Sight allowing Mortals and Lore to perceive the layered existence of reality. It is akin to a psychoactive trance but with absolute clarity and fidelity of their illusory visions. Among this visual adjustment euphoria, an expanded emotional depth, astonishment, and a gifted curiosity which can be a drug like experience for certain creatures of Lore.

    x-Mortal Flaw: Though Aldus may never age he is still mortal. Even his suspended health does not immunize him to all the sickness, disease, and pain in the world. A fatal wound remains fatal without aid.

    x-Quartz: A mineral that acts as a spiritual anchor to many aspects of the magic world it tends to have a draining quality on Espers in large quantities. This mineral absorbs their life essence and psychic energies which can weaken, disorient, and even disable some. Often afflicting varying forms of exhaustion and disrupting any of their activated gifts/abilities.

EPHEMERAL WATERS
(Ability) - (Activated)
Bodies of water have a significant role in the life and history of the River Prince. Lost in a river as a child and carried to the world of the Filigree, the immortal child learned to sway the waters as extension of himself as a form of magic. The ephemeral waters are an enchanted flow that interconnects all bodies of water through the Akashic Plane. In turn Aldus can commune with these waters to perform various feats.

  • +- Manipulation of Water: In basic by humming a tune or utilizing an instrument Aldus can enchant waters to his whim allowing him to shape and project them to his desires. Often used as the River Prince to allow himself and others to dance upon the top of rivers, ponds, and lakes during his earliest flights of whimsy. Now used for more practical concerns.

    +- Scrying Pools: By sustaining a tone or melody he can trance water into a mirrored surface that can project images of his or another individuals desires. These images can range from vivid remote viewing, to vague / abstract and symbolic messages. The latter is more likely than not for most deep mysteries. But for sake of surveillance the images are less erratic and are clearer to the water surface than anything else.

    +-Portal: The Ephemeral Waters are also doorways and were the chosen method of the River Prince to move between the mortal world and the land of the Filigree where he reigned. Having traveled to Lore through way of its body of waters, with practice and focus, Aldus can move himself a handful of others through distances and planes / dimensions.

    x-Limited Control: Not a god by any means Aldus cannot conjure the Ephemeral Waters to manipulate whole bodies of water. Mostly limited by scope he can effectively manipulate no more than three times his weight and size in water mass.

    x-Melody: The Ephemeral Waters are conjured by sound and require a musical element no matter how abstract or vague, thus it is difficult if not impossible to use them if Aldus must remain quiet. Without a means to make sound (voice, instrument, etc…) the waters become inert and unaffected.

    x-Line of Sight: As well if he cannot see the body of water in which he is attempting to affect it will not have any effect. Obscuration of his vision is a good way to disrupt his control.

Notable Skills: N/A

Possessions: N/A

APPEARANCES
Play-By:
Dylan Sprouse
Description: Short wavy hair of dark umber and a hawkish gaze frame his face. This is the boy who never ages, Aldus Gallows, who with green eyes and a wry smile will enchant you. Youth is the first word to describe him and most find themselves surprised with how young he appears though it is clear that he is an adult. His features a rounded and his face has a soft almost oval shape to it because of the way his jaw line blends into it. Ostensibly he considered boyish and charming by his peers. His choice of fashion often belies this youth, as he often wears suits and dress wear to present himself as someone more credible and mature than he seems. When not taking a formal approach Aldus prefers muted colors, denim, and a faux-fur lined jacket. Though standing at only 5'8" ft. he is not what you would consider imposing

As the River Prince he appeared far differently with his youth being the focus of his appearance. Being touched by Astral Waters of the Akashic Plane, Aldus', skin dazzles and gleams like finely ground fragments of quarts in the light. In his truest form his eyes are endless pools of starry astral landscapes transforming into something akin to a cosmic sprite. In Lore he dressed in gold and silver threaded tunics and danced about riverbanks and window seals to lure the youth to adventure.

PERSONALITY

Description: Once care-free and evergreen Aldus Gallows is now scarred for his experiences as the River Prince, which seem more like a fever dream in his history than a reality. A depressive and introspective sort he struggles to tame the impulsive and childish urges of his eternal youth. And it is this constant fight for restraint that defines his new life in Lore. As the River Prince he was a living force of impulsive nature, whimsy, mischief, and curiosity. Aldus was more often to cause trouble than bring any order or sense to any occasion.

