Character(s) Vandalous Dirge’s Characters

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Character(s) Vandalous Dirge’s Characters

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CHARACTER DIRECTORY

This will serve as my personal haven for various character ideas I may have stories for. They will be organized and listed here. All ideas are subject to change in play, but these are the inspirational foundations of many characters I do and enjoy playing. Other than that pleased do not post in this thread and enjoy this little adventure.

Table of Contents

Original Ideas
Any characters that have no basis to an idea or concept bound to a fandom or copyright. May involve pulp culture inspirations and literary free domain inspirations as well, but as a whole all characters and their worlds are my own works.

Original Fandom
Utilizing a fandoms world, concepts, and basic foundation for an original character. A.k.a: OC, Non-Canon.
Canon Fandom
It is in the name. Canon characters within fandoms usually with personal tweaks or reworkings of history, concepts, and abilities.
  • TBD
  • TBD
  • TBD
 
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GENERAL INFO

Character Name: Avan Krios Exellius
Alias: Master Exellius, Marius Leto
Gender: Male
Birth Date: 3,999 BBY
Race: Human
Sexuality: Heterosexual
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Occupation: Jedi Knight (formerly)/Dark Jedi Master(formerly)
Affiliation: Jedi (formerly), Revanchist/Sith Empire (formerly)
Homeplanet: Onderon


ABILITIES & POSESSIONS

Force Powers:

Notable Skills: Negotiation, Unarmed Combat, Skilled Pilot, Instruction, Deductive Reasoning, Tactical Warfare, Field Strategy, Leadership

Possessions:
  • Misc: Holo-record of Wife & Son
  • Starship: Herald-Class Shuttle (Salvaged & Modified post-civil war)

"A cylindrical length of metallic colored material etched with darker etchings composite the body of this hilt. Slightly heavier than most lightsaber hilts it still is capable of agile movement, but the weight and body of the blade is meant to supplement and fortify the power behind swings. Wrapped in a dark rubber gripping this hilt is designed for the user of Forms III and V expressing control and strength to either attack or defense. The pommel is fitted with brass colored notches, as is the ring coned guard that envelops the blade emitter, ensuring the blade hand does not slip forward on to the blade. As well the emitter is circuited for a dual-phase function. Taking both top and bottom grip of the hilt with a counter clockwise twist (top) and a clockwise twist (bottom) this will engage the lengthened alignment of the emitter. In turn the blade will form a max length of two meters, which is commonly used as a method of surprise, but as well supplement to lightsaber dueling. To reverse this all one must do is twist back in reverse till the emitter clicks.


This lightsaber has a surprisingly robust blade color not commonly found. Thanks to the impurities of a particular Dantari crystal the blade emitted is neither red nor violet, but is embraced somewhere between, it is a warm welcoming hue that burns a hearty maroon color. As a benefit to the Eralam and Velmorite crystals set in the power sockets the blade formed is a clear and thin blade. This allows the user to create agile but strikes counteracting the weight of the hilt. It is a medium that has overtime been designed to accommodate the philosophies of Form II without sacrificing power or control to do so. The activation switch of the blade is secluded in a thumbed notch behind the blade guard creating speed and accessibility of draw and sheathing."

  • Hilt Style: Extended Grip (two hand)
    Activation Type: One Click Activate
    Blade Type: Dual-phase
    Hilt Modifications: Waterproof, Blade Lock System

    Power Cell: Diatium Cell
    Focusing Lens: Ossus Dueling Lens
    Emitter Matrix: Corellian Stability Matrix
    Blade Emitter: Dual-phase Emitter

    Hilt Size: 30cm
    Blade Size: 1.3 - 2 meters

    Focusing Crystal: Dantari Crystal (Amaranth Red)
    Power Crystal 1: Eralam
    Power Crystal 2: Velmorite

APPEARANCES

Play-By: Antonio Banderas
Description: Avan Exellius is a human male of good health and active fitness standing approximately 6'2" feet tall. A youthful complexion and an olive skin tone are attributed to his Beast-rider heritage, and his striking regal characteristics, ala defined jaw line and strong brow ridge, come from a noble Onderonian heritage on his mother's side. In appearance when clean shaven and proper he is regal and authoritative in presence. Both his height and the defined expression in his face denote command. Never has he wore his hair short except for in his Padawan days, and often has the dark brown (almost black) length tied back, or let simply free to hang. While the exact length of his hair has changed over the years, he often never goes higher nor lowers than shoulder length. Naturally this hair is wavy and when bordering the sides of his face accentuates the distinct green color of his eyes.

In his prime Avan was a promising Knight of the Jedi and an imposing Master under Revan's order. Always dressed in robes of varying styles they were always slimmed to his fit form, and as it was later in his time he wore darker robes, as well adapting nontraditional paraphernalia such as slacks and tunics beneath them. However after the war and his subsequent defeat by Malak his body suffered considerable damage, his moral deteriorated, as well over time after his physical fitness while respectable paled to that when he served Revan in the wars. Avan's hair became shaggy and he grew a graying beard which showed his considerable aging after his conflict.

Overtime he has also experienced many scars and markings upon his body ranging from glancing strikes from a lightsaber, environmental mishaps, even the imprints of Pelko bug barbs along his spine. These marks all tell their own story and range according to timeframe. It is known he has at least one Beast-rider heritage tattoo over his left breast.

PERSONALITY

Description:
A man who had experienced the Mandalorian Wars first hand and the Jedi Civil War on both sides, Avan Krios Exellius was of those Jedi that followed Revan into battle. Before this Avan had always been a strong personality in the order. Often willful and dedicated to the struggle of the people and Order he held tenuous if respected relationship with the Jedi Council. He often believed on acting on intuition and had been reliant his gift of foresight. As a padawan he was a reserved individual but when he experienced the battle with the remnant of Krath Cultists. Ever since that experience he had interpreted violence in a more proactive method. Some Jedi argued that it was an innate desire for battle that drove him to follow Revan, but largely that was untrue as the catalyst was evidence of injustice against the Cathar and Outer Rim colonies.

In his prime as a Jedi he was described as loyal, humorous, and dauntless. He was one of the Order's burgeoning Battlemasters during the years preceding the Mandalorian Wars and during. Before joining Revan he was even being considered for acceptance as a Master of the Order. Avan's dedication to the Order could not be questioned as he groomed four promising Jedi since his Knighthood. As a teacher he was a compassionate but strict mentor, as his methods were considered gruelingly intense. It was Avan's belief experience would groom both wisdom and temperance to balance out the routine study of the Order. As well he spoke highly of a trust in the Force over absolution or dogma that he believed were afflictions of corruption born out of fear.

While during his time as a Jedi he'd never been considered a Gray Member of the Order he held beliefs that would inevitably lead to his separation following the Mandalorian Wars. He disagreed with the rules against attachment, believing friendships and love served as a root of strength. In turn he married to a Republic Officer during the War resulting in a child. During that time he also reinterpreted the code more liberally. Avan considered the root of the Darkside of the Force in powers whether it was the intent, or simply action of the power itself, in the end he falsely believed it to be only intent as inspired by Revan.

In his fall and turning from the Order he became a Dark Jedi Master developing a more emotional man. Having seen the ravages of war and the resulting tragedies following the destruction of Malachor V he was a different man. The dauntless hero of the Republic had tasted a first sensation of fear, and the intuition and visions that had guided him in the past turned into waking nightmares. Ever conscious to change the outcomes Avan eventually detached from his family after envisioning their death resulting by their proximity to him. Never embracing the title of Sith he still acted as a lead enforcer and field commander under Revan's empire.

During this time he inspired a legacy of fear and intimidation against his enemies, as he embraced his more negative emotions such as anger and sadness. Eventually this led to a broken man filled with regret and a reconsideration of his path. Unable to come to terms with his actions, and his own emotions after the Civil War he turned from the Galaxy all together.

HISTORY

3,999 - 3,981 BBY (Great Sith War and After)

Avan was the force-sensitive child of a female Onderonian Noble and a male member of the Beast-riders. His mother sent him with the Jedi after the Second Battle of Onderon offworld, leaving only a few people and later Avan himself knowing of his true heritage. It wasn't often that Force-users were either orphaned or adopted by members of the Jedi Order, and thus the young boy was taken to Dantooine. Here he was raised by members of the Order with other children stranded by the Great Sith War until they were old enough to be taught at the Enclave. At that point he lived in the Enclave with the rest of the Jedi and their students.

During the Fourth Battle of Onderon in 3,996 BBY the Noble House of Leto was massacred on their estate in Iziz. Because of the confusion of the crisis it is assumed that they were murdered by Mandalorians in the midst of the battle. Of the casualties Avan's mother Dahlia Leto was one of them. His father Karn Exellius would also parish in the battle with the Mandalorian Crusaders crushed by a Basilisk war-droid.

By the end of the Great Hunt in 3,993 BBY Avan entered the age of Initiate training. Several years later he'd show exceptional promise, and had been taken as a Padawan by a Ho'Din Jedi Knight Kophi Gru. At the age of twelve Avan experiences the Galaxy at large with his master. On a diplomatic mission to Onderon the two Jedi intercept the Remnant of the Krath attempting to abduct the Queen's daughter Talia. In the midst of the clash between Cultist, guards, and the Jedi their leader is revealed to be the Noble Patriarch Bannon Leto, Avan's maternal cousin and the man responsible for the death of his mother. The young Padawan embraces the pulse of battle developing a natural precognitive ability allowing him and his master to push back the cultists.

In the intervening year both Jedi chase the Cultists across the Galaxy until a final confrontation upon Vjun. Bannon had falsely expected the aid of a splinter group of force-users (Mecrossa) for help, but the moment the Jedi arrived in numbers he was left deprived of the aid. Avan shows promise of the Jedi he would eventually become when dueling his cousin to a cliff edge, and offers Bannon a chance to surrender, but instead the Krath disciple throws himself into the Acidic Lake below. Newly turned thirteen at the end of this engagement both Kophi and Avan are present during the Conclave on Exis Station (3,986 BBY).

Excelling in his training five years later Avan returns to Dantooine where he takes the Jedi Trials for Knighthood. Upon passing he is given honors by the council, and his then former master Kophi, as he is accepted as an acting member of the order.

3,980 - 3,964 BBY (Jedi Restoration Period)

The years that preceded the inevitable clash of the Mandalorian Wars are filled with many experiences for Avan. In a span of sixteen years the Jedi Knight Avan Exellius trains four apprentices to Knighthood. Carving his own legacy he also is and a supporter of Revan and Malak during this period. It is known for a short period he was an instructor at the Dantooine Enclave, as well he served a missionary status in the Outer Rim towards the end. Avan is present providing aid to the Republic Forces encountering skirmishes with the resurgent Mandalorians prior to being barred by the Council from being involved. Exellius is withdrawn from the frontlines while the Council assesses the conflict, but also consider the dedicated Knight for ascension to Master, and potentially a seat on the council. Avan does not feel his skills serve the Force nor the Order in this position and declines the offer of a seat on Coruscant.

3,963 - 3,960 BBY (Mandalorian Wars)

In the end Avan is incited into action before the Council can come to a decision as reports of the Mandalorians attack upon Onderon. Not wishing to sit and wait he joined with Revan and his Jedi on Cathar where the truth of native Genocide by the Neo-Crusaders was brought to light. He revokes the ascension to Master and follows Revanchists to war. His recently knighted Apprentice a Zabrak Janus Min does not stand with him, heeding the advisement of the council. Janus is unable to convince Avan against his actions and they depart upon different paths. This is the start of the joint Republic and Jedi counter offensive, thus beginning the sway of the war.

During this time frame Avan becomes intimate with a Republic Officer Valora Darkath. Eventually they marry at some point in the interim and Valora become pregnant with his child which she gives birth to on Denon. Because of the rampant pace of the war and the dire stakes involved Avan is never able to hold his son Davriss, and is only able see him through holo-recordings. The stress of this war births a more aggressive minded Jedi.

It is known that he participated in the Battle of Eres III with Jedi General Meetra Surik, and witnessed the burning of the Xoxin Plains. Avan also leads the counterstrike against the Mandalorians in the Stenos System marking a Republic Victory. He is present with a compliment of Jedi to aid Revan and Meetra on Dxun, and subsequently holds a Republic Outpost engaging the eventual strike on Onderon working closely with the Onderonian General Vaklu to push back the Neo-Crusaders. He was not present on Malachor V during the events that gave birth to the Exile.

However the resulting dark schism in the Force created by the Mass Shadow Generator was felt as far as the Japrael Sector. The corrupting influence and visions drove the Jedi Knight Avan Exellius into a furor, as he ordered his Jedi to slaughter the disarmed Mandalorian prisoners of war. This was the beginning of his fall. Conflicted by his actions and desires he eschews his guilt justifying the massacre as a price of war, in turn he follows Revan and Malak into the Unknown Regions. Avan does not contact his wife leaving her to believe the worst.

3,959 - 3,956 BBY (Jedi Civil War)

While not crucial part of the construction of Revan and Malak's Sith Empire, Avan is rewarded for his loyalty and skill displayed in the war. Though never taking the title of Sith himself he is denoted as an acting Field Commander and deemed a Dark Jedi Master. In the initial strike against the Republic, Avan, only leads two of the successful battles in the beginning of the war, first against Roche and then second against Axxila. For reason unknown the Dark Jedi Master is removed from the field and commanded to recruit and turn more Jedi and force-sensitives to their cause. This order came directly from Malak. The result of this order became nothing more than a personal Jedi hunt as only a fraction of those Jedi he encountered submitted.

He would also come into conflict with his former apprentice Janus Min when scouring the remains of the Jedi Tower on Taris. Min is able to relate to Avan's conscience and inflicts moral confliction upon his former master using his family and the tragedy of Malachor V, and in this moment doubt extinguishes the Dark Jedi's blind rage. Because of this Avan feeling sorrow lets Min to escape with a dismembered arm and minor lacerations.

Loyalty would become questions as rumors of his action rose up the chain of command. His actions were gravely limited in the rest of the engagement, as he wrestled with idea of what he stood for before the wars and the atrocities he committed in them as well after. Avan is present during Malak's usurping of the Mantle of the Dark Lord. With Revan having died (or so he believed) the Dark Jedi's resolution was found as he felt his call for atonement for his crimes. Avan would not return to the Order not they would take him back, but he would come into contact with Janus and a few Knights that served under him, but did not follow him into the Wars. Promising to turn himself into the Jedi custody Malak was killed the small group of five forged a secret strike force.

Utilizing the trust some the soldiers and the governor of Korriban had in him Avan was able to bring the Jedi onto the planet unsuspected. Dressed like potential acolytes readied for assessment to be broken by the Sith Masters their guise was seemingly successful. Avan consumed in vengeance had sought to strike at Malak as he prepared to bring the capital under his unified order, but it was not what fate had in store for the former Jedi, a Cathar Jedi Zanth a member of the group had previously defected, and in turn had been reporting to the Dark Lord. Malak had sought to make an example of Avan sending the Tuk'ata hounds upon the group.

It was a grueling battle as even with a single arm Janus proved he could hold his own expressing a mastery of Makashi, he disarmed Zanth by cutting away both his hands at the wrist, in turn Avan and the two other Knights sought out to slay the Tuk'ata. It was far more difficult than thought as one was gravely wounded as a gaping maw of one of the maws tore into his side. Assessing the cost of the battle Avan knew none of them would survive if they pushed forward, and gave Janus the order to retreat despite his insistence to stay. A single forceful push throws the surviving Jedi out of the temple.

Avan took the attack straight on upon the Malak leaping over the hounds and engaged in a direct duel with the Dark Lord and his guards. He had already known how this would play out, even so he prolonged the fight as long as he could to give Janus and the others time to escape. Eventually Malak becomes tired by the fight and unleashes a powerful current of lightning upon Avan inevitably crippling him sustaining the victory. The Dark Lord thought it appropriate to leave the broken man alive to witness the Sith forces enclose upon Janus and his Knights. With their deaths Malak would order the guards to drag the Dark Jedi to the "Pelko Pits" and trap him in.

This was intended to be death. For must as these carnivorous insects cleaned the flesh off of any prey in their vicinity. Avan was barely hanging on to his life embracing the force he pulled through, as the Pelko bugs swarmed over his body stabbing their barbs into his back, and pushed past the physical subjugating the weak mind of these insects. After hours of pain and agony Avan survived demoralized with his will completely sapped, using his raw power to subjugate he used a Sith shuttle to escape the planet of Korriban.

For the time remaining of the Civil war with the return of Revan, the defeat of Malak, the destruction of the Star Forge Avan was nowhere to be seen. Even as the remaining Sith Lords vie for control of the weakened power he is not present. It is believed weighted with guilt of his mistakes he wandered across the Outer Rim, simply to disappear. Much like Ulic Qel-Droma before him the once Jedi, Avan Exellius, entered a self-imposed exile.

3,956 BBY - ??? (Sith Civil War, Dark Wars)

It is believed during campaign to purge the Galaxy of Jedi that Avan Exellius was known to have survived, and was a target of the assassins.

BEHIND THE SCENES

Fandom: Star Wars
Era(s): Old Republic (circa KotOR 1 & 2)
Other Info: N/A
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Character Threads:
  • N/A
 
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GENERAL INFO

Character Name: Cyrus Nevin Thane
Nickname: N/A
Gender: Male
Age: 26
Race: Human
Sexuality: Heterosexual
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Domain(s): White
Birthplace: Floating Islands of Kairos
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Occupation: Adventurer | Planeswalker
Affiliation: The Sky Rangers

ABILITIES & POSESSIONS


Abilities:
  • The Spark
    A trait native to a Planeswalkers and those who are predisposed to be one. It doesn't truly matter how it is ignited, the individual will be able to traverse between planes through portals, sense others of their kind, and with training potentially transport/summon creatures or objects from planes they visited. While it is common that most Planeswalkers were powerful wizards, since the mending none gain any bonus attributes from it.

Notable Skills: Investigation, Tracking, Combat, Stealth, and Navigation
  • SPELLCASTING KNOWLEDGE
  • Lifeburst: Through channeling of white mana Cyrus can project a surge of energy to revitalize himself and others, as well mend most surface wounds and basic illnesses. This is a basic healing spell and may not be enough for severe ailments.
  • Prismatic Ward: With this spell he can project a protective ward of magic that repel an element or force defined by their mana alignment. Currently he can cast a protection against Red and Black, but only one at a time.
  • Battle Mastery: Channeling white mana through his body and mind he can make himself several times quicker with this spell allowing him to react faster than his opponents and even strike them twice before they can react to him.
  • Fortify: By using this spell Cyrus can strengthen his and his allies strength or endurance minimally allowing them to resist and overcome obstacles they otherwise wouldn't be able to.

Possessions:
  • Wind Shears: Made of a nigh transparent glasslike metal alloy called Gossamer the Wind Shears are pair of short sabers designed for cutting and piercing. A simple design with a very basic cross hilt and dark scabbard the blades are positioned at his waist for ease of access.

APPEARANCES

Hair Color: Golden Brown
Eye Color: Amber
Height: 5'9"
Weight: 138 Lbs.
Body Type: Lean Athletic

Description: Cyrus Thane appears typical of men from the floating islands with short and messy Golden Brown locks with the complexion of a toasted white peach. He also has remarkable amber eyes that sit like swirling pools of sweet molasses about the wells of pupils. With a strong predatory brow he has a wolf like complexion with the snub end of his slightly convex nose. However still with his youthful appearance many of the opposite sex will see more of a cub than a barking hound. Hence even with average characteristics Cyrus holds a very appealing facial presence making him a malleable commodity among companions. His lips are typically thin though with the bottom being noticeably fuller. As well his carved cheekbones run along and conform to the curve of his average length chin.

Cyrus's body however despite the youthful visage around his face is lean and battle worn from years of training and experience. His muscle tone is strong but without the bulk that hardened warriors tend to adorn. Instead he uses speed, flexibility, and cunning so Cyrus Thane trains to be fit and small as he can so as to not be weighed down. His skin tends to be tense and wrought with scars of his own personal trials and failures. Upon his back he has three long dragging marks as if talons had rended the flesh. On his front there is another large puncture scar over his heart and another under his left rib. His arms and hands are riddled with other smaller tales that span across him as a human tapestry. Though of the marks upon his body only one is not a scar but a tattooed mark of a Kyriotate (servant) which are angel wings bound across the skin with a down turned blade in a kneeling position. It is positioned on his right shoulder blade in black ink.