Now a Private Investigator for the town / city of Lore his inquisitive nature is honed to uncover the local mysteries and investigate the disappearances of children. His whimsy is caged and hardened. In fact if you try to convince Aldus to relax and let go you may find some resistance to your desire. To him he must retain control of his emotions and state of desire as joy and happiness are dangerous to his stability. Influencing him more like a drug than emotion.

This practiced control has gifted him certain clarity and objective view of the world. With it he can remain skeptical and tame his astonishment in the face of the utterly amazing. By contrast however, Aldus struggles to maintain connection and interest other people beyond whatever task he is set upon. He often finds himself lost as much as he did in his life before Lore.

His history as the River Prince haunts him. For reasons not readily apparent to most the young man fears this aspect of himself. It is wild and unpredictable. Aldus sees his puckish nature as a sickness that only harms the things he cares for, because when elevated by his emotions he loses his tethers and concerns to others. Becoming a wild abstract concept of childish wonder and fantasy every "bender" he has had becoming drunk on Joy has left him exhausted and worse for wear.

In all honesty Aldus Gallows lives in perpetual penance for the emotional crimes of his eternal youth, and does his best to curb his fate as the Lord of the Filigree. Aldus is noble hearted and deeply compassionate even though he appears somber and distant smoking on that cigarette. He is not a man of many vices, but Aldus will forever have a child's heart and feel that draw to wonder all of his life, knowing that it will carry him far away if he does not keep it in check.

HISTORY

Every culture has its myths of lost and orphaned children that become enchanted spirits of rivers and water ways. Eternally youthful and mischievous they are an aspect of "The Pan". Not to be mistaken for the Grecian satyr of legend, oft tied to the Fae of Elphame and worlds of beyond, they are children caught adrift and transformed into ageless Espers by nature of tragedy and consequence.

For Aldus Gallows he is one of the most famous of his kind proving to be fertile inspiration for the tales of Peter Pan and other lost children of lore. Originally he was just a child of the early 19th Century the son of a poor family in London, England. As tale will tale young Aldus was fond of running along the rivers of a forest. Such were his excursions he would be lost for days before returning with picked berries and herbs. But one day he met the Filigree, elvish creatures of silver and gold locked and bound by threads of light, who led the young boy astray further down the rivers bank than he'd ever travelled before.

Lost deep in the woods young Aldus was swept away by the currents of the river and this is where the story myth and history diverge. At the age of twelve the historical Aldus Gallows drowned. But his memory and spirit transcended to the Akashic Plane of Knowledge where the Filigree call home. In time he became a story to warn children of nature's dangers. Somewhere along the line Aldus Gallows gained the name of the River Prince, the ageless lord of the glimmering gnomes (Filigree), who would lure and kidnap lost and orphaned Children. And those children would become as him ageless and wild with whimsy.

And this was how it was for over a hundred years until a mortal writer changed the story. A Pan is forever young and filled with life, but what makes them unique is their attachment to the world around them. Their return to the mortal world is often met with the temptation of love and responsibility. For the River Prince it was not Wendy and the Darlings, but for a grieving mother who had lost her child. The Prince was the cause for the boy's death when he slipped away into the Hudson River. Sorrowful for the child's death his curiosity led him to the mother who was a gentle soul.

Maggy ever caring provided compassion to the River Prince and reminded him of home. Making occasional visits Aldus provided the woman company until her death in the 1940's. This interaction forever changed him, and for the first time the forever child was growing. The charm of the Filigree and his role as the River Prince became burdensome. So he ran away.

The Filigree ever possessive did not swoon at the thought of their Prince fleeing them so they went on a hunt to return him to the rivers. This chase leads him to the city of Rowan Hill where other Lorefolk gave him free passage, and warded their boundaries from the Filigree menace. Indebted to them the once River Prince began a new life free of the chaos. Fighting his nature he chose to be a vision of responsibility.