When it comes to clothing Cyrus has a preference for tight fitting slacks and a fitted cotton shirt with a fine split leather jerkin. He then usually sets this off with a side buckle-belt or sash and a pair of durable strapped tracker boots. This is usually his quaint public appearance however on Kairos he was not commonly seen among the nobles to dress as such. So he had a very different wear that befit his occupation as an Agent of the Justicars and a Sky Ranger. Hence Cyrus ditched his cotton shirt and tight slacks. Instead he was dressed with a Hardened Leather Jerkin with an inner weave of chain links held together by hunter's straps. Light steel pauldrons place on his shoulder along with a narrow helm. Upon his hands he would wear a bowman's fingerless leather gloves for the grip it gave. Then he paired with durable leather huntsman slacks. Cyrus Thane always has a black buckled utility belt so his hunt blade would be in reach and the majority of his pouches linked to the front. Also bonds are hooked to his Jerkin and a thigh harness he uses for anchoring a grapple system or so that he can scale buildings and gaps. The only thing that didn't change was the track boots he so loves dearly.

PERSONALITY

Description: Having lived a tragic life Cyrus Thane has also been gifted with many second chances to live various lives. An experienced and disciplined man he hasn't been driven into his pessimism and actively has hope. He is a man full of wit and sarcasm tending to speak well with others, and some could easily get a roguish/carefree impression from him. Truth is with friends he motivated to take on the world and has always been an explorer. As such you will never see him back away from his curiosity and will rather press-forward than risk stumbling backwards. Sometimes the risk is worth the reward for him.

Deeply compassionate he is the one you go to for support and look to carry a group through. Fiercely loyal, passionate, and stalwart you cannot make Cyrus budge easily when he takes a stance. Having made many mistakes in the past he is driven to make amends or at least redeem himself in some form for his weaker moments. But at the same time he has learned from his darker past, and utilizes that experience rather than wasting it by trying to forget. Does not like attacking the defenseless and will always act on the better side of mercy. If you push him however you may just find that his mercy has quite the edge to it.

HISTORY

Rebirth Through Decay
"26 Years Ago"


Born the bastard son of a Noble Judge of Meno and his servant/consort from Logo, Lord Thane with the knowledge his illegitimate child sent his servant Katarina and the boy to the Island of Phaedo to disappear. The young child and his mother would become exiles by the decree of the Honorable Judge who used his influence to erase her identity forcing her into a life of fate less than a beggar. The House of the Holy rejected her entrance without her documents of identification and wouldn't grant her charity. The Servitors of Zoe were the only to offer aid for what little they could. Katarina would die of sickness in the gutters of the Abbey for Forlorn Souls. The abandoned child in her arms and cried surrounded by a chorus of sorrowful specters.

The young Spirit Child Lyria destined to never know the living world found the infant lad nestled in decaying cold arms of his mother. She would beck a flock of ravens to lift the boy nestled in a blanket into the air upon the Spirits lead. With that ravens were lead to the doorsteps of an orphanage where a Priestess of Eris would find him. Cyrus was quickly taken to the wet nurses and sought after per their responsibility. The Spirit child Lyria found a kinship between the boy and herself and would remain watchful at his side.

Despite being a part of the Orphanage and being cared for by followers of Eris, Cyrus, had only one true friend Lyria who he called his guardian. For seven years they formed the memories of a care free street rat and his mischievous angel.

From Nest to Holy Hearth
"19 Years Ago"


The Justicars in a reaction to the rising rate of Orphans upon the Islands initiated an Agent program to take those children who hadn't been adopted over the age of 5 into a Youth program between the Magistrates and the Holy Priests. While the Scholars in the Colleges of Thought felt this impeded on their rights to educate the young they could not fight the Justicars movement since they couldn't fund the young for free education. Without the ability to provide the Governors Senate agreed with the Justicars that there was indeed a need for a program to utilize these children by providing a brighter future than crime and homelessness. The Magistrates took in children with potential for magic while the Priests of the Holy House would be responsible for children without noticeable magical gifts. All children however would be initiated into future subservience to the Justicars as Kyriotates.

By fate the initiation of the Agent program swooped up Cyrus and his fellow future shadows of the Law whether they knew it or not. From a small monastery of surrogate mothers faithful to Eris he was escorted with limited compassion by the Guards of Orthos to the Holy Chapel. The Holy Chapel was less than a humble church but a vast and towering citadel of gleaming beacons. It was only surpassed by the Covenants Spire and the Citadel of Judges. Here in the Chapel they housed an army of the faithful and now a score of youths to be trained as servants to Law and Order.

Cyrus and Lyria were at awe and confusion for the first few months within the Chapel. It was not the small home for children they once knew. It was a grand palace with hidden pathways and numerous nooks. But their freedom was limited as the children were always under the watch of knights and priests. They have trouble with Cyrus and his spiritual companion in Lyria (to which they disdained). By the time he turned nine Cyrus was entered into blade training with his class lead by a Warrior of Balor. Soon a Paladin of Orthos would teach them how to defend themselves. Constantly they were all cared for by the High Mothers of Eris. Cyrus would not complain much but he was still an ever curious child always addled on by Lyria.

When he turned twelve a young Lord of Meno came followed by Knights to check over the Justicars valued Youth. Lord Feros Thane took little notice of Cyrus who had not a family name at the time. However all children needed testing of their skills. The Knights of Meno would place children into squads of seven with their Leader chosen by their Priests. Cyrus was not a leader of his squad instead an older half-elf boy Caladin would take the lead of their team made of two elvish and majority Human to Near-Human children. The test was one of endurance and tactics as the Knights would be positioned to ambush and prevent them from reaching Lord Feros as the place of the Target.

Caladin was a brilliant child and skilled in majority of the lessons they had only a Dwarven fellow known as Throg could best him in combat and an older Elven girl known as Alena could outlast him in endurance. Those two held their own squads as to be expected, but for Cyrus he saw an admirable heart in Caladin who would bear sigil of Orthos broad against his chest piece. Cyrus' admiration aside he was adorned in light leather and a short sword along with the young Elf Rogue Mara who accompanied him as the teams scouts. Caladin relied on the two of them being the smallest and nimble to use their swiftness to hoodwink the expected knights and distract them as Caladin and his warriors would flank around and catch the Knights at their own game.

For the most part they had success except for the one Hot Shot who thought he could take on one of the bigger knights alone. Suffice to say the kid had his britches cut down and he was sent running back with rivers of fear pouring down his face. Caladin tried to tell him but some you just can't convince to follow a plan. Despite that one incident a majority made it to the dining hall where the Lord rested in a chair in a lazy manner surrounded by a host of fifteen skilled Knights. Their team was the last to arrive to the scene. Three squads were already sitting out in the far back of the Hall whilst the remains of Alena and Throg's Squads seemed to be pairing together to ally against the masterful Knights. Caladin would see an opportunity to overwhelm the remaining knights and chose to split their team between Mara and himself. Mara would take the other Elf and one of the Human boys to provide diversion while Caladin and Mattik provide the muscle to keep the stragglers back. That left Cyrus whether he liked it or not to be fleet footed and claim the prize for their team.

The boy would shake in his boots racing across floor of the Hall ducking and weaving through the chaos. As planned he made it to the Lord with enough time to look back and see Alena and Throg with jealous scowls while Caladin laughed with a victorious guffaw. The Lord Feros however had a change of regimen after taking a long hard look at Cyrus with some suspicion. Quick to his blade the Lord challenged the Orphaned child to a duel. Cyrus stumbled around nearly evading the glances of his better as he was not prepared to face someone in one to one combat. Caladin, Mattik, and Mara all cheered him on to which Cyrus would respond riled in fear soaked adrenalin casting a bandage cloth into the face of Feros. Then followed with a swipe with blunt edge of a knife that glanced the Lord's cheek drawing blood. All would stand back aghast as even Cyrus dropped his blade in shock of his action. Feros with a calm composure rose to his feet blade in hand. He demanded that Cyrus to lift his hand up then proceeded cut the boy's hand in a sign of fair game. Before sheathing the blade the lord wiped the blade clean with the clothe and then stowed it away.

Cyrus gained notoriety among his fellow learners after the events and ascended in his popularity. Many of his teachers saw his performance and considered it a vast improvement of his usual antics. Hence they tended to focus on him like they did with those older than him: Caladin, Mattik, Alena, and Throg. After Feros gave his review to the Justicar Court, Cyrus and those of similar talent would ascend to the next level of training. This was the vital part of the Agent program in which the children finally became true servants of the Justicars. Hence innocence was cast aside as their teachers were Priests and Priestesses of Voss and Pandra. From Voss they would be taught to kill and maim, to exploit their enemies weakness and even bring strong to their knees. Pandra would show them how to deceive and betray the eyes and minds of those watching, and twist the shadows to their command.

For Cyrus he would witness a darker side to the Chapel when welcomed into halls of the Dark Gods and their servants. Paranoia would take him as he couldn't contain trust for many especially when they were promoted to lie and cheat to achieve. Caladin and Throg within a year were offered positions within the Knights of Meno to which both accepted gladly. This only left Mattik to whom Cyrus was fully familiar with in his experiences with Calidan, however, Cal was gone and Mattik had always been the most competitive person other than Alena that he knew. Suffice to say at the age of thirteen his closest friend was the still mischievous spirit Lyria. Cyrus would spend more time during this training in the sleeping quarters speaking with her trying to keep as much distance as he could from others.

Sadly enough the training would last only another two years until Lord Feros would return to the Chapel but not for assessments but for the boy. It would be here where Feros would announce their blood relation. At first this had overjoyed the orphaned teen but would quickly turn sour at the realization of an uncomfortable truth. Feros explained the circumstance of his conception with the responsibility of his mother's death and the reason for his Orphan status. Cyrus was piping with anger until his rage was stoked in confusing waters at the knowledge their father had died two years prior. Then Feros stated while he could not lift the status of servant from his brother he could give him a proper life if he would swear to serve as his blade.

Cyrus was unsure of the offer and couldn't gather the implication of being a noble by birth yet not. Feros had become one of the most popular Judges since his father who he coincidentally replaced. But it was more than that, it was the idea somebody real had cascaded him. He was used to the story of being unwanted and abandoned, but the fact there was someone real and the fact he would never have a chance to confront them after knowing? It threw his world for a full loop. But he had family now that was aware and offering him something within their lives. Lyria insisted he be weary and not take the offer because she didn't trust him. She warned Cyrus without explanation that if he left she couldn't follow. It was tough but Cyrus believed Lyria would understand at the end of the day... Feros was his brother. The spirit child would force herself to separate but made Cyrus promise that when she would come to see him years in the future that he do the one thing she would ask. Innocently they both agreed and ended a chapter in his life.

A Family Of Cutthroats
"11 Years Ago"


The world of nobles at the age of fifteen for a boy who had only known the most of less was a shock. Even as a servant to his brother Cyrus was invited to luxuries, and given his own quarters within a mansion upon Meno. He would be granted privileges that even other servants would be envious of. The young man was second-class but his name and blood tied him to a would be paradise; nevertheless, just as the Chapel had been a Heaven a darkside laid underneath. Feros demanded that Cyrus advance his training he had apparently only begun. His stepmother Lorelei had looked down upon him and referred to him as Feros' pet rather than a brother. Many others looked upon Cyrus similarly and questioned his brother's choice as something queer. Feros assured him however the thoughts of others were inconsequential as long as they shared a singular blood.

Cyrus would help him change the Islands or so he would be told. Slowly shaping into an Agent his brother tutored him on the politics and the underworld of the Islands. Everything was cloak and dagger and Feros used him to gain an edge. It began with scouting and spying even stealing information on Governors and other important officials. Then he was charged with stalking and intimidation all of which Cyrus did to satisfaction even though the reason behind what he did always irked him. Meanwhile Lorelei tended to watch him with increasing prejudice as concern wrapped around her actions. It was something the boy always assumed was over Feros. She adamantly stated a loathing for his birth, but she also never shunned his presence... something again that must have been Feros' influence.

As time went on he saw that how people treated him was out of fear or entitlement to his brother. If they had it their way they wouldn't have entreated Cyrus to even half the limited respect they showed. By seventeen he had become a Dog of Justicar law, and realized he was born to a family of cutthroats. He would be commissioned as a private Agent to House Thane, and his total identity would be stricken to turn him into a shadow. No longer would he meet the public, but then again he was given the power to be anyone and anything through the funding of a Judge. He was immune and nonexistent to the world. His first mission was to track down an informant and silence him for spreading false information about the court.

The memory was be vivid as he stalked the man down through the sweltering alley in exotic market district of Logos. Weaving in and out of the public shadows until he had his prey backed into a dark corner. Cyrus would not use a blade but instead preferred a more inconspicuous manner. He would take a perfume soaked rag and knock him out from behind then retrieve a vial of honey and milk mixed with the extract of Hemlock and Monkshood. Feeding it to the unconscious informant Cyrus now a functioning assassin would slink of into the shadows. Soon the informant would experience cramps and stomach sickness followed seizure induced paralysis and involuntary vomiting while his air way passages would swell up asphyxiating him to death. A form of guilt would encompass him as the image of what would happen to the man at his hand would haunt him. It honestly shook him but Feros and a few other close politicians again assured him with confidence of the good in the actions.

The discomfort would slowly dissipate into a justified pleasure as he saw the reaching social influence of his brother and those like him. Kairos was going through a slump with the rising tension due to the announced failing of the World Stones and the thought of Islands fate in the skies. This was a social progression and a change to fund the islands bright minds in an investment for both an economical and tangible future. Something about this made Cyrus not mind the things he would do to ensure their sanctity. Whether he said it or not he stood positioned as a patriot to the islands in a youthful hope to push the future. He was a tool of justice an Agent to the Justicar who would spend the blood of traitors and the crooked deceivers. The world was brighter.

By the time he turned nineteen he had since mastered his teachings with the blades and other instruments in combat, but more so with their unconventional uses: How to use your sword to boost yourself over a wall, use hook daggers to scale the sides of buildings, or even how to turn your body into an instrument of travel. His silent footsteps and his light build gave him incredible benefits at stealthy free running. Cyrus had also been given the title of "Lamb of Death" due to the ram horns he had adorned to helm that masked his face. The public knew his work and something about it heightened his purpose. In a way through this moniker he was finally being accepted as something more than an orphan boy. But it also spread to the attention of the Knights and Rogues of all types. It brought a whole new dimension to his actions along with his vigilante behavior.

Scaling the city tops of Eidos he would however meet a challenge from his past. Alena the swift moving elf from the Holy Chapel had grown into a deathly assassin after killing one of her instructors for correcting her sudden attitude. Apparently after Mattik passed the Agent program to join Caladin and Throg she felt left behind, and her training slipped with competition. She gained a real mean streak and a large Roc as a pet. Her current employment was to hunt him down, but she knew exactly who he was, not just as the Lamb of Death. Alena had chosen a personal vendetta against him and the others for leaving her behind. Cyrus may not have understood it then but her mind was twisted and broken by the Agent program, for it seemed she was not the only one to end up like this.

The fight with the crazed elf was one hectic quarrel. The Roc had managed to rake his back in an attempt to grab him, but the nimble Cyrus managed to rope and trap its leg to a building causing it to snag then plummet and impale itself on a fence. Alena managed to jump upon one of the following building tops, but from her descent she fractured her left leg slowing her run. It was during this frame of time that Cyrus would realize the true beast in his blood. He didn't end it in the usual peace and civility he usually did. With the lack of subtlety he dropped onto her back wrenching her head off by the sharp of his blade starting at the neck. Sickened with rage and confusion from their previous discourse bringing up a very personal history he would drag the bleeding stump of her neck upon the roof till it wouldn't spill anymore. Then taking her head he jammed it onto the piked fence in a sign. Before she died she gave up the name of her sender. Lorelei Bannon-Thane, the mother of Feros and the noble lady of the house.

By the time he returned to the family Mansion by pealing through his brother's bay window he had interrupted a discourse. Feros and his mother were in an uproar about the moment. His brother would exclaim to his mother how she had betrayed him, and Cyrus would stand there in his fury and confusion to witness Feros retrieve a letter opener from his desk and send it driving into the skull of his mother. Cyrus was stunned by the actions but his brother could only embrace him in tears. They were blood and nothing, and he meant nothing would harm that bond. Cyrus who had been on the wall of Feros feelings for him became completely convinced that he was true. That night he tossed his brothers mother's body over the side of an island plateau looking over the sky. Nobody would find her or know what Feros had done.

Echoes of Rejuvenation
"7 Years Ago"


After the death of Lorelei both Feros and Cyrus's handle on the islands became tighter and ever more piercing. Not just traitors to the Justicars would face the Lamb of Death, but any and all who sought to violate the Leyline. Despite what the morning chronicler would like to say Kairos was sick in its underbelly. After Feros pushed the door wide open to reveal the amount of corruption that was within the inner workings of the Courts and the officials he found clarity. He must bloody his hands and make an example of these people and their ideals while Feros be the shepherd and show them the light. That left Cyrus to be the demon in the night instead of a savior, a nightmare. He was a devil cloaked in the night orchestrating this masquerade. It wasn't a time to be happy the damned spiritual flock felt the end of their world was near... he was inclined to exploit that.

Yet the anger and frustration was not without its guilt and it itched at his conscience. Cyrus had never been much of a faithful practitioner, at least never in the Old Faith. Maybe it was skepticism and all the prattling of the priests of a promise and "One Day" blathering. While their prayers weighed in on coincidence and silence he couldn't bear to believe that which he couldn't see, nor feel, and maybe why magic in general shook his nerve. This didn't mean he wasn't open to the concept of faith if anything he wished he could believe in something direly, to find a silver lining amongst all the storm clouds. So what does a spirit do when they are lost? They come home to where it all started.

Phaedo the Island of spirits was once home and sanctuary to the Great Spirit Zoe, but as the priests of the Old Religion fled to this holy land to preach their world kindness was abused. Eventually from the dominance of the House of the Holy's interactions with the Islands the preaching and comfort ofZoe was left to the lowly. The spirit was no deity of any type but an old Gatekeeper, as some would say, that peered through the void of death to bring life. She sought after those neglected by the islands in time gathering servitors despite her protests. They flocked to her to gain hope, to find a home from the world disenchanted with itself. Some even come to her in hopes to see those that were close to them and passed. This wasn't on Zoe however but on the deceased if they made a choice before crossing over.

When he turned twenty-one he found himself broken and battered by his mission drawn in the blood of others. Drunk on special medicines to subside the nightmares crushing in on his nightly slumbers, when Cyrus crossed over to the underground Catacombs, a district belonging solely to spirits, he would witness many of those he had vanquished wandering aimlessly. Even after death the first kill an Informant named Barkley still sought to speak ill in a confusion of souls convulsing in mass. Then the countless horde that followed were some he had once stared down a blade. But Cyrus however saw no presence of Alena, nor as it came to him his childhood friend of a specter Lyria. The maze like paths seemed endless for the boy, now man, until he stumbled upon the old temple that was surprisingly desolate except for the few monks shuffling about in low chants.

Passing out at the doorsteps he awoke in what would be the morning (though you could hardly tell underground). Awake in the temple upon a healer's bed where he is met by not souls of the dead, but celestial bodies never born. Much like Lyria a Kindred spirit, but they were not of the same vein as the unborn spirits, they were healers known as the Chorus who watched and protected without a mind individually of their own. What always baffled Cyrus was whether to call them a "They" or an "It" since they/it spoke so broadly when they/it managed to talk, then he questioned why call them the Chorus when they never sang let alone spoke much. Towering ghostly statues is all he could think to describe them. It couldn't matter anymore then morning dew at that point as Cyrus was ushered forth with impediments to the Causeway of Eternities that lead to the Nexus that was the literal gateway to the spiritual realm.

There Cyrus still reeling from the previous night was allowed council with the Great Mother Spirit Zoe. She was a soothing presence for him and though at first she didn't speak her mere presence rattled through his mind a tapestry. A touch if you could call it that was pressed between his brow and his senses were subdued. That moment was like a winding clock that had frozen as she ciphered his thoughts and memories. The man had become a pensive and when her touch was relinquished he felt his entire being alight in the glow. Folded in light she only told him that he was forgiven and passed through to the spiritual realm where he could not follow. Whether he had known it or not that day something inside him was connected.

His new found resolve gave him the purpose to turn off his blood lust and let go of his anger. No longer did Cyrus let himself get caught into a strife that had no part in his life. The dysfunction caused by the ideal of entitlement through his family name and the need to be recognized by the public as an individual, a tangible identity. Cyrus realized soon that he had been doing it all the wrong way from the shadows where nobody would see. It was with this revelation that he sought to relinquish his service to his brother or at least his contract as an Agent of the Justicars. He had been nothing more than an assassin for the Court, than the versatile informant most Agents were trained to be. With all that in mind he gave up his mantle and called upon the Kyriotatic Rite of Succession. Whenever a servant has fulfilled a dutiful amount that has paid their initial Head Price they can call this Rite. Their Lord/Master then can release them or deny them if they felt inclined to.