Having lived in Rowan Hill for the better part of eighty years Aldus is an upstanding member of the city. A friend to both Lorefolk and Mortal he has set up a Private Investigation Office in the City called "Gallows Investigations" to help his clients find that which they have lost. His expertise is dealing with missing persons and runaways, but he is known to help anyway he can for little cost. Because of his positive role in the community he possesses a close relationship to the Council.

BEHIND THE SCENES
Genre/Fandom:
Supernatural Fantasy
Era(s) : Modern
Other Info:
 
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GENERAL INFO

Character Name: Iblis
Nickname: Maram al-Nur, Mara, Devil, Satan
Gender: Intersex (Shift)
Pronouns: They / Them | She / Her
Age: +4000
Race: Djinn - Ifrit
Sexuality: Pansexual
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Occupation: Singer, Wish Giver
Affiliation: Lucifer, Angra Manyu

ABILITIES & POSESSIONS

Abilities:

The First Flame
Once a divine star of the heavenly host Iblis was said to be the first fire of creation, they are a Jinn, servant to the highest order. Specifically they are an Ifrit a powerful creature of divine flame whose nature permits them the ability to travel the world and commune with Mortal and Myth. Wreathed in a blue flame Iblis is also a Jinn fallen from grace, and freed from their heavenly bonds.

  • +- Fire Manipulation: Iblis can manipulate fire to their whim, and as a Jinn generates a blue flame which often envelopes them when not suppressed. They are immune to heat and cold because of this.

    +- Healing Light: The light of their flames can be used to heal and regenerate wounds upon themself and others.

    +- Polymorph: As an Ifrit they are normally amorphous beings of fire and smoke, but because of their nature they can assume any shape or form they so choose. Every detail from their gender to their voice can be altered to minutiae.

    +- Supernatural Sense: A Jinn possesses a supernatural sense for other non-human beings. They can see, smell, and track them if they are close enough. This sense also gives them a basic understanding of what they are, unless the individual is suppressing it by some method.

    +- Immortality: The Jinn rarely die but dissipate, are immune to the effects of time and age. They can live forever theoretically. Despite this they may be killed by magical methods and can be hurt / disabled.

    x- Submerge / Smother: Fire needs a source to burn from. If you can drown, smother, or choke it out it can limit the range of Iblis' flames or their manipulation of them.

    x- True Faith: Ever believed in something so purely? Put it above your very existence and trusting in it without burden of proof. It is and it completes you. This can protect you from Iblis and even allow you to harm the Jinn. One cannot simply believe in miracles and magic. They require an unfaltering trust in it to the point of almost religious affinity. Whatever their true faith is it can be channeled as a natural ward against the "Devil".

    x- Blessed Water / Holy Oil: Let's be honest this really, really sucks. It won't kill Iblis but Blessed Water can weaken them incredibly. Whereas holy oil that burned can provide a barrier of which this Jinn cannot cross without tremendous pain; however, you could also set them on fire with Holy Oil and that would have a chaotic and torturous effect.

Gift of the Jinn
The Jinn are strange and elemental beings with the power to grant the wishes of others. It is a magical transaction that binds the host to their Jinn once their wishes are granted, but the cost is their soul. While Iblis cannot grant their own wishes their power allows them to some minor abilities to alter their environment.

  • +- Law of Three: An individual may seek Iblis to grant a wish. When they do the person is bound with the Jinn by the Law of Three, which states unless the Jinn is released from service they will receive any three wishes (within limits) that they desire. Once all three wishes are fulfilled the Soul of the individual is given to Iblis. As the Wish Giver, Iblis, can refuse to form a bond with anyone they desire; however, once a bond is formed it is permanent until fulfilled.

    +- Transmutation: Iblis can alter the physical objects of the world into different shapes and materials.

    +- Summoning: Drawing upon other dimensions and planes of existence Iblis can summon individuals and things (objects, food, magical components, etc…) to them within their availability. Can also transport themselves to a Wisher when needed.

    +- Desire Intuition: A Jinn has a gift of knowing what is truly in the hearts of others, and can communicate / fulfill them with their minor abilities. Not like telepathy Iblis does read the mind of others but their hearts. Should you make wish with them, they will always know your heart's desire from any distance so long as one wish remains.