Feros while not enthralled by his younger brothers' decision posed a question to Cyrus if it was something he wanted. If he was relinquished from service he would not be in the luxury they were now. Nor would he have the privileges of a security blanket. He would be forced to fend for himself on the islands. At least as a servant he was provided for and given the treatment equitable to his master's wealth. Severing it Cyrus understood he would be on his own, but he would have his name. That accounted for more than any of his brothers' baubles and comforts, and though he loved Feros dearly it was not his life any longer. So with the blessing of his blood and an official Judge Cyrus's name and identity were reinstated. He would find himself moving to the Isles of Logos where business was busting out at the seams. Surely among the home of magic and incident he felt confident he would find some use of his skills.

A Soul Ignited
"5 Years Ago"


No sooner had the courts released him from servitude to a Lord and let him move did he find familiar faces flood into his life. Cyrus's new home was a small shack within an impoverished residential distract of the island outside cities and next to various market sectors. A town called Anathema was also the central hub to an up and coming group of Bounty Hunters. Due to all the legalities many of the Justicar's Knights could reach some of the low priority settlements in time. A year before Cyrus was released from his servitude two knights of Meno withdrew their blades from the order. When they left they centered themselves within Anathema which at the time had been plagued worse than the presence with curses and magical manifestations. In that time these two mavericks would build a small militia housed by an entrepreneurial tavern owner.

Those two Knights were Calidan and Throg who would manage gather many of the old crew from the Holy House that either dropped out of the Agency Program or merely quit. Of them was a bright fellow Mattik who Cyrus knew of, yet never knew in this state, mere strangers to one another. This militia would become the blades for higher known as the Sky Rangers of Anathema. They based themselves inside a tavern named "The King's Prawn" though originally intended to be called the King's Pawn, but grammar of the signs painter was at a disadvantage. It didn't matter much the Tavern owner Mathilda Went made the best of it after inheriting the lot from her deceased husband. With the aid of her daughter Elodie as a Barmaid they created a cozy establishment that served cheap Ale and a foul Cabbage and mystery meat stew, with a side of stale bread if you were lucky.

To Cyrus's luck his small shack would be subject to an angry drunk and his oil lantern that set it and a few other homes ablaze. This predicament had the now homeless ex-Agent of the Justicars find his way to the Kings Prawn. The moment he passed through the doors of the tavern he was guest to a gang of loud merry fellows. Immediately he picked out Calidan, Throg, and Mattik from the crowd, who in turn noticed him with a vocal surprise. Throg and Mattik were first to comment on how they thought he went and got himself killed. Caladin was quick to remind them that though Cyrus was a runt during training he was the swiftest and managed grab their squad a win. Conversation progressed between them catching up on the past. For Cyrus he made only reference to his blood relation to the Lord Thane and his public service to him. They were a bit thrown aback by that revelation especially when he brought up his recent secession. He only commented that his service was fulfilling, but his identity was lost even in the shadow of someone as dignified as his brother. To which he followed a speech of freedom and self-discovery, in turn they all let out a triumphant cheer.

It took only that night for Cyrus to find his place in the world. That was among the Sky Rangers who were a militia taking bounties and requests, and chose to do what was right in favor of what paid well. Something about the purpose they brought was visceral and clear this was something he realized he hadn't had in his life. As an Adventurer he'd come to relate with the Islands in a new way and found a taste for true justice when he found mercy for others.

Something else was different about the man as well ever since his encounter with the Great Spirit Zoe. His senses were renewed and he found himself capable of tapping into the Mana of the Islands' Leylines the way the Magi did. With the aid of his friends Cyrus would come to learn spells of healing, protection, and magical enhancement. These new powers made him a vital part of their team but also revealed a greater future for the Adventurer.

At the age of twenty-five Cyrus would follow the Sky Rangers in their adventure to the low-lands in order to explore the greater world of Vesta. Aboard a Cloud-Cutter named "The Intrepid" they ventured forth only to become caught in the wake of tropical storm. It would seem all was lost but from within Cyrus Thane a great power emerged as his Planeswalker Spark ignited and he transported the Intrepid into a brave new plane of existence. Attuned to the Planar scape he quickly realized he was capable of walking through portals and even bringing his allies through.

Further Down The Spiral
"Present Time"


With only a few adventures under his belt trying to find his way back to Vesta, Cyrus and the Sky Rangers push forward to new lands.

BEHIND THE SCENES

Genre/Fandom: Magic: The Gathering
Era(s): Post Mending
Other Info: See the next post for an Appendix of World Information.
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Character Threads:

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Titles/Ranks

Kyrios'Maxi/Maxis - Commodore/Leader
Doul'maxim - General or Liege to a Maxis
Doul'stratiote - Soldier in allegiance to a Maxis.
Doulos - Servant to a Maxis
Kyrios/Kyriote - Lord
Kyriotate - Lord's Host/Servant
Anax - King or Leader of a foreign/enemy land.
Stratego - General or Liege to a Foreign/Enemy Leader.
Stratiote - Soldier in allegiance to a Foreign/Enemy leader.
Apago - An Exile, Betrayer, and servant to an Enemy.

Floating Isles of Kairos - Located within the plane of Vesta, this is an ancient land formed by the four floating Islands Logos (House of Knowledge & Prophecy), Eidos (House of Governors & Philosophy), Phaedo (House of Worship & the Synod of Zoe), Meno (The House of Generals and Laws). Each Island has a Maxis that represents the people and leads its local parties. The isles of Kairos were founded by the fabled "Four". With the blessings of the Great Spirit Zoe they lifted the islands from Vesta's seas some 700 years ago. The Islands origins were based upon the liberation of invention without fear of Watcher peering over the shoulders of brilliant minds. Hence Kairos exists as almost a myth to those below, just as those on the Island believe a lower world to be fiction now.

Logos - An island of ebony & ivory towers with flowing canopies where the Council of the Magistrates guard the Libraries of Kairos and regulate those of mystical origin. It is also where the Magi, Doul'maxi, and Kyrios'Maxi keep the Oracles. Even now Logos possesses the greatest flow of Mana, it is such that it catches the air and amplifies those who bond themselves to its Chasm. This is also a home to the Islands largest Exotic Imports and Niche Markets.

Eidos - Mainly a scattered series of beaches, jungles, and a luxurious city divided between the Nobles and the lower social class. Despite a few slums it is its own paradise with plentiful markets and farmland. Eidos is also a home to various sky-ports. This island is also host to the Governors Senate along with the Pedagogues and Colleges. Among the Islands this is a place of proverbial paradise and acceptance of mostly neutral parties.

Phaedo - Less of a sanctuary for the living and more of a mortuary with chapels and churches atop. However this stone island is not as dreary as one would expect. It is a place where all walks of faith come to commune with the dead through the Synod of Zoe which is a font for dead Spirits and those souls that have never lived. Much mystery revolves around Phaedo and the Synod that even the Scholars of the Magistrates are still befuddled by them. Home to the House of the Holy a sect of Priests committed to the Old Religion that deals with spiritual matters.

Meno - This land is a confined fortress of military might and regulation that is strangely also a center of much of the Islands crime and poverty. However once it was a sterling wall of force, but has changed within the last hundred years. Where the Priests and Templar's of Phaedo are the regulators of faith, the Generals and the Knights of Meno are prosecutors of justice. Together they form the Court of Justicars which deliberate the order and laws of the Islands in concession of the Magistrates council and the Governors senate.

Abbey of Forlorn Souls - A Monastery on Phaedo that caters to the homeless and impoverish individual regardless of religious beliefs. However it also functions as a hospice where many without families go to spend their final days.

Catacombs of Lath - A structure that runs under the surface of Phaedo and its stone city. It is a multi-layered maze like crypt that serves as a resting place for the dead and home for grave keepers and wandering souls. As time progressed small towns have formed within the older sections of the Catacombs as way points for travelers who seek out the Temple of Zoe that runs through the heart of the many layered maze.

Causeway of Eternities - Located within the Temple of Zoe. A straight nearly endless passage cloaked in warbling and shifting shadows that haunt. Many sounds can be heard here along with the vast array of illusions. Its construct is indeed mystical in nature. How it became is unknown to anyone but the Great Spirit that resides past the threshold. Without a guide one could become truly lost in this passage way forever.

Citadel of Judges - Based in upon the center of Menos it guards that Island's World Stone. It is a great fortress housing most of the four islands military might and resources. Though many are surprised however as within this nigh imperious station that it has the heart of a regal castle. Draped in great exuberance and dressed in rich colors this is a place fit for leaders and deciders of law. Within also waits the Court where all groups meet to decide over the fate of the Islands through the Magistrates Leyline.

Covenants Spires - Towers of cloud piercing heights that rest all about Logos. Ranging from constructs of Marble, Ebony, and other such building materials these are the homes of the Islands Magi. The main spire that is indeed by far larger than the rest is a white and gold spiraling tower sprouts from the center over the Island's World Stone. It is the hub of Kairos' knowledge and mystical enchantments.

The Seers Prism - Based within the main spire of the Magistrates covenant. It is what one could consider a pocket dimension. It is a small paradise constructed by the Magi to house and protect the Circle of Oracles. Only the highest order of Magi can grant access in or out of the Prism.

Senate's Dome - Centered over Eidos World Stone, it is a quaint yet heavily fortified dome of marble. It is a house of politics surrounded by prestigious colleges and schools of thought. Within are the distinguished halls of the Senate that is decorated with countless carved statues, paintings, and fine carpentry.

The Holy Chapel - Centered over Phaedo's World Stone it is an awe inspiring cathedral. The Gothic build strikes most with impressions of divinity and for some even dread. Atop the towering chapel stand a row of seven Great Bells. Inside it is one of the grandest homes of faith littered in esoteric and common origins. It is almost always brightly lit within its centered. It hosts all sects of the Old Religion within the House of the Holy.

Mother Superiors Home For Orphans - A small housing complex on Phaedo ran by a Sisterhood that worship Eris. They take in all children they can find and raise them whilst hoping to find them suitable homes.

Temple of Zoe - The center of Phaedo's catacombs this is a deep and mysterious structure. Only those who follow Zoe know the true depths of warm lit passages in the mostly underground sanctuary. Followers of Zoe call this stone layered maze home and deep within it is the Causeway of Eternities that leads to the spiritual Nexus of Kairos.

Nexus - This is the spiritual home to Zoe who rarely leaves its depths. It is a room of lights and stars blanketed upon a deep darkness. Within the center of the room is a flowing void to one or many spiritual planes. It is unknown as any who have passed through it have rarely returned. All except Zoe who keeps such knowledge a mystery.

The Four Magistrates - The Four founders of the Islands of Kairos. The Magi are told to have made a pact with Great Spirit of those islands Zoe that granted them blessings and dominion over the lands; however, the populous has forgotten the names of these masters of sorcery. Instead they are singled out through titles as the The Mind, The Word, The Soul, and The Virtue. Each are representative of their islands, some however mistakenly believe these Magi's names are the Islands when in truth the names are the essence of what the Great Spirit blessed them with. Logos the Essence of the Mind is the foundation of Magic and the font of Mana. Eidos the Essence of the Word is foundation of Language and the font of Understanding. Phaedo the Essence of the immortal Soul is the foundation of Faith and the font of Life. Meno the essence of Virtue is the foundation Justice and the font of Order. All of the islands regard the Four as great men and each of the Islands main groups honor them equally from the Council of Magistrates, to the Governors Senate, the House of the Holy, and the Court of Justicars.

Zoe - (prounounced Zo-Aye) Is a Great Spirit from the old age that comes in the form of a racially ambiguous mature woman draped in white with flowing spiritual tendrils of hair lined in wisps of silver and Mana. A benevolent being she is many times called the Mother by many that know her and she is far from shy of presence to those in her island especially by those who visit the Synod lead by her Servitors. She does not claim to be a deity or link to one and only a servant to those higher than her. Zoe caters to the balance of the spiritual realm and as such she bridges the gap between the realms of living and dead. Some of the Old Religions take to the belief that she may have once been spirit shaped by goddess Eris as a keeper. However none of this has been proven for or against. The Great Spirit speaks nothing of her Origin just that she is. There are other rumors however from those who traveled to the surface land that she may be linked to other worlds.

Anairesis - To the many of Kairos Anairesis is something of a tale that they tell their children to behave. She is mentioned in the tales of the Four and the Great Spirit Zoe as a strong Demon of corruption who whispers deceit and seduces children and men. Though renowned for her corrupting nature her true purpose is Spite and Ruin. She has only been mentioned by Zoe in foreboding as she is a wicked spirit and when called upon shall surely never leave. Her form has been left a mystery but Anairesis is considered a shape shifter due to her deceptive nature hence will forever hide her true form. Though many do not truly believe in her and/or have merely forgotten. The Synod and its faithful are the only true believers and symbolize her as Chaos and Evil. The House of the Holy outright rejects her existence. Despite any belief her legend is the source of the title Apago which is the base term for a cast out, betrayer, or enemy.

Hastur - Avatar of Balance and Guidance, the Unspeakable Shepard. His name much like any other Avatar is not a name, but a title given to its purpose. It usually appears as a heavily cloaked specter with a yellow veil under its hood masking its face. Without legs it levitates and flits around as a weightless image with long bony arms wrapped in seemingly painted flesh. His hands much like his arms are large and thin with reaching finger tips. His voice is raspy and high full of mischievous and methodical flair. A master of misdirection whenever Hastur speaks one is wrapped in a sense that they are being played with and lead to what He/She/It wants. Ultimately he has no regards to morals but the Balance of all things, and as such he must lead individuals to it whether they know it or not.

Azathoth -Avatar of Chaos and Destruction, the Great Devourer. The first Avatar to defy its design and destroyed itself in a sense of Irony leaving only an empty vessel and scattered essence. Its appearance is unknown but even to its own kind it was known to be foul in ways the realms of Hell have been inspired. Azathoth is eons from its functioning days being forgotten to all but its original Brethren.

The Chorus - (Spiritual Guardians) These are the spiritual Guards of the Catacombs of Lath, and serve the Great Spirit Zoe. They are towering androgynous figures that lack a unique identity except for the various pitches of their voice and the arrangement of their spiritual aura. Despite their name however they truly hardly speak and exist as vigilant specters. There is no inclination that these Guardians had ever lived a life in this realm or any other.

The Kindred - (Spirit Born) Unlike the Chorus who are silent and stoic, the Kindred who have never been born are diversified. They come in humanoid shapes and are often mistaken for the ghosts of humans. However they have noticeable and alien features such as their slanted ears (much like elves but without the pointed tips) and thin bodies. Their skin is almost ghostly porcelain while their eyes exude bizarre colors. They move freely among the islands and hold no status of citizenship as they exist more like childish sprites. Many as they age are capable of changing their appearances, but it takes century as they are near immortal until they fade. In truth these creatures are peaceful and minor magical creatures who thrive in connection to the islands. Some believe that these beings along with the Chorus are not native to Vesta. This could be true, but too many generations have passed to be sure.

Avatars of Fate - Enigmatic trans-planar beings who are rarely seen and act by means aligned to fate. They are not gods and never consider themselves such. They are the living aspects of Fate itself that work behind the scenes moving and suggesting destinies into place. They are only servants who eternally obey their purpose until their personal decimation. Many Avatars if ever questioned about an identity claim no name, only a Title as they are only self-described Concepts. Facets of Fate itself they are no more valid in existence than an illusion. To the world they are merely whispers and legends and with no true evidence. The presence of one of these beings usually incurs a very high stake that is meant to push certain individuals to their Destiny. As such they are the designers of coincidence and turn Fate's Temporal cogs. Physical manifestation of them is rare for any mortal, but for the exceptions it is usually Hastur who serves to Guide. They will always deceive and cloak any attention upon them speaking in vague terms to riddles. Due to their alignment to Fate none are truly Good or Evil as they follow a design to keep the progression of multiple worlds. They will never do anything to intercede on design of the world and its residence unless it was written into them. Defying their purpose will cause their immediate banishment from existence. Though they do show some freedom and can potentially bend their designs around to include amendments.

Anemoi - (Winged-Men) Usually mistaken folks for Angels or some celestial beings. However these winged humanoids are none of the above. They are suspected to have evolved from crossbreed of various ancient reptilian mammals. In appearance they are very lean and muscular humans that grow to an average 6'8" and 7'4" feet tall. Their height and muscular accommodate their unique skeletal structure. With a flexible bones to balance and allow them collapse parts of their bodies when maneuvering in the air. The common wingspan of an Anemoi is usually at most double their height as with most winged races. Due to their physical composition they are born with beyond human strength and a rapid metabolism that allows them to endure the skies. In order to kick off into flight it isn't the same as just jumping, their whole body needs to be vaulted upwards in conjunction. That being said their origins many people say are from the lowlands of Vesta. Though as a culture the Anemoi are Nomadic and tribal species they share much in common with early humanoid Natives of the world. They follow distinct rituals of passage and praise totems. Even their history is told through song and dance and is never written down by them. A noble people they dress lightly and are usually armed with crafted scimitars that their warriors fight with in dancing motions.

Magistrate's Leyline - Known simply as the Leyline or even in low language the Ley, is the word of the Four founding Magistrates of the isles of Kairos, and also the magical link between the Islands enchanted lodestones that keeps them afloat. In itself it is also considered a pact between the four isles that keeps the Council, Senate, House, and Court in balance.

Council of Magistrates - The eldest of all the Islands powers first constructed by the Four to oversee the mystical properties of the island and teach those who called this place home. Slowly they grew as teachers of the Academy and keepers of the seers known as Oracles. They are a strict liberating order of invention and seek to be unbound by laws and regulation. They are allies of the Governors Senate and their thinkers, but are of complete ethical confrontation with the House of the Holy. Concerning the Justicars they are impartial.

The Circle of Oracles - Watched over by their keepers in the Council those kept in the circle are mostly children when they enter and rarely see full maturity. Seers are not a common phenomenon in most of Kairos and those that do come along are screened at a young age, and taken by the Council of Magistrates without question if they are. Many Seer children are seen by the public as handicapped or defective. The Magistrates from their study find many of the Circle come from districts near the World Stones within the Mana Chasms of Islands. Hence many seers are erratic and prone to mental instability or degradation. The Council begrudgingly allows the House of the Holy to supervise the Cirlce and euthanize extreme case, in attempt to give this small collective of children the best lives they can offer while keeping the rest of the island safe. This Circle provides knowledge for the Council and foresight for the protection of the Island. With the first the Oracles are beginning to lose accuracy of their visions spreading concern for all parties.

The Governors Senate - Though based in Eidos the Governors Senate is a combination of 20 men from all four islands. Here they are responsible for the Social and Economic politics which allow Liberty and Discussion to flow freely. Though the people choose the Governors Senate to be representative of Eidos, they are representatives to all people. Neutral to all parties they work the closest with the Justicars to balance Laws and Social issues with the Court.

The Seekers of Thought - The truest representatives of Eidos population containing a majority of the Islands greatest teachers in philosophy, science, magic, religion, and law. Hence they are the most active melting pot taking in all walks of life to teach in their Colleges/Academies as Pedagogues. They are specifically based on the island paradise that is Eidos where they teach all manner of children until they come of age that then are taken into the ranks of their chosen profession. While the seekers are a blend of cultures on the Island they gain offense from all sides who do not agree with the messages of certain people. Hence the school of Philosophy takes over upon its board as a mediator. All subjects are proposed as Theories and the facts are decided on by the students through experience. It ends with interesting results such as religiously devote Magi, Priests open to all beliefs, and Judges of the Court willing to push for a change.

The Synod of Zoe - The Great Mother Spirit as her servitors call her gained similar popularity as the Four Magi, but for various different reasons. Zoe was the being that enabled the dreams of these pioneers. Giving these saviors the means to lift the islands to the sky where the tyrants of the surface world could not impede their invention. Then she claimed a sanctuary upon Phaedo and taught not only the Four of the world after, but all others that came to her as she always had. Enigmatic in her purpose and action her message is simple and clear. Those that flock to the Synod formed it around the heart of her lessons of love and life, and though she guides the souls of the deceased upon Kairos the Great Spirit treasures the living. Many come to the Synod though not out of belief but of the hope that those who pass the Void of death find something to hold onto in this world. Hence Phaedo became a city of spirits. Those of the Old Religion compare the Synod to churches of Eris, which are the only sects of the House of the Holy that sympathize and defend the Great Spirit believing her to be a lone servant of their god.

House of the Holy - A Priesthood that follow the Old Religion in the strictest sense to impose order claim salvation even as the Old Ways begin to die off. It is surprising to note the House is at its height preaching no purpose without faith as this is the age of tribulation for all that have turned their back on their creators. Each god holds a sect and without surprise Orthos (Sky God/Order) and Balor (Mountain God/War) hold popularity among the islands especially on the Houses home of Phaedo and the Justicars lands of Meno. The others are regarded but kept in check. After the past schism of 300 years prior where the sects of Pandra (Sea Goddess/Wealth) and Voss (Death Goddess/Judgement) sought out and personally persecuted the followers of Eris (Nature Goddess/Fertility) for housing unbelievers and defilers of the old ways (Servitors of Zoe). If it wasn't for the sects of Balor and Orthos maintaining order through force the sect of Eris would all but be wiped out. The Justicars involved saw to taking balance by hunting down followers of Voss and Pandra razing their numbers. While following Eris, Voss, Pandra is nothing illegal - since that incident there is a stigma. Some priests will flock to Orthos or Balor and pay respects to the others when it is felt proper. This group is closely involved with the Justicars offering their Priests and Templars to further facilitate the Order and Protection of Kairos. They are in constant rivalry and disagreement with the Council of Magistrates and Synod of Zoe.

Court of Justicars - These are the Generals and Enforcers of all the islands who hold a cold but steady grip on Order. Within their Citadel they issue the commands for war and shipment while dealing with the bureaucracy of the Governors that keep their judgments fair. Any military barrack, outpost, and war port belongs solely to them. They are responsible for decisions of conflict as no battle is waged without their permission. While they have a cold impartial nature they are honored by all for their cause to rise above and proclaim order. They work in conjunction with all groups. Originally the first Justicars started from the Knights of Meno gathered by the Magistrates in the early days to guard the populace of Kairos as a Militia. When the Knights became too limited to meet the needs of the island the Justicars rose from the Knights highest to become Judges and Generals of all the islands. They are efficient and gain such names the Shield of Orthos and the Fangs of Balor.

Knights of Meno - The first group to serve as a military in defense of Kairos and its populace. With dawn of the Justicars they returned to a common status as police and servants to the islands people. Since they are separate from the Justicars the Knights are more likely to come from many walks of life. They even have a caste for specific Battlemages which usually find conflict with the priests and Templars. The Knights only mission to insure the peace and protection of the people.

Old Ways - The Old Religion is still prominent and shows no surprising slowing and old kept traditions are supported by the Papacy. The decline of the Old Gods and their power in the world has only strengthened the resolve of believers. For followers of the Old Ways believe that the disappearance of the Old Pantheon is due to the defiance of Mortals and they are nearing the day of judgment.

The Old Religion Worship:
  • Orthos the Sky God of Order
  • Balor the Mountain God of War
  • Pandra the Sea Goddess of Wealth
  • Voss the Death Goddess of Judgement
  • Eris the Nature Goddess of Fertility
Low-Lands - This is a term for the surface world of Vesta. Those of the islands natives have mixed views of any foreigner and usually believe them to be from the Low-Lands. Some insist low-landers are primitive and barbaric beasts (in many regards false). Others see these low-landers as divine or enchanted (again in some ways false). Only those Sky Captains with their Cloud-Tramps that do trade for the Island Markets truly know what these people are like. However Corsairs of the floating Islands are the type to keep to themselves and only tell their stories for a price.

World Stones - This is the name of the magically enchanted Lodestones that cause the islands to float in synchronicity. To tamper with one stone is to risk the descent of Kairos. Hence they are buried within the Mana Chasms of the Islands that have fueled and replenished them from life of its people. However starting 200 years prior those in charge have noticed a change in the elevation of the islands and its rising and dropping. It is assumed the enchantment of the World Stones are fading even though they are enriched in Mana, why this is the case they do not know. The fear now is that Kairos will no longer be within the skies of Vesta in the next 100 years.

Travel Stones - These are smaller/lesser enchanted Lodestones usually placed inside naval vessels. An ancient and primitive form of creating what is now considered Airships. Due to the Mana-Demanding needs of these stones large navy's are not sent out unless in a moment of severe need. Instead independent Aviators/Sky Captains would command such ships. With the price of manufacturing such products only Sky Captains in charge of island Import and Export could afford this, which is more out of necessity.

Cloud-Cutters - This the term for a ship of both Aerial and Nautical capabilities. They are more akin to a modified Naval Vessel than an Airship many claim them to be. Due to a Cloud-Cutter's need for on board Mana Batteries the vessel is more receptive and better fit for magical modifications and enchantments, which usually accounts for magical barriers and speed enhancements. Much like Airships these aerial vessels come in various types and sizes.
  • Mist Skiff - The smallest Cloud-Cutter and a flat bottom at that used for personal transport between the islands. It is a rather slow moving and fragile ship needing only a single captain that can hold a total of 6 passengers.
  • Fog Tramp – This is a larger vessel that does not hold more than a Skiff due to its priority as a Cargo Hauler. Hence it is a primary vessel for most Sky Captains traveling off the islands for trade.
  • Nimbus Cruiser - Similar in size to the Fog Tramp only a marginal size larger this is a Wartime and Artillery vessel. Holds 14 people.
  • Stratus Liner - The heart of a Kairosian fleet is the large liner that towers its competition with a 30 plus manned crew used specifically in battle.
  • Leviathan - The largest vessel of the fleet holding a 100 some man crew built for siege and invasion. However due to its excessive size and its armament it has never been used in combat. Especially due to the Islands attempts to avoid all lowland encounters. The Leviathan was built during the Islands prosperous era some 300 years prior. It now sits as a patriotic landmark and an Ark for the Justicar.

Methods of Artifice -
  • Clockwork
  • Steamwork
  • Runes
Gossamer Smithery - Native to the islands is the process of smelting light weight glass tempered with special strengthening alloys. It is not fully understood and some hint that there is an alchemical and magical link to it. The Smiths refuse to reveal the secrets to any other than their own. The end result are light weight suits of armor that are clear and crystalline and can protect against forceful blows, or blades and tools that are all but invisible to a naked eye in the dark. The counter is that Gossamer items cost a pretty penny and are either commissioned by nobles or businesses as the Gossamer Smiths provide the Gossamer Metals in place of typical glass works for Windows and the like.

Whisper Silk - Whisper Silk is a substance gathered in caves upon Logos and Eidos that house the large mystical beast, the Thranx Worm. A giant carnivorous silkworm with a poison coated scaled armor exoskeleton. This beast produces some of the finest silk that is known distinctly by its natural black coloring. Weavers and tailors prize this silk for its gentle and feathery quality, however Agents and Rogues treasure it for its masking silence that does hides invasive actions. Many times though Magistrates call upon Whisper Silk robes and cloaks for enchanting and sell them off in their Exotic markets hence the silk has expectations from buyers to hold a mystical origin. For many will tell you to don a cloak of this silk is to know the touch of a shadow.

Cyrus' Ancestors & Descendants
  • Father: Lord Wessel Thane
    Mother: Katarina (Casteless Consort)
    Step-Parents: Lady Lorelei Bannon-Thane
    Siblings: Lord Feros Thane
    Aunts: N/A
    Uncles: N/A
    Cousins: N/A

    Spouse: N/A
    Children: N/A
    Descendants: N/A
    Other: N/A

Cyrus' Friends, Allies, and Enemies
  • Friends: Lyria
    Rivals: N/A
    Allies: Synod of Zoe, Followers of Eris, Hastur
    Enemies: Feros Thane

    Current Relationship(s): N/A
    Past Relationship(s): N/A
 
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GENERAL INFO

Character Name: Tamyra
Nickname: Tams
Gender: Female
Birth-date: 4,581 A.R.
Race: Half-elf (Skyshroud)
Sexuality: Pansexual
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Domain(s): Blue
Birthplace: Keld Nation
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Occupation: Apprentice Wizard
Affiliation: Skyshroud Nomads, Keld, Tolaria West

ABILITIES & POSESSIONS

Abilities:
  • The Pale Curse
    The unfortunate aftermath of Tamyra's brief possession by the presence of Marit Lage. After being exorcised the young elven girl was touched by the "Pulse of Rime", which turned her skin icy pale, hair white, and eyes a pale blue. As an added effect of the curse her flesh is always cold hungering for warmth. If the cold is allowed to settle it creates delusions and nightmares of Marit Lage. In severe cases the echo of possession takes hold guiding the cursed with an insatiable desire to free her from her frozen cage in Dominaria's depths.

    Tamyra's presence is capable of stealing the warmth from others and her environment. In this way she is possessed by a vampiric quality and the hunger can accidently result in the deepfreeze of her environment. She may trade submission to delusions by completely sapping a living being of their warmth, and inflicting the "Pulse of Rime" which gives them similar characteristics, but it also overwhelms their willpower making them susceptible to Tamyra's command. Those affected this way are called the Rime-touched and become nothing more than frozen thralls.

    While tied to the expression of Mana and Magic, this ability is not considered a spell and is thus an innate ability of Tamyra. However the curse has warped her domain to Blue, and has given an intimate relationship to Cryomancy as well ancient Rimewind Sorcery.
  • The Spark
    A trait native to a Planeswalkers and those who are predisposed to be one. It doesn't truly matter how it is ignited, the individual will be able to traverse between planes through portals, sense others of their kind, and with training potentially transport/summon creatures or objects from planes they visited. While it is common that most Planeswalkers were powerful wizards, since the mending none gain any bonus attributes from it.

Notable Skills: Research, Magical Theory, Tracking, and Investigation
  • SPELLCASTING KNOWLEDGE
  • Cryomancy - A form of Dominarian magic revolving around the cold and the frost rooted in the Ice Age spellcraft of the Rimewind Sorcerers. Ranging of blasts of cold and stasis enchantments Cryomancy has grown under the Academics of Tolaria West eschewing the taboos linked to its use almost primarily by cultists. Tamyra is of the few in recent times to excel at the craft.
  • Counter Magic - The backbone of many Blue Wizards. Apart of the Academies curriculum Tamyra studies how cancel, redirect, and intercept another's magic. While she is not as skilled as others she is passable by Tolaria West's standards.
  • Summoning: Majority of practiced Wizards know how to conjure and pull beings or creatures through the void between planes. Some even manifest them within their own out of their Domain source. For Tamyra she has shown proficiency in conjuring non-sentient elementals, glamours, and familiars.
  • Illusions: Pure manifestations of the mind an Illusion varies in size and ability dependent on its caster. It is an incorporeal construct and also done as a means of confusing ones foes. Tamyra specializes in a form of Illusions called Glamours that have no physical presence, but instead act as elaborate mirages.

Possessions:
  • Borgardan Hearth Charm: A magical charm created from the burning gallstone of a Bogardan Hellkite. This burning ruby colored stone is set into a small enchanted iron frame where Goblin Runes are etched in its face. When the charm is worn it will fill its owner's body with warmth and comfort. However in the case of Tamyra it is an ever radiating object to stay the hunger of her curse so that she may interact safely with the world. This charm was given to her by a professor of the Tolarian Academy.

APPEARANCES

Play-By: N/A
Description: When born Tamyra was a dark haired with soft elven features and a richly colored flesh-tone born of her Keldon heritage. When afflicted by Marit Lage's curse, the young Half-elf's features were turned icy pale with white hair and cold blue eyes. Now she is an exotic specimen of her own compared to many other Dominarian elves. Slender and beautiful she stands at 5'6" ft. Tamyra's face is defined by soft angles and full cheek in its oval shape. Her ears are not sharply defined or elongated but form into soft peaks defining her elven heritage along with her narrow nose bridge.

As a Researcher for Tolaria West she does not where the flowing robes typical of its faculty. Instead she is bound by the faded leathers and dark blue fabrics of a field worker. This means you will see Tamyra wrapped in elegant sashes and binds, with many pouches, and various strange tools and baubles. She wears her hair short and tied back so as to keep it out from her face.

PERSONALITY

Description:
Tamyra is a spritely and headstrong person who in spite her misfortune has managed to push through. Book read and intelligent she lacks a lot of practical experience when exploring the greater world. She is prone to making mistakes and is the type that would rather break something apart to learn how to put it back together then ask. In this Tamyra is considered something of a tinkerer.

For as reckless as she has shown herself to be she is quite thoughtful and resourceful. Tending to be quite sarcastic in a conversation Tamyra is an enthusiastic personality. She has a strong sense responsibility and duty that usually keeps her balanced. The young planeswalker hates breaking oaths or promises.

HISTORY

Circa 4,581 A.R.
Born over seven years after the Great Mending of the Multiverse that saw the death and rebirth of Planeswalkers. Tamyra was the only daughter a trueborn Skyshroud Ranger (Andal) and a Keldon Chieftain (Verda). This young half-elf was born at sea with a great potential for power only to be cursed by Marit Lage. Trapped and frozen deep beneath Dominaria's oceans the sorceress had been slumbering since the Ice Age. The Mending had however fractured the magical prison that held her at bay. Requiring a vessel to free her Marit Lage sensed Tamyra's power and sought to siphon the spark of the yet to be Planeswalker.
What came of her most of the crew sailing to Jamurra was never known only that a ship drifted into the shores of Llanowar. What crew remained upon the ship had been flash frozen in a state of panic. When the Elves of Llanowar boarded the ship they found a young child wrapped in the arms of mother frozen in ice. The child's father was still asleep in his cot.

It was a frightening site and the Elves found that the child drew heat away from anything that touched its skin. Wrapping it tightly in furs it was the Llanowar Elders that decided to send one of its own, Oberath, to the Spice Isles and give the child to the Masters of Tolaria West. Taking the journey the Llanowar Scout found himself taken to the young girl and named her Tamyra.

At Tolaria West the Masters and the other Mages found the child terrifyingly remarkable. Cursed with magic that had not been seen since Dominarian Ice Age she shouldn't have been alive, yet she lived, and her mana alignment had been shifted. Foreseeing her to be either a great threat or a great student, Master Janus, agreed to take the child under his care. Oberath however chose to stay as the child's ward offering to serve as her caretaker.

Her early years were noted with difficulties as the Tolarian mages attempted to deal with her curse. Physical contact was very problematic as they would find out several times. She was only four when they created a Hearth Charm finding that its heat mitigated her curse allowing her to touch others. When she was old enough to learn magic they found that she didn't only tap into blue leylines but fed on them. She was in part responsible for the Tolarian Masters decision to allow for study and practice of Cryomancy, and eventually the research into Rimewind Sorcery which had been barred for over a thousand years.

Circa 4,600 A.R.
Tamyra has become an accomplished Wizard's Apprentice to Master Janus and has in the last few years allowed to engage in expeditions of Dominarian history. She still struggles with the Pale Curse but has managed to live with it. Her research has led her across the continents as well into some considerable danger. After an exploration of Temple Ruins in Durkwood her exposure a tribe of Giant savages resulted in the ignition of her spark.

Returning to Tolaria she and the Masters deal with the revelation of her new power.

BEHIND THE SCENES

Genre/Fandom: Fantasy - Magic: The Gathering
Era(s): Post Mending
Other Info: While this is an MtG character, due to the nature of her powers as Planeswalker she could likely end up in any world/genre.
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Character Threads:
 
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GENERAL INFO

Character Name: Martin Albus Croft
Nickname: K'toth-Magog, The Leviathan
Gender: Male
Age: 36
Race: Human (Hybrid)
Sexuality: Undecided
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Occupation: Marine Biologist
Affiliation: United Nations Aquatic Research Committee (ARC), Miskatonic University

ABILITIES & POSESSIONS

Abilities:
HYBRID PHYSIOLOGY
Martin is the unearthly product of a human host and a Great Old One. Due to this he has adopted a monstrous appearance as an amalgam of aquatic/amphibious sea life with human characteristics. Easily compared to the Deep Ones he is something stranger and far more powerful. This hybrid nature allows him adaptation to all forms of aquatic environments and various superhuman abilities that allow him to traverse them.
  • Amphibious Adaptation: In his transformation Martin's body became a perfect adaptation between the ocean and land. His biology has adapted to counter the incredible pressures and disorienting physics of the deep sea which includes triple membrane self-cleaning eyelids, webbed appendages, gills, internalized sonar capabilities, electroreceptor organs that allow him to sense electromagnetic fields all living things produce, and a lateral line that allows him to detect motion/vibrations in the water. All these qualities allow him to instantly orient to bodies of water and because of his amphibious evolution he can apply some of them to the surface.

    Superhuman Strength: Being able to resist strong water currents with ease Martin has become incredibly strong allowing him lift/move several hundred tons of weight in the water. On land this strength is focused without having to endure the resistance of the sea though larger objects are unwieldy due to his size in comparison. He is strong enough to leap several stories out of the water and jump far distances from a standing position.

    Superhuman Durability: Enduring the incredible pressures of deepest parts of the ocean his flesh has become incredibly dense and tensile. Because of this he is resistant to most forms of small-arms fire with only high-caliber rounds capable of piercing the flesh. With enough strength/force he can be stabbed or impaled but it would require more than average human possesses. He can also absorb great levels of kinetic impact without experiencing much discomfort.

    Superhuman Speed: On land he can run at speeds greater than an Olympic athlete able to reach a peak speed of 45 mph. However under water he moves with such grace and speed he has reached a peak of 1,000 Knots which is approximately three times faster than world record which would allow him to travel the world in less than a day if he sustained those speeds. That speed is however very taxing and he tends to swim at around 500 - 600 Knots comfortably.

    Superhuman Stamina: In the water Martin possesses incredible endurance that allows him to sustain his peak for days before fatigue sets in. On the surface when accounting for dehydration if he exerts his peak he can last an hour before tiring and requiring rehydration.

    Superhuman Agility/Reflexes: Combined with his enhanced senses and physical ability he can dodge incoming threats with fractions of a moments warning. Hence if focused he can dodge bullet fire or similar attacks with ease.

    Superhuman Senses: In addition to his amphibious adaptation his regular human senses are magnified to amazing degrees. His taste and smell are enhanced to the point of deciphering the chemical compounds and origin of the source. Touch has become incredibly sensitive allowing him to feel the slightest indentation or changes to a surface. His hearing allows him to hear higher and lower frequencies as well hear a conversation from a football field away clearly. Martin's vision however has to be the most improved sense as his eyes can focus to telescopic distances, experience a wider range of the Electromagnetic Spectrum gifting him incredible low-light/night vision, and a natural synesthetic ability to perceive pheromone and scent trails in color.

    Cellular Regeneration: A product of his parentage Martin is physically resilient and possesses the ability to rapidly heal from basic injuries to almost instantaneous degrees. He can even regenerate limbs and organs over the course of days to a week when submerged in water, or quicker by reattaching the missing pieces of himself in grotesque fashion. His unique physiology renders him highly resistant if not immune to most earthly toxins/poisons and diseases.

    Aquatic Metamorph: Because of the amorphous state of his evolutionary state Martin can produce extra limbs and adapt other qualities of Aquatic sea-life. This allows him to produce teeth, claws, tentacles, poisonous barbs, and other forms of animal biology that exist in the deep oceans. Thus he able to increase his size and mass appropriately to meet his desired goal.

LATENT PSIONICS
Having become the hybrid child of a great old one Martin's mind is naturally adept to the unspeakable knowledge of the universe. This has unlocked various powers of will and focus that allow him interact with the minds of others and the metaphysical planes that layer over the world. His exact psionic range is unknown, but it is believed he possesses greater potential than he willfully expresses.
  • Limited Telepathy: The ability read the mind and hear the thoughts of others, Martin, demonstrates a short range of skill here. Requiring the subject to be within several yards of him he can only pick up surface thoughts. Anything deeper requires physical contact with them and the experience can be painful for both parties.

    Prescience: Tapped into a higher realm of existence Martin possesses instinctive foreknowledge of concepts and events he is yet to experience. This grants him precognitive visions in the form of lucid trances or dreams, as well intuitive knowledge or awareness of ideas or things, and the reflexive discomfort when in the presence of Otherworldly forces.

    Aquatic Empathy: The ability to feel and commune with aquatic life on a basic level Martin can use this ability to project his will or dominate them.

Limitations/Weaknesses
  • Pollution/Toxins: While he is resistant to lasting harm from this source exposure to them can disorient, weaken, and sicken him over time. Their effect ranges on the length of exposure to these substances and their potency. It is safe to say after a few minutes in a cesspool he'll likely become increasing distraught because of the buildup.