    +- Soul Collection: To those of whom Iblis has serviced three wishes their souls belong to the Jinn. Collected souls are bond to the whims of the Wish Giver. If they are alive they are compelled to follow any command that does not put them in harm's way or is within their ability. Thus Iblis cannot force a person to kill themselves, but could command them to hold their breath till they passed out. When they die their souls are absorbed by Iblis and become a part of their power.

    x- Bound: When Wish Giving, Iblis, burdened by the whims of others and must complete their task within reason. A person can usurp the Law of Three by either refusing to make a third wish (easier said than done), which while it saves their soul will keep Iblis connected. The only way to break this bond is to become completely content and at piece. If you satisfy or let go of your deepest desires then Iblis cannot grant a wish and the Law of Three becomes release. Though if you do rekindle this bond at a later time your number of wishes are the same.

    x- Resurrection: Iblis cannot bring anybody who has not recently died (past seven days) back from the dead.

    x- Additional Wishes: The number of wishes cannot be extended.

    x- Killing Wish: You cannot directly kill or cause the death of another person through Wish.

    x- Free-Will: While you can influence others with a wish, or alter them, you cannot use a wish to overrule their free-will. Anybody under the affect may resist a wish placed upon them if it defies who they truly are and as such changes are not permanent.

    x- Specifics: Wishes tend to lean in the favor of the Wish Granters interpretation. But it is possible to curb that fact by cleverly organizing their wish with detail. One can never truly have a "Perfect Wish" but you can safe-guard yourself with foreknowledge; nevertheless, be careful not to place too many details as it can deeply upset Iblis, and will try to find a flaw and execute it as maliciously as possible. Easiest wishes to defend are the simplest and the smallest.

Notable Skills: N/A

Possessions: N/A

APPEARANCES
Play-By:
Sofia Boutella
Description:
Iblis has had many shapes and forms in their long life. As a Jinn cast out from their heavenly post their natural visage has been stained black as soot and ash. Their humanoid shape though darkened is visible in all possible detail by the cloak of blue fire flickers off of them revealing a slender almost androgynous appearance. Iblis in their natural form possesses no distinct sexual features, though their body is lithe and shapely. Their eyes also burn a haunting pale blue with a piercing quality when they focus upon you.

But over time the infamous Jinn has taken on a distinctly female form. Choosing to appear as a young middle-eastern woman, of vaguely Arabic / Persian descent, their blazing form dimmed to warm bronze and human tones. As Maram al-Nur or Mara, they have the frame and feature of a natural dancer with small breast and curves. Their hair is a dark black and straight with a silky sheen. And eyes once shimmering bright darken with swirls of rich earthy color. A pronounced aquiline nose and a sharp brow give an effortless pensive gaze, balancing out their heart shaped face and their plush pouting lips.

As Mara they often choose dresses and styles of elegance. Tending to Peacock and draw attention they enjoy things that dazzle and flow, but when it comes to business Iblis chooses function over statement. Regardless the Jinn will remain fashionable.

PERSONALITY

Description: Misunderstood is the word you may use to describe Iblis. How many names have been stuck to them through history? Devil and Satan the most prominent, but what of deceiver, tempter, liar, and demon? It is true that the Jinn has had their fair share of poor behavior. At one time they were vicious and hateful. Willfully lashing out at the human race and torturing them. In the same breath they were still reeling from a rejection by their paternal figure on a cosmic scale. To be cast out of Heaven to Earth would leave even the best emotionally off-kilter.

Time changes all and however Iblis has become a new being. As Maram al-Nur they are feminine Ifrit who enjoys the pleasures of life, and occasionally tempts others to make wishes on them. Their morality centers more on the fence. Mara doesn't go out of their way to hurt other, but at the same time holds no qualms if they do. There is underlying believe that every individual is responsible for their own well-being. If they do not take strides to avoid harm, then it is their fault regardless of others intentions.

As a Wish Giver there is a similar personality profile as Drug Dealers. For Iblis they want people to make wishes and enter into bond with them. At the same time they don't always enjoy or want to deal with a wishee, thus may make strides to tempt or convince their target into poor decisions. After all when wishes are granted the person becomes a servant to them. In death their souls will also come to empower Iblis revitalizing them with new power.