    Extreme Radiation: Extreme radiation can kill and destroy cellular activity and thus can dampen his ability to regenerate or nullify it right out. Like pollution and toxins it can make him sick and weak as well, but it also holds the potential to kill him over time if he is not careful.

    Magic: The child of an extra-dimensional cosmic being whose own existence is supernatural? No of course he does not have a natural protection from forms of magic on Earth. Those gifted in dark mystical practices can harm and bind him to devastating to degrees.

    Elder Forces: Similarly line from which he draws his abilities possess otherworldly powers that can influence and harm on inconceivable levels. So where an attack from an average man may not harm him, one charged by the will of an Old One or Outer Gods can cripple him or affect him in unforeseen ways.

    Sustenance: Still mortal he requires oxygen to breathe, food to eat, and water keep him healthy. Hydration is especially important as when dehydration occurs physical prowess diminishes significantly and he can be easily subdued.

Notable Skills:

  • Marine Biology: His chosen field study, Martin always had a preternatural attraction to ocean life and their eco-systems. He can be considered in an expert in his field understanding the biology of various aquatic life, as well possesses the skills to conduct research on new forms of life, and utilize his pre-existing knowledge to categorize and study it.

    Master Swimmer: As a man he wasn't a particularly talented swimmer however with his transformation it is odd to ever think that the water is not his home. Naturally oriented to bodies of water he can move through them with grace Olympic swimmers would be jealous of.

    Multilingual: English is his first language but he has shown to be fluent in both Spanish and German as well. He has a limited understanding of Chinese (Cantonese / Mandarin), Korean, and Japanese.

Possessions: N/A

APPEARANCES

Play-By: Amphibian Man (Shape of Water)
Description:
At one time the Marine Biologist was an unassuming curly chestnut haired man with sterling blue eyes, round glasses, and a thin frame. You wouldn't bat your eyes twice at man buried in his work. But awful changed came over Martin Croft transforming him in a veritable creature from the black lagoon. Physically he grew to 6'8" ft. in height and possesses a lithe almost sickly smooth figure of solid muscle covered in thick almost shark like skin, with finned appendages covering his legs back and arms. His flesh is a strange tapestry of blues and tans with tiger like spots and stripes in dark curving forms upon his body. But it is the black unblinking orbs set for eyes in his fish-like face that is easily the most noticeable in its inhuman quality. His nose and ears are but flat slits with the latter being surrounded by frilled gills that form about the neck. As expected of a "fish-man" his hands and feet are webbed.

The only remaining human quality is the bipedal shape or nature of his body. His limbs tend to extend a little longer than the average human giving him an exaggerated reach and height. What was left of the man he was likely remains in modesty for clothing and the affectations he chooses to wear. He wears black diving shorts commonly used by diving shorts usually.

PERSONALITY

Likes: Ocean, Sea Life, Study and Research of the undiscovered, and Cherry Tomatoes
Dislikes: Dark Forces, Cults, the Existence of Magic, and his Transformation
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Description:
In spite of his monstrous appearance Martin is a kind man and always had been from a child. A well-mannered individual he always speaks eloquently and with respect. Even when he is lecturing he does not condescend an individual for their lack of knowledge, instead he is filled joy at the chance to expand their horizons. Any of his colleagues would have told you that he was a pleasant and friendly type willing endure discomfort to help.

All of this is strange given his awful parentage. Martin is the product of an unspeakable union between a Great Old One and a human host, which makes him the horrific spawn of a cosmic horror with malicious intent towards the universe. It is difficult to wrap your head around and it is best that you don't. All this means that the transformation that made him the monster you know today is the true shape of his being. This is a fact that deeply disturbs Martin and troubles with fear and anxiety because he struggles with strange impulses and urges that never existed before.

That is the one quality that is likely charged by his dark origin is an obsession with knowledge. He can almost insane in his focus, and in turn the lengths he will go to uncover mysteries. It is his one fatal temptation that can be used like a carrot on a stick.

But through all the changes it has encouraged him to value and cling to his humanity even more. Compassionate and deeply neurotic he utilizes the abilities and gifts to help others despite their fear of him. His deepest desire is to return to who he was and put this nightmare behind him. Until he can do that he is driven to find answers and help those threatened by forces beyond their understanding.

HISTORY

Born and raised in Providence, Rhode Island - Martin was the supposed son of Dennis Croft and his wife Esme. His mother had died in complications during child-birth which left his father to raise him in their family estate. That is the story that Martin was told and believed for the longest time in his life, which couldn't be farther from the truth.

Dennis Croft was a primary member of a secretive cabal of families obsessed with the occult and magic. The source of their immense wealth the Crofts always desired greater power and wished to court aberrant Gods to this end. In the summer of 1980 the families conducted a ritual to bridge a union between a Great Old One forcing one of their own to immaculately conceive its unspeakable progeny. Not much is known of the ritual and what had happened but Esme against her will carried a child to term and that was Martin.

His childhood was relatively normal as he was groomed by the family. While he was young his father would marry again to a woman called Meredith, a simple lady whom found her place as a house wife. There didn't seem to be any warmness or affection in their relationship but she found herself drawn to Martin. A good woman she coddled the boy as if he were her own, and in turn she served as reinforcement to his good nature.

Over three decades would pass before anything would come of Martin to the disappointment of Dennis and the Cult who had moved on in their pursuits. However unbeknownst to them he was experiencing frequent nightmares and visions ever since he turned fourteen. Now as a Marine Biologist working with a United Nations committee seeking to conserve Ocean Ecologies and study them ethically, Martin's life had moved on as well. He was a respected member of the scientific community and worked tirelessly in mid-2000's in the formation of the Aquatic Research Committee (ARC).

In 2013 he and his colleagues were given grants and funding for an explorative venture in the Mariana Trench after their conservation efforts of the Great Barrier Reef. After picking sounds from the area that did not belong to any known Orca species they had known, the group had suspicion that the Trench greater secrets than they suspected. So it was Martin Croft, Eric Schultz, Susan Forte, and David Mayweather who would be sent to take a submersible craft (Dive Intrepid) into the deep and study the ocean life.

This would serve to be fatal to the group as they heeded the mysterious call from the deep…

The further they traveled the trench Martin found himself compelled by obsession and would eventually feel a sickening transformation overtake him. That journey is still cloudy in his memory filled with horror and strange abstraction. What is known is that the intrepid and its crew never returned leaving the public to presume them dead.

At some point the Marine Biologist would find himself on a sea-shore on the coasts of Thailand. To his horror he had become and unspeakable creature without a great deal of memory of the last three years. His experience since returning has be one of the bizarre as he has encountered other strange creatures, as well has come into contact with a renegade government agency called Delta Green seeking to capture him.

BEHIND THE SCENES

Genre/Fandom: Modern Fantasy - Original Hero
Era(s): Modern
Other Info: N/A
 
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GENERAL INFO

Character Name: Oona Callan Nicnevin
Nickname: Foxfire, Kaleigh Blackmore
Gender: Female
Age: 366
Race: Faerie (Changeling)
Sexuality: Undecided / Heteromantic
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Occupation: Princess of Elphame, Faerie Witch, Bounty Hunter
Affiliation: Queen of Elphame, The Seelie Court

ABILITIES & POSESSIONS

Abilities:
FAERIE PHYSIOLOGY
A magical humanoid entity as member of the Fae (Faerie Kind) Oona possesses many special qualities. Natively most faeries are very humanoid in appearance being attuned to nature and born from it in turn as magical spirits. Many become elves, sprites, or nymphs of the woodlands and vary in their appearances, abilities, and customs; nevertheless, they share three main things in common: A magical healing power, natural longevity, and the ability to perceive the true forms of magical beings. As a Changeling Oona is gifted with limited shapeshifting abilities that help her blend in with humans.
  • Mystical Regeneration: Fae possess a pale fluorescent gold / amber colored blood called Ichor which is the substance that magical beings are formed of. Because of the innate magical qualities a Faerie can heal quickly from any wound as long as it is not decapitation or a debilitating element. As well it protects its body from many mortal diseases and some poisons (though not all).

    Longevity: As a Faerie, Oona, will live for over a thousand years in her prime and will never age physically as long as she remains a part of the Light Fae or Seelie.

    Shapeshifting: Due to her existence as a Changeling, Oona, has the ability to shift between her human appearance and that of her true Faerie self upon will. Unlike many Changelings who lose their ability to take additional forms past infancy, she retains the potential but has not practiced much of it since youth. It is easier for her to take the shape of small animals such as foxes and hounds or those of birds.

    Otherworld Sight: Oona as a Faerie is capable of perceiving the true nature of living beings and their surroundings. Because of her connection to the Otherworld she can see through the veil that obscures supernatural beings (Faerie, Demons, Spirits/Ghosts, Vampires, Etc…) from being noticed by mortals. Though it has been common that many powerful beings use magic to obscure their presence within the veil of the Otherworld thus hiding them.

FAERIE MAGICK
The Fae possess a very unique kind of magic that is tied almost predominately to the life forces of natures. Thus a Faerie's magic are often tied to the classical pagan elements of Earth, Wind, Fire, Water, and Spirit. The important fifth element of spirit unlocks a deep connection to the ethereal and eldritch realms of magic that very few humans have contact to. A skilled witch Oona is capable of crafting spells that conjure, enchant, and transmute people or objects. Her skills can venture into the elements around her, but her powers dictates her as more spirit/ethereal caster. Through this focus she is also talented with binding curses and hexes to trap evil forces along with faerie wards that bar of specific supernatural forces.

The following abilities are commonly used but not limited to:
  • Faerie Fire: Or called "Foxfire" by some it is a very rare form of faerie magic thought to have been lost. Faerie Fire is a pale green flame that burns cold to the touch that hurt, numb, and stun organic life in small blasts. When these flames are sustained (with intent) they cause the flesh, blood, and bone to go through a phase of rapid petrification turning the object into a brittle, glossy, glittering stone tinted with a dark moss green hue that is phosphorescent. Effects vary upon certain supernatural creatures but humans and fae with no mystical protection are very susceptible. It is thought that these flames are the memory of fire's that have died out long ago, yet still burn within the aether. Because of this these spectral flames have been shown to hurt the infernal and divine equally.

    These flames are immune to water and need no air but can be banished through potent dispelling magic or warded with lines of salt. You can also extinguish faerie fire with normal fire. Cold Iron and Silver are shown able to reflect the Faerie Fire back. The effects of these magical flames do not render a person dead and can be undone through exposure of the unfiltered light of a full moon. Oona can generate and manipulate Faerie Fire instinctively projecting it how she wishes.

    Faerie Healing: A very basic form healing learned from the Seelie Court through conjuring a faeries inner light. Channeling the magic in her ichor Oona can project a faint light from her palms and lay hands upon the wounded or sick. Depending on the severity of the ailment it can take several hours to days to fully heal, requiring specific magic poultices and potions to aid in the healing. Flesh wounds are the quickest to heal. Her healing cannot regrow digits or limbs but can regenerate damaged limbs or organs still connected.

    Faerie Summoning: Oona being a Princess of the Elphame and a respected member of the Seelie Court she is able to summon and contract lesser Fae to her bidding. More experienced Faerie can be bought with gold, gems, and trinkets. If Oona has formed a contract or a bond with another Faerie, and they've given their Oath to her, she can summon them through declaration of their name without the need of a ceremony or tribute.

    Illusion Casting: Through her faerie magic Oona can create magical illusions called Glamours that play on mortal senses. While she can shape specific illusions of her own she is far more talented in empathic illusions. This is a form of illusions that specifically isolate a single raw feeling and forms a vivid illusory projection of that feeling (fear, desire, love, regret, and so forth). These illusions are based on the victims mind and thus only possess information they know. Oona has used her illusions to reveal the true intentions of her enemies and allies to others.

    Invisibility: By submerging herself between the veil of the Physical Plane and the Otherworld, Oona, can make herself relatively invisible to the mortal eye. As well this spell has shown to walk in the blind spots of mediums and those possessing Otherworld Sight.

    Dimensional Travel: Through focusing her energies Ooona can create a tear in the veil to the Otherworld. From there she can traverse the mystical causeways to other realms such as Elphame (Faerie Home) or back to the mortal world in another part of the universe. However she can only perform this skill a few times a day as it is very taxing and right after a traversal she is left momentarily exhausted/vulnerable.

Limitations/Weaknesses
  • Iron: More specifically Iron that has never been smelted down or turned into an alloy. The purities of natural iron that has been cold-forged (cold iron) possess a natural magical quality against Faerie that diminishes their magical abilities and strength to resist it. Iron is such a foe many Fae are naturally repelled by the sight of it as cold iron shackles can restrain them. Worse is a cold iron weapon that wounds a Faerie taints their ichor preventing them from healing until the wound is washed in clean water.

    Rowan Wood: While not particularly harmful to a Fae the sap of this tree when mixed with the right herbs can be used to poison and even kill them. The sap of the Rowan would pacify the Ichor's response to foreign substances, and allows poisons and toxins to infiltrate affect the immune system of a Fairy.

    Fire: A primary symbol of nature a Faerie cannot stop fire and their healing will not work until extinguished. It is especially dangerous as their blood (ichor) is highly flammable causing them to continue burning even doused in water as it burns off their magic.

    Decapitation: Many faerie are incapable of surviving decapitation in spite of their magical healing.

    Oathbreaking: Through magical law of their existence when a Faerie (Seelie) makes promise or oath they must keep it or suffer corruption. Corruption changes a Faerie and may rob them of some abilities or furthermore disrupts those they keep. When fully corrupt they become Dark Faerie (Unseelie) who are deathly weak to silver and are hunted by members of the Seelie Court.

    Sweeten Dairy: The mixture of sugar and Dairy have a very intoxicating effect on Faeries. This links back to the old tales of house maidens laying out bowls of cream for their unseen guests to appease a Faerie into kindness. Thus Sweeten Dairy can have an effect similar to alcohol upon Oona and is very addicting to her.

Notable Skills:
  • Arcane Knowledge: Raised by a Pict Witch and further being trained by the Seelie Court, Oona is a talented magician with incredible well of knowledge of Faerie Magick, as well the arcane forms of various tribes of humans. While specializing with Faerie's and Spiritual magic she has cursory understanding of most common witchcraft despite not practicing it.

    Master Apothecary: While her spellcraft is impressive Oona is truly a master of the apothecary arts able to mix herbs, oils, and other components into magical potions and poultices that can heal many ailments. In fact her elixirs are a primary source of her strengths allowing her heal or enhance the magical properties of others.

    Hunting & Tracking: Trained by the Seelie Court how to spot Dark Faeries and Oathbreakers. Oona knows how to hunt and track the various kinds of faerie, spirit, even the occasional demon she is sent to slay. She is considered very stealthy preferring to use traps and mystical snares to distract her foes so she can get close and end them.

    Skilled Combatant: Trained to fight through various mentors Oona is a master of various forms of Scottish combat especially those involving blades. While she is able and competent to grapple she won't due to her size, and instead favors forms of combat based around dagger or knife-like weapons. She is noted for her adaption of the Dirk Dance (Scottish Knife Fighting) as her primary form of combat. If forced to she is capable fencer as well.

    Marksmanship: By trade Oona is a talented archer who through her many years of practice has steadied her aim with deft clarity. While not the best her experience makes up for her lack of raw talent.

    Multilingual: She is fluent in English, Gaelic, Scots (Middle, Modern), and Welsh.

Possessions:
  • Blackmore Family Grimoire: What is left of the Pict legacy it is one of the last surviving family grimoires that details their spells, practices, notes, and information about supernatural creatures they encountered or learned of. Within its thickly bound pages is the entire legacy of a people as well possessing a family record of the clans dating back to the late 600 A.D. Oona uses this as a vital resource and having inherited from her Pict mother (despite not possessing the bloodline) she adds on to it in an attempt preserve their culture for surviving generations.

    The Seelie Dagger: A long thrusting Scottish dagger crafted by the Seelie Fae from enchanted silver. Etched with old Gaelic/Celtic rune magic the daggers the blades edge is flawless and made keen (impervious to wear). When used against the Dark Faeries or Unseelie it will poison and burn them.

    The Oathkeeper's Bow: A bow that is the surviving remnant of a lost order of Faerie nobility, this bow is tied to a Guardian Spirit of Oaths. Strung of the finest silver threads and its oaken bow darkened with age and the scribing of ancient maesters. When an arrow is knocked back with this bow a personal only need claim a name of a person whom they know. Releasing the arrow enchants it to follow its target with unyielding persistence, known for splitting through bark and wood to end its target, only stone and metal have ever been known to halt an arrow shot (by shattering it). Because of this many arrows are lined or tipped with silver as a means of hunting Faerie who have broken their Oaths.

Pets/Companions
  • Wooly Dog (Cù-Sìth): A rarely seen faerie hound that are regarded as death omens due to their loyalty to the Dredge Lords. Known for their great size, dark blackish green fur, and burning eyes when a Cù-Sìth barks they will be heard by their victim and those surrounding. Their barks are such even fishermen can hear the baleful howl at sea, though only those who are marked with death or who have experienced a fate close to death may hear it. One bark is a warning, Two means it will take something precious, but Three consecutive barks means the hound is coming for your soul. The hound's bay is such that it will steal the breath of life from the body and force a man to succumb to his greatest terror.

    These beasts are of incredible stature said to be that of horse in size while their strength is even more terrible, enough to drag up to five tons in weight, and gnarled paws fierce enough to tear through iron and steel. They are fast enough to keep up with a speeding car (85mph) and move with spectral silence and invisibility. As servants of the Dredge Lords they are able to ferry souls to the Afterlife. Just as the Fae themselves these hounds are incredibly long-lived if not immortal. They are barred by lines of salt and can be killed with Cold Iron.

    Wooly Dog however is a white furred runt standing only 3'8" ft. at the shoulder. Abandoned by the dredge lords in the lonely Scottish Moors to die, it was raised by Oona from the age of a pup, and has served as her faithful companion. It is just as strong as its fellow hounds despite its size, but far faster able to race almost a 100mph with a good sprint. Loyal to Oona it is very protective of her and those she takes under her stewardship.

APPEARANCES

Play-By: Rose Leslie
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Eye Color: Light Blue / Bright Green (magic)
Hair Color:Red / Ginger
Height: 5'5" ft.
Weight: 114 Lbs.
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Description:
A pale elfin beauty Oona or Kaleigh, whichever name she chooses, is a youthful woman with remarkable milky complexion dotted with freckles and the rosy blush of life. She inherits much of grace and features from her human mother, to whom she'd shaped herself after. Long flowing locks of soft and wild red hair, twinkling blue eyes, and a rounded nose. Thin lips are expressive with the tightly angled jawline and rounded chin. When she reveals her Faerie nature Oona's ears begin to sharpen in shape, her hair grows wilder, and her canines and incisor begin to sharpen. She takes a bit more of a slightly animalistic nature as her brows slow with a wolfish quality, but despite this she remains fair, beautiful, and exotic as ever. Her physique is always well fit and does not exaggerate too much with an understated bust, but with curvy hips to compensate.

PERSONALITY

Description: Whether as the woman or the Faerie there is one thing very clear about Foxfire. She is driven. And it cannot be understated that when she seeks something she is willing to do all in her power to get it. This is partly from the life she had lived, losing much of what she treasured to a passive lifestyle and lack of self-awareness. Oona is always on alert and even among pleasant company she keeps her wits about her. As any Faerie worth her salt she is quite witty and mischievous. She will walk the unbeaten path and lure many into her wake, so she is quite fond of traps in a way. There is a sort of humor in what she does and Oona understands that, which means she is never above satirizing herself and poking fun at the nature of her being: A Faerie that hunts other Faerie and wild things. But she accepts the criticism in any form it takes.

In her heart she is a kind woman. Oona Callan Nicnevin is fortunate and charitable but more so motherly to those close to her. And it is her fierceness to protect the lives of the innocent that motivates her to be so driven. She has a very fond respect for nature and all living things. She is doting upon children, stern with the elders, but she is never willfully unfair. She operates with an even hand. But even the deft measure of her emotions cannot stay the great fire of indignation spurred at those who wrong others. Because a Faerie is only worth the promises they keep Oona takes a promise seriously. Someone who breaks their oath to someone is not a person to be trusted. And a person that betrays the trust of friends is one to fear her wrath.

At her core Oona is loyal. Not because of the promises that bind her, but of the merits born into her and the lessons her mother taught her. She will not turn away even if it is better that she should, for if she is needed then it is her mission to aid her friends. Even in the face of fright and terror Oona shall be brave and chase fear back, not for glory, but for others and for love.

HISTORY

Born as Oona Callan Nicnevin in the spring of 1650 A.D., she was the youngest daughter of the Queen of the Elphame. She was given to a Blackmore Pict, Elspeth, whose young daughter was unjustly murdered by pious men. A witch and a faithful keeper of the old ways she shared her grief with the Fae, and promised to raise the young changeling as her own. Oona would take on the likeness of her human mother and be christened Kaleigh of the Black Mountain Moors (Blackmore). The young girl would not know her true heritage for many years as she was raised in the Old Ways and taught Pictish magic. She also learned of her exceptional gift of Faerie Fire, a magical talent long thought lost to the Fae.

During her early years she was witness to the Dredge Lords of Annwn who'd sought to drown a young pup in the River Shira. It was a Cù-Sìth to her mother's great displeasure but Kaleigh rescued the pup regardless. She'd name it Wooly Dog for its shaggy white coat of fur. Elspeth would find it fortunate that the hound was saved as it served as their protector. There were many nights where they were in danger of men and the wild, with all that separated them from death being the baleful cries of the hound.

When Kaleigh became a young woman (age of fourteen) she'd be visited by the Fae who would give her welcome to the High Courts of Elphame. Elspeth had never told her young daughter the truth of her birth, and Kaleigh had felt spited not knowing the truth of her birth as a Faerie. She was a Princess of the Elphame, one of over a hundred. Leaving with the Fae in anger it would seem the young woman would abandon her mother for her Fae-kin. And for several years did Kaleigh, now embraced as Oona, enjoy the comforts of the Elphame. But just as well she'd fall victim to the politics and games of her mother's subjects attempting to curry favor with the Queen. She'd find her heart and whims toyed with as a grand gesture of the courts, but when one of the ploys resulted in the public stoning of her Kobold friend Waldorf, Oona saw the truth of her reality, that very few cared for her, and she could hardly go to her Queen mother for help, as she had been a stranger to her just as she was with all her daughters.

Returning from the Otherworld to the Scottish Highlands the young woman sought out her human mother. She'd find her hobbled in a small village crippled by the men and forced to serve as their medicine woman against her will. In sorrow and anger the daughter of Blackmore razed the village in emerald flames, turning the cruel men to stone, and haunting their wives and children away. Rescuing her mother Kaleigh made a promise to not leave her until her final days. Elspeth would live almost two decades with the company of the Wooly Dog and her daughters love, but she would be lost to infirmities and the cold of night.

As both Kaleigh and Oona she would live her life. Learn to love and as well how to bury those she'd loved. Her children were frail no matter the father and would succumb within ten years of their life. It was not until 1820 that she'd married to a Knight of Elphame, Baird Lugson, the son of the last Oathkeeper. Together Baird and Oona would birth a healthy baby boy named Rory. The young boy would share his mother's affinity for magic, and his father's prodigious talent. It would seem she'd been blessed with a great fortune, but it was but another stone in the steps towards her true destiny.

It would be revealed Rory possessed an unnatural power over life and death, or more specifically over the spirits of the dead and their corpses. He was a necromancer. In 1838, Baird would meet a mysterious and tragic end. Oona would be in great mourning for her loss and Rory (age of sixteen) would demonstrate over his father's grave that power over the dead. This act horrified her as the result was inhuman. The lifeless body of Baird was a shambling puppet of her son, who was proud in his work. Over a short time of questioning her son it would be revealed Rory had purposefully poisoned his father with sap of a Rowan and Nightshade. For the boy his actions were pursued out of a curiosity to see if he could perform his magic upon a person, and seeing as his father had already found him raising dead animals it seemed the proper course to avoid further discovery. But this act made the child Unseelie, a dark and corrupted Fae.

Unable to receive his mother's welcome Rory fled into hiding. Oona would take up her husband's bow and choose to hunt down her son despite the advisement of the Seelie Court who would send their Bondsman after Rory. She was quicker than them and driven by a passion to bring justice and rest to her beloved husband once and for all. Eventually Oona would find her son in the midst of a ritual at a mass grave, the boy was still young, and he pled for his mother to understand, but she drew back the Oathkeeper's Bow and spoke his name. Tipped in silver the arrow chased after the boy for a minute before catching him in the back and piercing him right through the heart.

It was 1840 only a year after the death of her son did Seelie Court reach out to Oona. They saw in her a great potential. As well they saw a deep frustration with world she now knew, of the Dark Fae, the Unseelie that had sought to corrupt so many, urging them to break their Oaths. From despair to devotion they gave the Faerie-Witch a chance at vengeance to hunt down the unlawful, to right the wrongs, and bring an end to the darkness. Oona would agree, a choice that would turn her into a legend among the Elphame. They'd call her Foxfire for her gift. You would know she found you a white hound bayed three times in the distance.

BEHIND THE SCENES

Genre/Fandom: Modern Fantasy / Hero / Folklore
Era(s): Modern / Recent Past
Other Info: N/A
 
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GENERAL INFO

Character Name: Menos
Nickname: God of Divine Inspiration & Potential, Onerei, Daemon
Gender: Male
Age: 1000+ Years Old
Race: Olympian God (Onerei) / Godling
Sexuality: Pansexual
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Occupation: Banished God, Storyteller
Affiliation: Olympus, The Dreaming, Morpheus, The Nine Muses

ABILITIES & POSESSIONS

Abilities:

GIFT OF THE ONEROI
Born both a god and spirit of the Dreaming, Menos is gifted their power over the realm of mortal slumber. Even with his divine potency stripped he is still incredibly gifted and possesses a vast array of mystical strength, comparable enough to many lesser Daemons and mortal Sorcerer; nevertheless, now being rendered mortal the act of entering and controlling the Dreaming can be taxing.
  • Dreamweaver: As a member of the dream spirits (Oneroi) he is talented at Dreamweaving, the act of entering and altering the landscape of "The Dreaming". Through this ability Menos can intrude upon any sleeping /drowsy individuals dream and from there travel the realm changing and shifting elements at his whim. Dreamweaving also allows for the ability to call upon other Oneroi and commune with them.
  • Dream Scry: Tied to the act of Dreamweaving it is the ability to intuitively see into the dreams of a person. Akin to telepathy this only pertains to drawing knowledge of a person's subconscious desires, fears, and wants presence in the dreams. It does not allow for knowing of present thoughts. As well dream scrying is its most potent when utilized upon the sleeping.
  • Somnolence: The son of Morpheus who in turn is the son of Hypnos the God of Sleep, Menos has the distinct ability to induce a state of drowsiness upon mortals and other beings, as well completely subdue them into a deep sleep.
  • Psychosomatic Illusions: By drawing out the potential of his own dreams and blending barrier between Mortal Realm and the Dreaming, Menos can project elaborate illusions of such vivid construct that they can affect mortals who believe them to be real.

DIVINE INSPIRATION
Born of inspired love between a god and a muse Menos was given to that unyielding potential. By his true nature the God of Divine Inspiration can bring forth bravery, nobility, and potential hidden in the hearts of men. As a God his mere presence inspired the moral virtue and was the attendant of heroes in their dreams, but as a mortal this splendor is limited to the lay of hands. With a touch Menos can transfer the potential for greatness upon others and clear the mind of doubt and certain fear in the face of death.

THE ICHOR
The blood of a god or any deified being this is the heavenly substance that channels the potency of their ethereal presence in the world of man. Even when stripped of godhood Menos reaps the benefits of the Ichor which protects his body from ravages of disease and plague that fester in men, as well the effects of time are slowed providing longevity, with the relative health and recovery of the physical body being superior. But it is Ichors ties to magic and mystical elements that prove to be most important allowing a God or godling to pass where mortals cannot.

THE WORD
Many Gods practice the Word, a metaphysical language spoken that can be understood by all regardless of personal preferences. This ability does not interpret the language of men only dictates a beings will to another.

Limitations:
  • Tether of Mortality: Stripped of his presence and identity as an Olympian God, Menos, is now a godling: An ethereal being whose power has been dimmed so that mortal infirmities of hunger, exhaustion, deprivation, and death may afflict them. They possess many of the similar qualities to Demi-Gods the mortal children of Gods.

  • Exhaustion: Menos' abilities cost him a physical price as limited energies are channeled through the Ichor that runs through his veins. If pushed he will become tired and pained. And if ignored can be rendered unconscious.

  • Myth Bane: Items that draw upon the ethereal energies that shape all Gods and Mystical Beings can have certain affect upon a godling. Whether they be divine in origin or enchanted by otherworldly means there are items / methods devised to slay Myths.

  • Menos' Illusions: Drawing power from the Dreaming most oneroi or beings that frequent this realm can see right through his figments. Similarly a mortal or God of strong who can will themselves to see past the phantasmal manifestations can banish them to see the truth. Once an individual knows the illusion they stop having any effect until Menos' is able to instill their belief into his projections/power.

Notable Skills:
  • Eclectic Knowledge: Menos' is a well-read individual who has been exposed to various sources of philosophy, science, and general study through the exploring the dreams of wise men. In this he able to read many languages (a rare quality during this age) and is revealed understanding of mundane mysteries.

  • Mysticism: Similarly he is a practiced mystic allowing him understanding of rites, rituals, and other magical practices along with their beliefs. While he does not practice as a Sorcerer his exposure gives him a broad understanding of their crafts including alchemy.

  • Charismatic: Very sociable as Oneroi come. His role was to inspire, encourage, and aid mortals in the pursuit of greatness. Because of this he is a very positive and magnetic personality demonstrating himself to be calculated and well spoken, and this has allowed him befuddle many mortals.

Possessions:
  • Waters of Lethe: A vial worn about his neck contains water of the River Lethe. The water possesses the unique quality of instilling a cloud of forgetfulness in the mind of those who drink it. A single drop is enough to steal away days and weeks of memory from a man. To drink the entirety of the vial would erase all.

APPEARANCES
Play-By:
N/A

Description: Born a God of the Olympian Pantheon his physical form was once impeccable and extraordinary. Now that he is mortal many of those qualities remain. Menos is tall standing Six-Foot-Five-Inches tall, his skin touched with a flawless bronze / Mediterranean color. Much like the Greeks his hair coils into soft curls of dark brown that hang past his ears. Even his eyes which are a pale blue are incredibly vibrant. Physically his body is as the great marble statues etched with the ideal attributes accompanied by his hawkish brow and Roman nose.

When he still retained his divinity, Menos like his father, possessed broad wings of shimmering color and light. But when Zeus stripped him of his essence the All-Father had also crippled the wings which are now dark and sickly in appearance atrophied by mortality. Strapped to his back he uses robes to hide these wings, as well illusions to further distract attention to them.

PERSONALITY

Likes: Ambrosia, Dreams, Heroes, Oneroi, Riddles
Dislikes: Mortality, Plague/Sickness, Cruelty, Zeus
Fears: To be captured by Church's Witch Hunters, To never dream again.
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Description: Menos is seen often as a mirthful and joyous figure. Once a God whose primary role was to inspire fledgling heroes through their dreams and guide them on their path – he is proud, vibrant, and hopeful. While he himself is not the hero he values those moral virtues that shape men. Instead he is an aid or an attendant, whose personality and abilities make him a steadfast ally capable of providing timeless wisdom. Being among the Oneroi he has been accused of being mercurial in nature. Tending to shift in behavior and thought in a way that jars most, Menos can appear temperamental to most who do not understand him.

The godling possesses difficulty with addressing authority especially men who do not deserve it. This is why in spite of his non-confrontational nature he often finds himself on the wrong side of cruel men. Menos' is not known to hold his tongue and tends to be quite blunt in his flighty ramblings. Once a God of Divine Inspiration, he can be taken by a sudden urge to act and do making him seem erratic.

HISTORY

Born to Morpheus who was inspired by the Muse Erato, Menos, was the product of a God's dream of love. From this wellspring that inspiration took his form and he was formed by the whirl of unharnessed potential within the Dreaming. Existing unborn until the Dream God and the Muse conceived the child. But when born Zeus cursed it with spite towards Morpheus for consistently rescuing his father Hypnos from the All-Father's wrath. In this way Menos was born sleeping.

Taken to Hades realm the Dream God placed his son in the arms of the eternally sleeping Hypnos where they were watched over by his uncle Thanatos, his father's twin and God of Death. Menos existed primarily contained the Dreaming far and away from Olympus. Never waking the sleeping God child would become the aid and companion of dreaming Mortals who entered the realm in their slumber. Eventually Menos became his father's attendant working with the other great Oneroi (Dream Spirits) to maintain order.

When he matured Menos was found to be the personification of Divine Inspiration and Potential. Becoming the friend of heroic men and women, through his domain he gifted these daring souls courage to pursue their great destinies to become legend. He was even known to draw out the inner strength of mortals.

Inspired to wake from the Dreaming, the young God, would find himself stirred within his body. Flying over the River Styx and escaping the underworld towards the heavens. Awoken to a new world Menos sought to explore, but was quickly was quickly subdued by Hermes and Iris who would ferry him to Olympus. By waking the curse placed upon him by Zeus was broken and thus his spite was rebuked. His father Morpheus was accused of waking the child, but neither he nor Menos' mother had any hand in this. The Fates had seen to deciphering this truth but how he had awoken was cloaked in darkness.

Ever spiteful Zeus chose Menos among a selection of Demi-Gods and Godly children of lesser Deities among the Olympian host to be to be harvested. Without the mass worship of man their divine power was waning, and the Gods of Olympian had substituted it by siphoning the essence of their children to sustain their power. Thus Menos was stripped bare to humiliate Morpheus and cast to the Mortal Realm broken and bare.

BEHIND THE SCENES
Genre/Fandom:
Fantasy
Era(s) : Ancient History & Middle Ages
Other Info: Olympian Pantheon
 
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GENERAL INFO

Character Name: Virgil Elwin Roth
Nickname: Count Roth, Lord Roth, Virgil XIII
Gender: Male
Age: 938
Race: Ursang (Ancient Blood) / Vampire-kin
Sexuality: Hetero-Romantic / Bi-Sexual
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Occupation: Count of Rimecrest
Affiliation: Nobility of the Stygian Belt, Obsidian Lords

ABILITIES & POSESSIONS

Abilities:

UMBRAMANCY (SHADOW MAGIC)
A magic drawn from the realms beyond the Black Gate where the Obsidian Lords rule. Giving shape and purpose to shadows the Ursang is a bridge between the abyss and the mortal realm. By summoning the abyss he can transform shadows into formless ichor capable of terrifying feats. This includes the creation of minions, objects, or even the alteration of himself utilizing the shadows as a form of mobility. Virgil can glide and drift upon shadows as if he were suspended in air.

  • The Howl From Beyond: A fog of obscuring darkness follows Virgil and takes the shape of terrifying screaming figures capable of instilling fear and driving mortals mad.
  • Sublimate Shadows: Breaking down his physical form into shadows and dispersing them he can travel through crevices and barriers. Even beyond walls allowing him to silently appear however he desires.
  • Abyssal Travel: The Ursang noble can travel distances through the naturally occurring shadows of the world.

ALTERATION (ILLUSION & CHANGE)
Having spent over a hundred years with magic Virgil Roth was there when the dark magic of the Black Gate spilled into the world. Gift or curse for the undead Lord and keeper of Rimecrest, he quickly learned the arts of enhance, obscuration, and charm. In secret he sought and ushered other practitioners of Alteration to his court to teach him their ways. He is a man of wealth changing copper pennies to gold and filling the pockets of the greedy, and casingt spells of bemusement on the unsuspecting. Count Roth being of the accursed Ursang by instinct is a natural when it comes to concealing his presence, as well using his magic to lure victims into a false sense of comfort. As well he has often taken multiple forms and shapes to further aid his predatory conquests.

  • Metamorphosis: The Ursang is a master of change and unlike many other undead is not limited in the forms it may take. While details can be enhanced with illusion Virgil can manifest predatory forms of wolves and crows. Even bestial forms that blur the line between man and animal, but unlike many Lycanthropes is unaffected by lunar changes.
  • Empathic Illusions: "Beyond the basic Virgil can tap into his victims emotions revealing to them visions of love, fear, and passion. Though he may not see it or know it, he wraps himself in a veil of their emotions."

URSANG (ANCIENT BLOOD)
Having been called Vampires the description is not too far from the truth, but the Ursang are something more than a predatory bloodhunter. They are walking undeath while possessed of body permanently trapped in their death state. Akin to a Lich or Wight they are intelligent undead with a high resilience and otherworldly strengths. Whilst they can feed upon blood of the living, the Ursang hunger for the raw life-force which can come in many forms. To be Ursang is to willingly take upon the curse and mantle its hunger.
  • Enhanced Senses – Virgil's senses are better equipped for tracking prey. He can see in the dark, hear beating hearts, and track by scents.
  • Undead Potency: "The body of the Ursang is instilled with necromantic energies that enhance the physical potence of its capabilities. Allowing him to lift large men single handedly without much effort he lift close to a single ton in weight, and move / push / manipulate objects several tons more."
  • Celerity: "He is the wind in the night appearing as a flash of a blur before your eyes. Virgil seems to shift gracefully in his motions attaining inhuman speeds and perceptions."
  • Immunities - Being cursed with a state of undeath he is immune to most common diseases, toxins, and poisons that would kill mortals. This does not extend to magical diseases and the like.
  • Resilient Physiology - An Ursang will not bleed out, die from cold, heat, or a missing limb because they are in fact undead and are sustained by their curse (except for key weaknesses). Though they must still be careful as bleeding out or losing a limb does weaken them. Feeding under the right conditions (usually involving rest) will heal most grievous wounds.
  • Instinct/Reflexes - Virgil's instincts are naturally honed though amplified by his physiological changes. He is simply naturally sensitive to his surroundings.
  • Eternally Ageless - Not immortal but Virgil has not physically aged since the time of curse.
  • Life-Force Feeding: An Ursang may draw upon the life-force of others to sustain itself by way of physical contact, this has restorative qualities that invigorate the undead being. Drinking blood is one of the most basic means of feeding, but the intensifying of strong emotions, or even deep thoughts can be leached upon.

CURSE LIMITATIONS
  • The Hunger: As an undead Virgil is compelled to feed upon life-force of other beings. If he doesn't feed within three days he starts to feel a bestial compulsion of his parasitic nature. Within a weeks' time he will become absolutely crazed until his hunger is sated. It is an instinctual madness and a curse he cannot fight by any other means then by indulging it.
  • Blood / Life-Force: All of Virgil's strength and youth is tied to the need to consume the life-force of others. Beyond the hunger that drives him to feed, by abstaining to feed he becomes physically weakened. His strength diminishes, his senses dull, eventually his stamina drains to a halt. After more than a week without feeding he enters a topor (suspended sleep) until is capable of feeding. If he does not feed within a four week span he will ultimately diminish and experience true death.
  • Silver: A metal considered so pure that it repels Virgil's vampiric touch. For him to wear or hold silver will cause him excruciating pain and enfeeble him.
  • Heart/Decapitation: It is a myth at least for Virgil's breed of undead that one needs to impale the heart with a wooden stake to paralyze or send it into a state of torpor. Any object or weapon will do so effectively (silver most especially). The most effective way of killing an Ursang is through decapitation which there is no defense against.
  • Sunlight: The sunlight is a bane to Virgil as the purity of its light drains him of all strength and gifts, effectively paralyzing him. It does not destroy him upon contact but it does leave him ultimately defenseless and will kill him if he does not escape it within three hours as it turns his blood to dust and ash.
  • Fire: Most things are susceptible to burning but the undead are especially flammable. Thus contact with fire can be especially fatal if they cannot be doused.
  • Restoration Magic - An Ursang is sustained and healed by its curse simply to suffer. The nature of Restorative magic interrupts the influence of the curse and allows the process of life to take hold upon him, thus harming Virgil as his body is allowed to wither and decay by being given a connection to life. Thus an Ursang can never be healed by restorative magic instead requiring a Necromancer to syphon from another living being to heal them. This is incredibly difficult and not all too common a practice.