With honesty they do not trust easy and have a history of abandonment, abuse, and betrayal. The closest she has ever been with another is Lucifer who constantly leaves them. Ever longing for a connection to something greater, they miss the unconditional love of their creator. At heart they are highly emotional, judgmental, and flawed. But they are also beautiful, vibrant, and spontaneous. You will never meet another with such burning passion.

HISTORY

It is a story older than time. In the beginning there was a creative force that gave shape to the all that exists, and the first of its creations were the heavenly host (Angels, Devas, Etc…). With every version of the tale the host is given purpose to serve no others than the creator nor submit to them; however, the story changes when the Creator demands that the heavenly host bow to mortals. This contradictory demand forges a schism.

This story always has a figure defined as the Morningstar. The most loved and perfect of the heavenly host who would refuse submission to mortals and this caused rebellion. And it is in the casting down of the Morningstar which complicates the story.

Supernatural creatures have seen many beings of pride that choose to rebel against their masters. Many who claim lineage from the first, but there are only three beings that can truly claim to have been it. First is the father of pride Lucifer, then there is tempter Iblis, and finally the minister of chaos Angra Mainyu. At one time they were all the Morningstar. In its falling and rebellion it split into a trinity of beings that would become the infamous Devil of myth.

For Iblis their journey was to be a Jinn of Fire, who exiled from heaven, wandered the lands in anger. Their spite towards humanity led to them forming bonds with them in the form of wishes. Three of them exactly. By giving them their innermost desires Iblis was able to steal their souls.

History would know them as a deceiver and liar, corruptor of men, whose only purpose was to defile creation. But the truth was far different. The Morningstar so loved the creator that they could not bear to hold any other creation above them. As Iblis they inherited this burden. For them their story was one of tragedy. The only home and love that they had known was stripped away because of an impossible demand.

This would follow Iblis through their time in the world, and would make them divisive figure. Constantly searching for and finding the other two aspects of the Morningstar Iblis life moves in cycles. Time has also given them a certain tolerance to Mortals. In turn the Jinn has assimilated into mythical communities around the world.

In another cycle she searches for Lucifer and Angra Mainyu for a purpose she is yet clear about. Yet no good can come of these three unifying again, that is certain.

Most in the supernatural community know the name Iblis and hold a great disdain and fear of it. The Jinn is seen as an evil agent of chaos, mostly because a number of individuals have had firsthand encounters with them and came out worse for wear. The Devil has wronged many.

Fortunately most do not know Maram al-Nur (Mara) and Iblis as one and the same. To them Mara is just a troubled Ifrit with a gifted voice who sings at local bars. By reputation she is simply a minor trouble that the locals warn you about. She deals in wishes on the side, and that makes her something of a criminal in some people's eyes. Often being called disparaging terms like succubus and gold-digger because some view her Wish Granting as nothing more than her preying on the vulnerable and misguided.

BEHIND THE SCENES
Genre/Fandom:
Supernatural Fantasy
Era(s) : Modern
Other Info:
 
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GENERAL INFO

Character Name: Korde Hart Skye
Nickname: Kor
Gender: Male
Age: 18
Race: Hylian
Sexuality: Heterosexual (?)
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Occupation: Adventurer, Aspiring Knight
Affiliation: Lands of Sanctuary

ABILITIES & POSESSIONS

Abilities:

MAGIC
Korde possesses the latent potential for magic, capable of channeling this power through a sword he was taught by the Elders to utilize the Great Spin attack. Where spells are concerned the boy has the capability but has never been formally trained.
  • Great Spin Attack: Channeling magic into his sword he can utilize the power to propel himself into a vicious whirl. The wave of energy expelled from the cutting blade ranges from blue to red depending on the intensity of its charge, with a red spin having a greater range and power capable of cleaving impossible objects.