Notable Skills:
  • Language(s): Common, Ghostspeak
  • Literacy: Common
  • Skill: Swordsmanship
  • Skill: Leadership
  • Skill: Diplomacy/Politics
  • Skill: Spellcasting
  • Skill: Torture/Interrogation
  • Skill: Painting and Sculpting
  • Knowledge: Laws of the Stygian Belt
  • Knowledge: History of the Stygian Belt
  • Knowledge: Magic / The Arcane
  • Knowledge: Anatomy/Biology
  • Knowledge: Strategy & Tactics of Warfare
  • Survival: Hunting & Tracking

Possessions: N/A

APPEARANCES
Play-By: Detlaff (Witcher 3)
Complexion: Fair/Flawless/Rosy Porcelain
Height: 6'2" feet
Build: Lithe and Muscular
Eye Color: Amber (Hazel)
Hair Color: Dark Brown
Distinguishing Features: Pronounced Fangs

Description:
  • Virgil Roth is at first glance merely a Human noble with striking features. At appearance he is a handsome man with striking eyes, ageless youth, and porcelain like complexion. A son of the Mountains would say. But in truth the Count is a cursed individual whose beauty and regalia belies the true monster that lurks beneath the skin. A man of posterity and etiquette he is often dressed the part of his station. Adorned in fine spun silks and doublets, the finest leathers only touch his skin. Jewelry of various origins will often drip from his form. As well Virgil wears a fine velvet cowl cloak that sweeps about his body like a dark blue shadow. The Count stands as an imposing figure whose intense gaze usually communicates more than his words. Striking amber eyes penetrate the being as they kindle like glowing bronze stoking a fire.

PERSONALITY

Description:
A man of meticulous detail Virgil is what you call a taskmaster. Being a creature of order everything in his domain holds purpose and worth. Due to this he has limited tolerance for useless details, and often finds himself hung-up on the imperfections of the living. Some would describe this feature a cruel and judgmental. Ultimately he savors a fine balance and is at peace with the harmony that he creates. And thus it is only his nobility and desire to be fair unto lesser subjects that tame the tyrant within.

Truthfully the Count of Rimecrest wasn't always so solitary and evasive. At one point he was a proud Knight who held court among the Lord of the Stygian Belt long ago. In his living years he was a kind hearted and generous man, gentle, and dutiful. With undeath came an alteration of those qualities granting him a more fearsome edge. He no longer fears life and others for much, which has made the almost century of life a struggle to endure. Possessing muted emotions save for the most extreme of them, Virgil Roth, is a man of his word and invests in his people as a means of catering prosperity.

The curse the Obsidian Lords gifted him also has the effect of perverting and altering his intentions. In his undeath he is a man of indulgent impulses and desires. He enjoys toying with mortals and making games of his victims, often choosing his targets based on a series of criteria that perk his interest. Once having testing homeless mother's willingness to sacrifice for her child unto her death. Realizing he may have pressed the woman too far, he brought her child into his court where he was to be raised among nobility as atonement.

His curiosity is vast and holds no perspective between pleasure and pain as all are raw thriving sensations that give him the feeling of mortal life. Thus his wants and whims twist with time as he refines his palette of interests. This is what makes him dangerous. In the end unless you are equal to him and prove yourself above the scenery, you are his plaything whom he will inflict his curiosity upon.

HISTORY

Virgil was the second eldest son to the Count of Rimecrest, Leto Roth, born some twenty five years prior to the emergence of the Black Gate. He was the result of a union between two families descending from the Mountain Lords of the Stygian Belt. Count Ungur sent his daughter the Noblesse Vima to wed the widowed Leto after the birth of his first son Rickard. It would mark a peaceful resolution between the two clans ancient feud. Virgil's birth marked a bright future for Rimecrest as a seat of power and trade in the Stygian Belt. The birth of his younger siblings, Emma and Erick, later followed.

In his youth the young Viscount found himself smitten with his personal servant's daughter Mina. The two were practically inseparable from the first day they met and eventually their bond grew to love. When they came of age a rift grew between the two eldest brothers. Rickard the Heir Apparent to their father's county had taken an eye ofMina, while his attempts to woo her were unmet, Rickard's station as heir allowed him to choose of any woman in the domain when he ascended to Count. But Virgil would not back away and the brothers feuded in competition. Rickard grew furious over Mina's love for his younger brother. Eventually the jealous brother in order to spite Virgil made Mina his personal servant.

This did not stop the star crossed lovers who only at twenty-one eloped in the city of Shoal Ridge. Their love was a secret to all but Mina's father and so their union was one enjoyed in the shadows. However Rickard would find out what had been done catching Virgil with Mina in the gardens, and when Count Leto passed away of sickness the Heir Apparent rose to the mantle. Considered the greatest warrior among the brothers, when the Black Gate opened the Obsidian Lords emerged, it was Virgil's responsibility to lead the Knights of Rimecrest against the siege. The Knight's however under Rickard's order would abandon him upon the Argent Steppes after he was thrown into a chasm that armed ghouls and horrors were crawling from.

Meanwhile Rickard had taken Mina into his care after news of Virgil's death on the field was reported by the Knight Captain. When a time of mourning passed Mina was offered marriage to the Count of Rimecrest and she accepted as her true love was lost to war. But in truth he was not. In the chasm Virgil gave his unburden soul to a dark being (Obsidian Lord) who promised a way to stay death, a gift of new life. At the point his soul should have left his body, but the being breathed darkness into his empty lungs. Then he was born again a creature of the night, of undeath, a vampire by popular name but much darker. However his being was different than others of his kin as his curse came without a Sire. He was a first generation undead whose curse came from a font of darkness and corruption, therefore he had no sire and was called Ursang (Ancient Blood).

When the young vampire pulled himself through perdition he found his life aflame in new purpose. His heart sang to the beats of conquest and vengeance, he found a thirst for blood, and through worship in the Obsidian Lords he was given new strength. In the darkness he returned to the mountains from whence he was born. But with it he brought the deepest cold it had ever known. Returned to take vengeance on Rickard for his betrayal, and when he learned that his brother had taken Mina as his wife he burned with furor and sought to kill him, but his blade accidentally found another victim as Mina stepped between the brothers, seeking peace. Virgil was stricken with grief holding his love till her last breath and it was then that moment he'd realized his error, as he watched his heart had die. In his rage he killed Rickard. Draining him of his blood Virgil would violently claim the mantle as Count of Rimecrest.

His youngest siblings would remain in the keep under his ward and protection until they ultimately passed of natural causes. Very few actually knew what Virgil had become as he had become a secretive and solitary person after the death of his love and family. As Count he was generally respected and well regarded. Every twenty years he would bring a new woman to the Keep to present the illusion that the family lived on through his children, though he never had children. False burials and ceremonies for the birth of a new child would come with time, and the County of Rimecrest would mourn and rejoice. It was peaceful and it was silent.

It was a new age for the township of Rimecrest and its surrounding villages, who made their lives from brewing, terrace farming, and trade along the Stygian Belt. Eventually everyone would forget the tragedy of Rimecrest Keep and among the public, all Counts of that keep were merely reclusive Mountain Lords. And over the years Count Roth would scour the world looking for individuals and experiences that can instill the novelty of life. As well he made friends and allies of other Undead Nobles and their lesser breeds whom would find safe passage through the Stygian Belt thanks to him.

BEHIND THE SCENES
Genre/Fandom: Supernatural / Fantasy - Dark Universe
Era(s) : Any
Other Info: N/A
 
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GENERAL INFO
Character Name: Jaida Ba'al Sool
Nickname: Vahla'shan (Will of Vahl)
Gender: Female
Age: 30
Race: Vahla
Sexuality: Undecided
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Occupation: Sith Lord | High Priestess
Affiliation: Sith Order | Ember of Vahl

ABILITIES & POSESSIONS

Abilities:

CORE POWERS
Force Sense
Force Speed
Force Concealment/Quey'tek
Farsight
Telepathy
Force Empathy
Telekinesis
Force Jump/Leap
Force Pull/Push


UNIVERSAL POWERS
Tutaminis
Force Deflection


DARK SIDE POWERS
Consume Essence
Force Subjugate


EMBER OF VAHL
Convection
Pyrokinesis


LIGHTSABER FORMS
Form V: Shien/Djem-So

Notable Skills:
  • Indomitable WIll
    A natural talent that has been trained by years of ceaseless endurance Jaid Sool possesses an iron clad sense of self. Her willpower is such that she shunt off the obscuring effects on her mind projected by a lesser skilled Force-users. Hence illusions and other mind-tricks tend to fizzle out as she blazes through these obstacles much like everything else put before her. This also translates into a sturdy emotional center allowing her to retain resolve through slight, embarrassment, and ridicule.

    Tactical Analysis
    Born with a mind for conflict she is often seen at the War Table with her superiors defining the flow of battle. She specializes in barraging and guerilla tactics to represent the overwhelming force of the Sith Empire's forces. Distraction and deception are also tools of play but she only shows true strategic power when faced against foes of equal or greater challenge.

    Politics & Diplomacy
    The aide and servant to a Dark Lord of the Sith for a large portion of her life she educated in the intricacies of formal matters. She can handle herself as both vassal and representative to a greater entity, as well being showing surprising knowledge of current affairs and elusive matters within the Sith Empire. She is not an information broker but she knows how to entertain and extort the presence of officials to gain an upper hand.

    Leadership
    Once elected to the position of Sith Lord (or Lady as she prefers) Jaida quickly found herself commanding the attention and wills of those around her. But this is no matter of the Force. Instead she utilizes her presence and a natural talent for speech to inspire and motivate. As the High-Priestess of the Ember of Vahl she demonstrates a keen ability to deftly organize and direct the minds of devoted subjects.

Possessions:
  • Lady Sool's Lightsaber
    Uncommon among practitioners of Shien is the curved hilt designed for proponents of the second form of Lightsaber training. For Jaida she has adapted the blade style to provide more angle and force to the powerful strikes of her chosen form, as well it serves as a difficult variation for Jedi to adapt to in the heat of battle. Stylistically the hilt is quite simplistic with a smooth ergonomic grip designed to the hand and an absence of a protective guard presenting it with the ability to be handled multiple ways comfortably. There are no frills and the dark coloring only accented by the brass colored pommel and emitter give it a pleasing appearance.

    Another strange quality for the blade was the choice of a synthetic power crystal that emits a blue beam. For those who put meaning into such a coloration it provides a further layer of distraction as a Sith, and may be designed with the unintended purpose of confusing her opponents of her nature. The emitter is constructed with a laced conduction array that amplifies the force of the saber bolstered by dueling lens and chambered focusing crystals. While it will cut through most things as a lightsaber, against other saber wielders, or those with resistant materials it immense repulsive force that can knock back an unsteady opponent. This aids to the dominating power strikes of Form V that rage against the opponents defenses to shatter their resistance.

APPEARANCES
Play-By:
Lady Death (comics)
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Hair Color - White
Eye Color - Pale Blue
Complexion - Light Grey
Height - 6'3" ft.
Build - Muscular & Lean
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Description:
To most Jaida is but a very pale and exotic human with a light grey flesh tone, pale blue eyes, and white hair. Truth is this tall muscular beauty is a member of the near-human species known as the Vahla. Her height and features are both uncommon and treasured by her people, as the pale hair and complexion is seen as a gift from their goddess. Truthfully Jaida does represent the myth of the great Force entity that embodies the beliefs of the Ember of Vahl. While she is physically strong her body is slender like the most of her race honed from years of conditioning and training.

As a Vahla, she possesses some unique physical features compared to humans. Most important of which is the dense cartilaginous skeleton the presents a high degree of flexibility. Without true bone structure a Vahla possesses stronger tensile fibers binding her musculature and skeleton, which allows he joint's and limbs to absorb and mold to stress. Double jointed with every limb a Vahla can contort and flex in a way considered impossible with hard bone as they can compress their skeletons. By process of this Jaida is naturally stronger than other humans a quality made apparent by her marbled physique.

Being a Sith Lord she dresses for a role within the empire and does not often wear much to constrict her in the comfort of her own domain. Jaida is known however for wearing an armor fit for marauders of the Sith Empire, and is often robed in black and crimson. No matter how scarce she is dressed she'll always possess her cloak and a belt of her belongings.

PERSONALITY

Description:
As wild as the fires she was born from Jaida Sool is said to be a child of prophecy, and whether she believes that claim by her people she embraces the role. She is the incarnation of destruction, or so she was raised to be, and her grooming in the Force has made her a terrifying force of power. But that power is enabled by a dauntless personality. Jaida is fearless with good reason and experience to suggest that she is a dominant presence, but while aware of her abilities enough to know she is not the strongest, it is this knowledge and a resourceful nature that makes her a particularly menacing foe. As the fire she presents she will burn and lash at you; however, if she should fail? She will continue to burn playing the long game to oust her opponent from their position of dominance. Consumed by the Dark Side there is a reason she regarded with hesitance of her fellow Sith Lords.

Her confidence is the most obvious trait to her personality and that can be a double-sided blade as self-assuredness is not the promise of victory. While Jaida knows this she can become enamored in her own power and ability for destruction. Though that is mostly because dominance and power are the only two qualities she truly respects in this world. The Vahla does not yield or follow to those who do not deserve it, but instead those that take it and can demonstrate a mastery over these archetypes.

Like many Sith Jaida Sool has many personal qualities that are guarded and hidden. Perceived as a living embodiment of a Goddess by her people she must reserve herself. This Sith understands the power of belief and the power these delusions can have over others, and thus enjoys crafting a myth of deception feeling that by imitating a source of power should one be worthy they will inherit its properties. Jaida is far more intelligent than her caustic rampages would suggest. She can play subterfuge and misdirection and for most part many do not notice she is really drawing away their attention from important details. They see only what she presents them and that is a most disarming skill.

But she does enjoy the chaos of battle and war which allows this woman a font of expression. The Will of Vahl is to become the force which sunders, and there is no better way to do this than to indulge in profane impulses. Able to loosen the restraints of her conscience in the flow of war Jaida Sool is a blistering storm of emotions and power projected by a mastery of will. Her greatest power is that indomitable sense of self. Her crazed and manic expressions are all avenues that allow her to feed off the emotions, stress, confusion, and anguish of her victims. As a Sith it is a means of power.

HISTORY

Several hundred years after their defeat at the hands of the Jedi Order the Vahla were abandoned in trenches of the Outer Rim far from home. Due to a massive eradication of any data possessed of their planet from Navcharts the species of Force-sensitives were left to wander. Quickly adapting to a culture piracy they followed the dictates of the Ember of Vahl and their priests. During the Sith Empire's conflict with the Republic the Vahla saw their encroachment into the Tion Hegemony.

The languishing Vahla trapped in old fears and superstition saw the birth of a young child perceived by the Chosen of Vahl to be incarnation of their Goddess. Revered as the Vahla'shani, Jaida Sool, would never be permitted the experiences of a child. Torn from her mother's teat the day she no longer needed nursing to be raised by the priests. Strong in the force she naturally demonstrated an influence over abilities practiced by the Dark Side Cult. Using the child as a symbol of their Goddesses favor the Priests used her to coax and manipulate the Vahla to siege territory and wealth in the Tion Hegemony.

Meanwhile the Hegemony was under the dominion of the Sith Empire with the capital of the sector being Raxus Prime, the droid and weapon manufacturing arm of the Empire, commanded by Darth Tyral. The Lord heard of the Vahla's imposition and quickly readied his Imperial Fleet and Droid Army to eject them from the sector; however, he found his forces undermined by the resourceful Force-sensitives and their Cult.

Understanding the threat he faced Tyral took to learning what he could of the people and eventually found himself directed to the presences of a child of potent ability. The people were primitive in his view but he had seen this kind of phenomena happen in the past. Instead of letting the young girl grow to become an upstart that would rally these lost people into a genuine threat against his power, Lord Tyral selected a handful of his faithful Sith, and enacted an organized strike against their armada.

Seeking out the Vahla's symbol the Sith Lord raged through them seeking to strike it down. He was present to see the exact promise of the young girls ability when one of the Sith attempted to handle her, and upon touch erupted into a swath of flames. The Vahla were right to worship such power and Tyral found himself wishing to utilize that power rather than destroy it. Suppressing Jaida's conscience the man would take her and ransom her life to the Pirate Armada ordering them to leave the Tion Hegemony and never return, lest they wished their link to the Goddess permanently severed. Demoralized the Vahla were successfully pushed back and the young girl only nine-years of age was shuttled back to Raxus Prime to serve as Tyral's secret apprentice.

Taken from reverence and forced into servitude Jaida Sool found herself resisting the teachings of Tyral. But over time and punishment the Vahla found herself learning and beginning respect the man and ethos. After five years of determination to make the girl loyal to him and bring her into his fold as a true Sith, the Dark Lord's efforts saw Jaida stand for him uprooting a conspiracy among his military to oust him. Standing toe to toe with a Sith Apprentice ten years her elder the Vahla impressed her Master by executing the traitor.

Tyral's greatest mistake would be placing his trust in Jaida. In a way he would come to see her as a daughter and position her as his right hand in favor of other apprentices serving under him. Her loyalty was not to be doubted, but Tyral changed his teachings of obedience and gave her knowledge of freedom and power. Wanting to see their combined abilities unleashed into a lasting legacy he made the failing of a deep attachment. Both Jaida and Tyral would care for one another and he would raise her to the positions of influence within his regime though unable to formally lift her as a Lord of the Sith.

Upon Korriban in 30 years since her birth, Darth Tyral is present as a show of force for Darth Kratiss who made claims to be the next Dark Lord. Unaware of supporting treason the Lord of Raxus Prime found himself and his apprentices under persecution. It was Jaida who insisted that her master not go. The Ember of Vahla were entrenched in their farseeing abilities, able to glean impressions of probable futures, and all Jaida Sool could see was darkness and death on Korriban for Tyral. Being present with her master when the newly appointed Hand of the Sith arrived she found herself in a position of choice, one of the first true choices of her life. She did not play a part in Kratiss' game and was unwilling to die for the honest mistake of Darth Tyral.

For sake of survival when called upon to defend the man she grew to call a father she drew her blade and struck him down along with his two apprentices. Yielding to the Hand claiming fealty to the Sith Order, Jaida did not plea for mercy. Instead she pleads for a chance to show her worth and earn her place away from the shadows of the men that had deceived them. Presented to the Dark Council by the Hand to defer over her crimes, they took into consideration her efforts and skeptically wondered over motive. Ultimately it was the Hand of the Sith who urged wisdom to spare her as a tool for the Sith, as she had turned upon the man that had groomed her for a purpose greater than attachment. She upheld their order and fulfilled the whim of the Dark Side through triumphing over her emotional ties. For all purposes she had demonstrated herself worthy to be a Lord among the Sith.

Favoring the Hand's consideration, as he was elected to authority, they chose to spare Jaida's life so long as she served the Council. She was their responsibility now and as the rules applied to Tyral and all others that had been caught within Kratiss' folly so too would any Sith that dared to grasp for unearned power again. Nevertheless the Dark Council had other plans for the Vahla'shani, and no end of interest in grooming her to be one of their many tools to rouse out dissent.

BEHIND THE SCENES
Genre/Fandom:
Star Wars
Era(s): Old Republic / Any Sith Order Era
Other Info: N/A
 
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GENERAL INFO
Character Name: Tygil II Nial Ortus
Nickname: Tygil II Volteiri , Vidar Raithe (Sith Alias)
Gender: Male
Age: 26
Race: Human
Sexuality: Undecided
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Place of Origin: Thule, Thurra System
Occupation: Sith Lord | Baron Prince of Thule
Affiliation: Sith Order | Thule

ABILITIES & POSESSIONS

Abilities:
CORE POWERS
Force Sense
Force Speed
Force Concealment/Quey'tek
Farseeing
Telepathy
Force Empathy
Telekinesis
Force Jump/Leap
Force Pull/Push


UNIVERSAL POWERS
Force Deflection
Mind Trick / Force Illusions


DARKSIDE POWERS
Force Choke
Force Fear/Horror
Force Subjugate


SITH MAGIC
Suppress Thought / Mind Control
Mindforms

Lightsaber Forms
  • Primary: Form II - Makashi
  • Supplementary: Dun Möch

Notable Skills:
  • + Charismatic: A cult of personality Tygil is a man that can approach a situation with a natural sense of decorum and inspiring form. Considered a wordsmith he is very well spoken and skilled with improvisation. A social environment is where he tends to excel in, and due to his electric personality he easily garners favor from his peers.
  • + Social & Political Manipulator: Always out for gain he has made it a primary skill to maneuver individuals into places where they best benefit him. This in turn puts him in a position to reap the rewards of his careful planning. Tygil is so deft that he can move many hands without giving away his position due to his vast understanding of socio-political landscapes. It is also reason enough for him to have amassed a grand fortune and resources to meet his needs without risk.
  • + Sense For Detail: As with anything involving variables and odds one must have an specific sense for the small pieces that keep structures together. Knowing where and what something, someone, or somewhere influences is as necessary to a masterful manipulation as the means to exploit that influence. In everything Tygil looks for the intrinsic factors that may influence a decision.
  • + High Intellect: From a process of a natural talent to learn and a gifted education throughout the Galaxy, Tygil Ortus has very acute intelligence that borderlines genius. He is not given to prodigious thought or instantaneous understanding; nevertheless, time is his greatest ally when it comes research and hard work, that allow him over a grand scheme come up with tremendous tactical forethought and execution.
  • + Affinity to the Dark-side: Tygil is of a select few genuinely born into a connection with the Dark-side. A force-sensitive understands the force and can feel the pull between dark and light, but not everyone is attuned from birth to its poles. For Tygil this gives him great potential and allows him access to abilities of Sith Magic and certain skills that would otherwise be deprived from one not born this way.