Notable Skills:
  • Swordsmanship: In the Lands of Sanctuary, Korde Skye, was the son of their bravest Knight and most skilled swordsman Locke Skye. From idolizing to imitation, the young man learned to handle a blade deftly. Becoming a promising swordsman in his own right he is an impressive fighter for his age; however, he struggles to wield both a blade and shield. In fact Korde expresses a preference to engaging combat with just his sword alone.
  • Archery: Passable with a bow Korde with enough time and focus can hit a target and hunt for food.
  • Camping / Survival: Very little can surprise the boy. Not for his experience, which he has little, but the fact that at his heart he understands the importance of adapting to a situation quickly. Because of this no matter the terrain (almost) he can figure out how to find shelter and forage.
  • Hunting: Being the primary person in his household capable of doing so, Korde would hunt for wild game around the Cloudcrest Village.

Possessions:

SANCTUARY SWORD
Crafted by the Smiths of Meno, this sword is held by all Knights of the Lands of Sanctuary. A finely crafted edge the blade gleams with an argent silver, with a grip wrapped in dark red leather, a pearl clasped pomel, and a white cross-guard. The blade is balanced and is the length of a Longsword or Soldier's Arming sword. Still young at time Korde must hold onto the blade's grip with both hands to swing it powerfully.

APPEARANCES
Hair Color
: Dirty Blonde
Hair Length: Short & Messy w/Bangs
Eye Color: Emerald Green
Height: 5'7"ft.

Play-By: Cress Albane (Tales of Phantasia)
Description: The very model of an adventurous youth Korde is young man with messy pale blonde hair that seems to be just as unruly as he. Beneath his bangs his eyes glean with enthusiasm like twin rupees, which is rather fitting given his occupation as it gives him a look of utility. From first glance the scraggly teen is rather unassuming for an adventurer. But looks are always deceiving as what he lacks in pure mass and body he gains in lean flexibility and athleticism, which are attributes that his body tends to reflect. It also helps that the boy isn't too hard on the eyes. Now more rascally than he is charming it is an endearing quality to some. His ears are not as sharp and pointed as most other Hylian's as they don't tend to extend and poke out, but there is a noticeable curve of the lobes and daggering of the overall cartilage. A thin oval shaped face and large eyes with a cocksure smile he is either going to make you laugh or get on your nerves. At the end of the day he is still young and growing into his body.

Now when one examines his fashion they are likely to see a rather fitting if misshapen assortment of clothing. By assortment it is to be assumed varying colored linen, wool, and burlap. Not many choices for a stranded adventurer of youth with little to no connection in the lands. Korde mostly gets by with what he can get his hands on and depending on the circumstances in a day that can range from anything to dirty rags or fine threads. If he has a choice a tunic with leather boots will be his first choice any day of the year, and if you can get that in mixture of Sea-Green and Brown into the dressing then you have one happy Hylian. On the same note he could probably be fine with sandals, shorts, and a poncho Korde isn't too much of the picky type. But he also aspires to become a Knight one day which might require some armor one form or another, and while he likes to run loose & light he might try to find a set to grow into it. The one notable article of clothing he is always wearing his his father's scarlet colored bandana.


PERSONALITY

Likes:
  • Swords
  • Fair Maidens
  • Adventure
  • Challenging Objectives
  • Pranks/Jokes
  • Warm Soup
  • Sweet Things
  • Friendship

Dislikes:
  • Being Unnarmed
  • Monsters
  • Lazying About
  • Unchallenging Objectives
  • Lack of Humor/Cruel Humor
  • Cold Soup
  • Bitter Things
  • Lonliness

Description:
Positive Traits: When someone meets Korde the most evident thing they see is a FORWARD THINKING boy, nothing can get him down, and he is always charging forward despite the trouble of the moment. You could even say he is something of a TRUE BELIEVER in the world and people around him. To him the world is filled with sleeping heroes that must be awoken to their destiny, and he will see this in people from the smallest stature and large as giants. Even in himself he idolizes a HEROIC nature to venture out against the known and unknown. Korde will put everything on the line to do what is right because a Knight or Warrior must be SELFLESS, so he makes a promise to be that type of person in his daily life. When inspecting the entirety of his notable traits the greatest is his INNOVATIVE mind making him a clever type explore options outside the box and even adapt another plan. On his best day you have nobody more trustworthy to lead you through the Lost Woods.

Negative Traits: Though perhaps he might be a great person at heart Korde is still young thus being prone to being BRASH, which can easily get on the nerves of those he is trying to "save". In fact in a group unless someone checks him that type of personality can be limiting to their efforts as a whole. The boy is often LOUD with a persistent belief that if no one wants to hear him he will make them hear him. Sometime though he doesn't understand the points others make to him causing him to be DENSE when concerning interpersonal matters, social, and cultural norms. Compounded with his belief in others there shows through in that innocence a NAIVETY. In fact he might even be fooled by a charming foe that understands his weaknesses and faults, while it might not always be possible, it is not difficult to pull one over on Korde because of his selfless nature. His worst trait would have to be the one that sometimes gets buried under the others which is his TEMPESTOUS nature. Sometimes he might show it in his careless thrashing but beneath the goodness of his heart is something of a destructive temper. Should someone or something get under his skin and pick at him he can be outburst prone, which in the end he will too blind to see how it might hurt someone else until after the fact. On the worst day you are dealing with an obnoxious and bossy stick in the mud that might drive you crazy before you got out of the Lost Woods.

Motivations: Anyone who spends enough time with the boy will know he is filled with questions and in his journey he is SEARCHING. An almost tireless endeavor Korde feels as if there is a part of him LOST and kept hidden from his understanding. He tries to be a better person, even feels he is meant for greatness, but he is often prone to failure for his efforts. Despite these failures what drives him are his PROMISES. Beyond anything he wants to find PEACE not just for him, but others that he knows because it gives him hope. As long as he has that hope he will pursue his dreams and achieve what is impossible. For the young boy he desires to be REMEMBERED by those dear to him and the world around him. Not for fame even though he might be distracted by it, what he will be fulfilled by is to know that people care. For that he might just do about anything.

HISTORY

Family: Locke and Danae Skye were his parents but they disappeared when he was young. Instead the only family he knew was the village Elders Falco & Arno. He has a younger brother Elwin.

In old legends the skies were a hallowed place with many mythical creatures and some would say islands resting adrift in the clouds. Some speak of a hidden place, a place from which the heroes descended upon a world before the birth of Hyrule. Yet most if not all of these legends have been changed or forgotten as many left the skies to the surface. Except for one that spoke of a return to the lands above, that a people tasked with protecting a sacred treasure by the Ancient Sages were brought there. In a land known as the Sanctuary these people guarded the sages treasure protected by a mystical White Fog. In this White Fog it was said any who went through it would never be able to return to the sacred lands once they crossed through. It became a legend lost in time almost, for it would seem to be forgotten as it was desired.

Korde was said to have been born to a young Knight Locke Skye and a Temple Priestess Danae. Both of his parents were responsible for the protection the lands of Sanctuary. They were heroes of the village of Cloudcrest who chased off the Moblins, Bulblins, and Bokoblins that threatened their home. Many of the people respected them for their bravery, and thus were a source of many topical tales Korde would hear about growing up. He was six and his young brother Elwin was only two when their parents chased off a Dark Man into the White Fog. Locke and Danae stepped through and never returned. It was the curse of the Fog that served to protect Sanctuary and the great treasure the Ancients hid in these lands away from all evil. Korde was too young to fully understand what this meant, and would spend many nights roaming the lands searching for their parents, but eventually the Elders would decide to serve as the boys Guardians in respect to Skye's sacrifice.

There were not many children in Cloudcrest when growing up, so Korde and Elwin only had eachother, and a young girl Lottie. By the age of nine Korde gave up on searching for his parents and instead renewed his dreams to be a Knight of Cloudcrest like his father before him. It is said in perseverance he would forge a smile that would never fail and in his trials he would never quit. The Elders Falco and Arno who were responsible of raising and teaching the boys the way of the Sages passed down from the first generation. They would find Korde to be noisy and resistant always getting both Elwin and Lottie into trouble in "Adventures". Many times being reprimanded for teasing a friendly tribe of Miniblins near the child, and riling them into attacking him with wooden mallets. Elwin was more mild mannered comparatively, but always looked up to him for inspiration, and Korde was more than willing to show off skills of bravery in taunting chickens. For all his trouble the boy and his brother had a happy and fulfilling life.

The village was small and quaint and not many left with very few strangers ever coming into their settlement. It was one of three outlying villages that protected the heart of Sanctuary a city old as the land was said to be built before their Ancestors were ever brought there. Great towering stones walls and many vertical buildings. Like many things of the lands it wasn't large enough for a castle, but it was the Temple of the Goddesses that instead served as the center of the lands. It was where the six Wisemen settled in worship and tended to the people of the land to keep their promise to the Ancients.

On his eleventh birthday Korde is brought to the City of Meno where he was led to the Temple. Arno would lead the boy to the Chamber of the Wisemen where he was to be given a blessing and a life purpose. Each Wiseman would place their palm upon the boys head, and give him a silver coin imprinted with a symbol corresponding to a legendary Sage. Old and knowing men it is said they call upon Nayru's wisdom to guide their Judgment. In their words they claimed the young Korde's heart filled with a boundless courage, but his future walked a path between wisdom and power, and in a time of great decision he would have to make a decision to which he served. When determining his purpose they mumbled for many a moment till they silenced and the Wiseman of Spirit told Korde his purpose was to keep his promise. Arno and the boy were confused by the statement but they were assured that he would follow the path of his "father".

The Blins didn't cause much of a ruckus in these days but there were rogue elements that caused problems. Armed with a small sword and a shield Korde was allowed to apprentice under Falco and patrol the boarders of Cloudcrest. It was a peaceful time and he was allowed to train while Lottie played the Temple Hymns on her harp and young Elwin practiced hitting targets with his slingshot. They grew up it seemed rather quickly and by the time Korde was fifteen he was running errands between the villages alone. Though he often brought his brother along and was only allowed to if Lottie joined, she being the most temperate between them. Life moved had moved in a carefree beat and nothing seemed to do much to disturb this time of peace.

However in the darkness of the woods the Blins and all sorts of creatures were being disturbed by a mysterious and foreign force. Nature was being riled by magic and from the forests that bordered the White Fog a small fairy emerges. In the night Korde is awoken by the small voice, and her glimmering magenta colored light, it spoke to him asking for a hero to help her. She was in danger and for Korde that was enough for him to be concerned with a stranger. Attempting to sneak out of bed and into the night clothed in little but rags, his sword and shield were left in the stables instead he took up Elwin's wooden practice stick/sword, and followed the strange fairy Rivi.

She would lead him into the forest where he would run through the Moblin's territory, though something of a darker presence was following them. This presence would reveal itself in the shape of a tall Dark Man who casted a spell of corrupting darkness on the land he touched. It was the same person Korde believed to been chased out by his parents, but even though he wished take on the man Rivi pleaded with him to run, apparently this man was the one she was running from. This Dark figure would impose his will leading the deformed Blins and terrifying creatures to capture them. In turn they were lead to the boarder of the White Fog which terrified the young boy upon sight. He knew the legends that surrounded this Fog, as it was the same that took his promise, many questions rested within him what was possibly on the other side, yet fear would abstain him many times from choice. It would be this very moment as he stood between sincere danger and a promise to keep the fairy safe. So with Rivi in tow they both jumped into the White Fog to evade the Dark Man and his minions.

The moment he crossed the threshold Korde felt as if he was in free fall, the same way he felt when leaping from atop statue of the Goddesses in the great Fountain of Meno, yet it never seemed to end as he descended in perpetual suspension, and his vision was obscured by thick fog. At some point in an unknown time of his fall he had passed out or fallen asleep. A blanketing feeling wrapped over his mind and in a moment he was wrapped in a feeling of comfort. Then he awoke to the embrace of fertile ground and the chirping of woodland life, a fog nowhere to be seen, and with it his home for this was not the Blin Forest. It would seem however Ravi was familiar to the place of their arrived destination. This was the Lost Woods a home of the Deku and Stalfos and sat within the greater Kokiri Forest. One could be burdened with dismay, but the boy had made a promise and held a hope that he would find his way back home one day. Always forward an adventurer must press on!

BEHIND THE SCENES
Genre/Fandom:
Legend of Zelda
Era(s) : Any Post-Skyward Sword
Other Info:
 
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