Possessions:

  • Voltieri Lightsaber
    "A lightsaber passed down in the Voltieri family line from parent to child. It was a curved lightsaber hilt with a tri-bladed hilt guard around the fist. Over the many generations each bearer of the blade has modified and updated the blade to their needs, most kept in line with the Makashi style line of lightsaber combat. Considered a mantle of the Dark Side among the Voltieri family line it houses a masterwork synthetic focusing crystal that gives the saber a deep red color.

    Two power crystals were then added: 1.) Opila Crystal was added to bolster the blades already potent cutting power, allowing the saber to cleave deftly even through dense materials quickly - 2.) Rubat Crystal gave the blade a sharpened appearance and definition allowing the wielder to strike opponents properly and countered the hilts gyroscopic resistance allowing for a faster attack."
  • Shoto Lightsaber (Red)
  • Sith Robes
    "Perhaps it is to represent his pride or perhaps it is flaunt his status among other Sith, the robes of Tygil Ortus are sewn in the style and decoration of a noble. Rich sanguine colored silks with black threading and gold trimming it gives air of ego and importance. The metallic clasps and buckles hold ancient Sith symbols which would make some assume much like his lightsaber various parts of his attire were passed down to him. With a deep black hooded cloak the entire set of the robe is both remarkable and intimidating."
  • Sith Mask
    "Worn in the presence of others when acting as a Sith. It is in part to mask his identity from interlopers but also to place him into submission of the Sith Order. It is a dull metal plate with ventilated slots around the mouth and a visor about the eyes. It serves as an air filter and poses low-light visual aid with a vocoder function to modulate/mask his voice. A crescent shape is etched into the forehead for symbolic purposes.

    APPEARANCES
    Hair Color
    : Black
    Eye Color: Brown
    Complexion: Olive
    Height: 1.82 m (6' ft.)
    Weight: 72 kg. (159 lbs.)

    Appearance: Dignified, posh, well-bred are comments commonly thrust upon Tygil due to his favorable looks and complimentary charisma. Noted for his olive colored skin he seems to have an exotic colorization uncommon among the native human colonials of Thule, born from his mother's Serenno heritage. Considered a mark of beauty among his people Tygil has a subtle cleft chin that givers prominent focus to his jawline and smooth skin. This is only enhanced by the wavy raven black hair that encases his face. Gently sunken eyes give this mysterious quality to the earthy brown pools of his iris presenting a genuine seductive quality. The Prince seems to retain a very specific vitality and youth that makes him come off etheric and otherworldly. Such is the case for one so naturally attuned to the force thus he is born a chameleon of both mind and flesh. Tygil represents himself often times as a man of influence regardless of the cloth or dress he is accustomed to. To his people he appears to be the likely successor to the Barony of the Thurra System.

    Beneath the glamour and prestige however lurks a more sinister, and toxic face that is wrought with a wraithlike quality. When indulged in the flow of the Dark side the Sith Master reveals himself. The profane energies cast his flesh paler hues with the area around his sunken eyes darkening. His Iris takes an intensity absorbing the corruption of his being transforming the pigments into a luminous, sulfuric yellow. His veins ripple beneath his flesh as he gives into the deep seated currents of the Dark Side forcing the Prince of Thule to shed his disguise and embrace his dual identity as the Sith Master Vidar Raithe. Accompanying his appearance his mere presence exudes a disorienting influence on his surrounding being enriched by the Dark side. Often times however to keep his identities separate it isn't uncommon for him to don masks of some sort to keep his alter ego hidden.

    Being of considerable wealth and influence Tygil possesses an astounding mark of health. Accompanied by an impressive physical record of fitness of a man his age and position. It is clear he is a man that prizes his appearance as much as his intelligence, and has gone great lengths to sculpt himself into an object of envy and desire. The Prince's attire is bolstered by his station and is commonly adorned in robes of expensive silks and exotic fabrics. Most of his attire is custom shaped and fitted just for him as well as his jewelry.

    PERSONALITY

    Description:
    Like most politicians the Baron Prince of Thule is a man of many faces, raised in an environment nurturing to a social chameleon, he is especially attuned to the cares of others. As a son of nobility and military leadership Tygil is naturally receptive, and prone to listening to others opinions or complaints then siphoning the details. One would say that Tygil has the mind of a career politician and aims to become a motivational force in orchestrating intergalactic affairs. It is also true he shows a predilection for complex planning, and assuring the most gains in the continuum of his arena. Peers will note his sharp tongue and use of eloquent rhetoric as he shows confidence in public speaking. At face value the man seems punctual and a compassionate individual, but many will realize beneath the surface waits a very serious a meticulous individual. Like the Counts of Serenno he is able to wear the face needed of him and perform in the theater of Galactic Politics. For that he is equally a founded ally as well someone you would wish not to cross.

    Politically standing he is something of a centrist who holds a value in corporate conglomerates and their ability to distribute wealth across the Outer Rims and Mid Rims. Many of his political supporters have ties to notable businesses and corporations, especially with his deep ties to the Intergalactic Banking Clans and Muunlininst, which hold considerable influence in the Outer Rims. He will make no lie towards favoring wealth and economic values, but remains that it is of the greater good, and it was the benevolence of key Corporations that has carried the Galaxy through its dire losses. A philanthropist in that regard with his mind for prosperity and credit he has spread it through the Galaxy funding peacekeeping efforts throughout the Outer Rim and Independent Systems. To this Tygil has gained a positive response towards both his suggestions and ambassadorial efforts.

    With the conflict stirring in the Rim worlds he remains positive towards peaceful diplomacy with reason over hostility. And by taking his mother's namesake he sought to favor his Serenno heritage and Noble upbringing. In the face of the Galactic Core he is an opponent of the tyrannical regimes of the Outer Rim, and offers outreach to those grief stricken systems wracked by the conflicts. When it has come to the Jedi he has voiced a confidence of the separation of Senate and the Order, but also an admiration and respect towards those in the Order who still advise. Tygil is what many would call a Galactic centrist with liberal social views with a conservative background of business and wealth. Comfortable in public engagements he is considered one of the Galaxy's finest word smith, and that if he hadn't taken up a path of Politics he might have been a practiced Scholar of Philosophy upon Coruscant.

    Yet beneath the entirety of his public face waits something far more sinister and conniving than what he pretends. Perhaps what Tygil learnt best retained from his Mother's lessons than anything else was to adapt a persona, and instead of splinter personalities to bury his true self within a shell. As to exist in the lurking subconscious whilst he performs a clever ruse upon all of those around him. His deception is such that most, even those Jedi or sensitive to the force, cannot clearly discern his true motives or sometimes whether he is genuinely speaking truth. This manipulation is key to his core desires as a Sith as his goal for power is to achieve control, and not only control, but absolute dominion over his life. Nothing pleases him more than to dominate his opponent or another and to see them suffer, there is refined sadism that initiates an addictive pleasure to his decisions. Enduring similar states of suffering and defying the pain bolsters his pride by mirroring the experience.

    As a child born into the Dark Side by both affinity and belief structure he has been nurtured to foster a sense of superiority to all around him. It was ordered upon him to compare himself and likewise raise his presence higher to become the most elite. Due to the addling of his mother, a Sith Witch, there was a belief fostered in Tygil at a very young age that he was not the conception of men, but the very will of the Dark Side itself and as such he is a living representative of this force. While wholly false Tygil holds a silent belief in this claim formulating the delusion of his inherent superiority to all around him. Much like those who feel themselves entitled to the world and what they take from others, beneath the control and manipulation is a vicious temper. Not only a temper but the man manages a ravenous hunger that drives his heightened aggression, and that he indulges in only his most private sanctums. In many ways he is a joining of the of pioneering wit and intellect in the shell of bestial Dark Adepts of old, a craven force of destruction, an embodiment of suffering and mental corruption. He is simply a cruelty without definition and a love devoid of compassion.

    HISTORY

    FAMILY ORIGIN
    Circa 3996 BBY, Out of the remnant of Exar Kun's Sith Empire what remained of the military in the Thurra System would regroup upon the planet Thule in the aftermath of the Great Sith War. The war General of the defeated fleet would take back and put in place a System Barony claiming the scarcely populated area of the Sith Worlds called the Esstran Sector. Segregated from the influence of the Galactic Republic and respective resurgences of power in the region Thule's Barony was allowed to expand throughout the Thurra System setting in place sustainable Aggro Worlds and an independent Shipyard within the Kyburn Asteroid Belt.

    The High Baron of Thule would find them in a precarious position of power over what remained of the Sith Order's presence on the planet. A temple world and stronghold the military allowed their presence with their sworn allegiance to the Barony. Their practices and presence was mediated by the leadership of Thule, but over two generations the Sith would find themselves in an advisory position of power. It is their combined influence that allowed for the independent trade and negotiations with select Outer Rim systems.

    Diplomatic relations between the Sith brought them into contact with the Voltieri family of Serenno. A respected house upon wealthy world of aristocrats, it is the Count Mathus Voltieri who unifies interests with the High Baron, and offers resources and connections for use of Thule's agents and Sith in a scheme to elevate his House to the Greater Houses of Serenno. Their success leads to a long and secretive relation between the two planets.

    Eventually the Barony of Thule and the Great House Volteiri would become formally joined in recent times with the marriage of High Baron Tycho Ortus the Count's eldest daughter. Belaria Volteiri was raised on Serenno until the age of seven until the emergence of her Force-sensitivity. She was brought to Sith Temple of Thule where she was educated the ways of the Force, Sith Magic, and Alchemy. Groomed for leadership the young Sith Witch was angled to become Tycho's advisor. In turn a romance bloomed between the two resulting in a potent legacy.

    TYGIL'S HISTORY

    Twenty Six years prior to current events Tygil II Ortus is born to the High Baron and his wife. Preceded by three elder siblings he was the only child born with sensitivity to the Force, and thus became favored by his Sith Witch mother. In caring for the young Tygil his mother was quite protective and secretive shunning her wet nurses and any aides. Tycho attending to the grooming of his elder children let his wife tend to the child how she wished. For the most part the dispassionate man, that Tycho was, allowed Belaria to manipulate his attention towards other matters.

    In turn this allowed the Sith of Thule to begin rearing the child as its father's planned usurper. The force could be felt strongly in Tygil who was naturally attuned to the Darkside as he demonstrated an affinity for driving animals in his presence into violent frenzies. To the High Baron he would expect nothing out of his growing son whom seemed intelligent but charmingly mild manner, and only chose to acknowledge those qualities he felt were inherited. From both sides of his family he was regarded with pride with his father calling him a born leader, and his mother insisting that he was a child born of the Dark Side to enact its will. Tygil would be raised with princely etiquette and initiated into dark teachings of the Sith from a young age.

    By the time Tygil was eight years of age he had become quite versed in the instructions of his mother and her elders. To the point he had advanced his ability to influence fear and into a mass of weak minds with relative ease while remaining unnoticed. His ability to lie and formulate and shift his identity was fostered by the Sith, and unknowingly by his own father who encouraged debates between his siblings and political attendants for simple amusement.

    At the age of ten the young Prince is sent to join his elder brothers upon Serenno where he would receive a noble's education under the supervision of his grandfather the Count of the Voltieri, for whom he was named after. On Serenno they take on the name of their mother's house to blend in. Groomed for politics and strategy Tygil and his brothers Markus and Dagon are highly competitive, but are united by their family bonds.

    On his eleventh birthday the young Baron Prince is incited by a disarming slight wills the son of a rival house to throw himself off the balcony of his Grandfather's estate. Feeling the ripple of his victim's death in the Force, this serves as a tipping point for Tygil and his commitment to the Dark Side. Fearing reprimand for death he made sure to remove himself from the scene of the crime. In the aftermath his mother encouraged his training focusing on his natural talent in twisting individuals to his whim.

    The years that follow are filled with advancement of his training as both an air to Barony of Thule and a Sith. As well a personal desire for Galactic politics took shape with his visits to Serenno. Eventually he would be sent with his uncle Pontus Voltieri and his sister Caelyn to Muunilinst and Mygeeto to meet with Muun investors of the Inter-Galactic Banking Clan. Charming the credit-centered and intellectual sensibilities of certain members of financial groups allied closely with the Clan, Tygil earned the interests of Mol Gantrii the Muun Magister of the Gantrii Holdings group.

    Seeing Tygil as a valuable ally for future ventures the Muun decided to act as a personal tutor and advisor to the boys political education, claiming that that with the right aid he would go far in the Galactic center of Coruscant. This was an ideal situation and allowed Belaria to test her sons control and rhetoric, those manipulations that were not brought upon by the Force, but the mind of a true leader and she saw to that Tygil would be able move crowds with his words. Moving through the systems of the Galaxy the boy would engage in Junior Debates of Politics serving as one of the fastest rising minds in this space and time. Each world he walked upon offered more opportunities to strengthen his foundation and bring more subservient minds into his fold.

    When the boy turned fifteen in he had been moved to Muunilinst in a permanent residence to further his training gaining the rare privilege of moving into the Harnaidan city Complex owned by Gantrii Holdings. By this time Mol had gained considerable admiration of his apprentice of the now. In ways Mol in his shrewd business senses and often cutthroat finance acumen had become a surrogate father to the boy. From doting upon the Human child to even bearing him into many of the rituals as he came of age, they looked to their partnership with promise. It was something that the boy used to anchor his focus upon the political circuits.

    Belaria however had grown intolerant of this bond and the new found independence encouraged by the Muun. In turn she chose to accost and reprimand the boy for the first time due to his insolence. There was a threat to tear him away from Mol and the realms he had grown quite attached to, this was a weakness and only served to inhibit him from achieving his destiny. This single act turned the spoiled ego of the young Sith into vindication though successfully returned him to focus on his profane studies as his mother wished.

    It would be less than a year that Tygil, whose study of the Dark Side was renewed in spite and anger, had come to center himself and eclipse his control of the force. It astounded his mother how quickly the sixteen year old child had begun to grow into his true power. But it was her pride that would blind her from the target her son Tygil had painted on her back. She had become a nuisance to him now somebody that stood in the way of his desires. Belaria only held one last skill that he would find invaluable to his freedom and it was the means to suppress another's thought and control their mind. This was the true matter of focus that brought him to earn the woman's graces. In turn all the training accumulated in this great deception of earning Belaria's trust and confidence.

    Tygil appealed to his mother's ego and sense of self-importance, leading her into a conspiracy to overthrow his father as High Baron. The thought that the Sith Temple having full and absolute dominion over Thule was something the order secretly strived for. Eventually Tygil would attend a New Year Festival ball that was being held by the newly reigned Chief Delegate of the IGBC (Intergalactic Banking Clans), Mol Gantrii. Tygil and Belaria would attend to congratulate the Muun playing to the ego of the leader, as would many of those who attended, which would include many representatives of competing factions of Galactic Government

    The young Voltieri he would move the often ambivalent Muun with the gift of a Gantrii Sigil clasp, holding the Muun's house symbol forged in Aurodium. Tygil had almost brought Mol to tears and earned his deepest respect. His sights would turn on his mother now two weeks after the festival tracing her drinks with heavy sedatives then choking her through the Force while she was unconcious.

    The coroner claimed Belaria had an allergic reaction to her sleeping medication that formed a fatal case of apnea. After the tragic events of his mother's death Tygil internalized his satisfaction as he mourned over her body. Down to every cue he executed a silent grief with great precision even during the funeral. Mol Gantrii his closest friend and teacher would be by his side to comfort him as he had planned. Not wanting to see the boys skills wasted, nor to let the youth be alone the Muun would step in as the boys active guardian in the greater galaxy, this made Tygil II Voltieri a ward of Muunilinst and saw the forging of a powerful ally for Thule.

    This windfall allowed the boy a freedom to shape his role in the Galaxy and through Gantrii he would be able to manipulate himself into positions of status. Becoming one of Muunilinst's youngest Galactic Ambassadors at the age of eighteen he served as a new face to the IGBC representatives. By convincing the wealthy to invest their savings in the IGBC, this made Tygil the Gantrii Holdings group's greatest asset, as he encouraged a prosperous credit flow through cooperation of Outer-Rim Charity organizations to bring aid to devastated boarder planets.

    What put Tygil on the map was the deal he brokered with Thyferra between Pharmstar Industries, AruMed, and Hadrassi Emergency Medical Systems Technologies in the supply of Bacta and medical technology. An addition to this vast trade agreement was to sponsor spending through the IGBC and to invest a small percentage of the profits to Medical Universities sponsored by Gantrii Holdings in the Galactic Powers (Republic, Empire). News articles blew up all over the Holonet about a young financial ambassador who had maintained a Humanitarian win streak stirring up a positive conversation about the Muuns and the Banking Clan. Mol Gantrii publicly hoisted Tygil Voltieri as new face of the political and corporate youth of the Galaxy, and slowly assured the boy a position to serve as his Legate during the Senate hearings. The young man was seated by the Chairman of the IGBC as one of Mol's three Co-Delegates .

    Only twenty one the young son of the High Baron would return to Thule with plans to change their history. Whilst not a powerful system compared to the likes of the Galactic Center, the Thurra System, benefited from its hidden position in a region called the Sith Worlds. Difficult to travel through without aid the Baron's fleet could assure Thule's protection from most invaders. But High Baron Tycho Ortus' son was not satisfied with hiding away into obscurity.

    The only way to assert change was to take control and in order to do so his father must be removed from his position. Being the youngest child he did not have a claim to the Barony, but there means to assure he would not be contested. Markus the eldest son had an unfortunate accident when inspecting a foundry, falling accidently into a smelter used to make the alloys for the hull plating of Thule's fleet. Poor Dagon had become afflicted an incurable condition that crippled his nervous system leaving him catatonic. While Tygil's beloved sister found herself swept away in a distant romance with a noble from Kuat, abandoning her family to follow her heart.

    Alone now the High Baron had lost all he'd loved. His wife, his children, and all he had left was his youngest of whom he'd become concerned of since his mother's death. Tygil did not despise his father. In ways he respected the man's diligence and strength. He possessed a rare ability to put others above himself, but he would never dream of bringing Thule to the attention of the Galaxy. He would never think of expanding their reach. And even though he did not hate his father a change must come. Tygil gave his father Tycho the honor of knowing why. Revealing his every action and the reasons why he had turned on their family. Horrified by this revelation the High Baron thought to run only to find that he threw himself from a high balcony.

    His deed done the twenty-six year old Baron Prince would be raised to station as the De-Facto leader of Thule. With his seat of power he released an invocation the rest of the Galaxy requesting meetings with current Galactic Powers and even the Jedi Order. His schemes now begin.

    BEHIND THE SCENES
    Genre/Fandom:
    Star Wars
    Era(s) : Any Era post Exar Kun's Empire
    Other Info: N/A
 
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GENERAL INFO

Character Name: Oran Sorrow
Nickname: The Gravewalker
Gender: Male
Age: 26
Race: Tiefling (Spawn of Dispater)
Sexuality: Heterosexual
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Alignment Lawful Neutral
Character Class: Cleric (Lv.5)
Sub-Class: Grave Domain
Background: Acolyte
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Occupation: Healer, Priest
Affiliation: The Raven Queen

ABILITIES & POSESSIONS

Racial Abilities & Feats:

DARKVISION
Thanks to his infernal heritage, Oran possesses superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.

HELLISH RESISTANCE
Drawing his heritage to a Devil of the Abyss, Oran, possesses a tolerance to fire showing the ability to resist harm and move through flames unscathed with during short exposure.

TIEFLING TAIL
One of the Tieflings greatest gifts is the tail some may possess. Oran's tail is strong and prehensile capable of constricting, jabbing with its speared tip, and lifting small objects.

OBSERVANT
A mind for detail Oran has honed his perception to allow him to better pick up fine detail, which has allowed him to read the lips of any creature within his vision and understand their conversation if they speak a language he knows.

Class Powers:

SPELLCASTING
A conduit of divine power, Oran, as a Cleric of the Raven Queen is bestowed this gift through prayer and action. The spellwork of a Cleric of the Raven Queen focuses around the aspect of Death. Thus Oran Sorrow practices the Grave Domain an oft misunderstood realm of Clerical magic. Whilst harnessing the goddesses power to heal and rebuke the dead, he can affect the flow of death to bring the dying from the edge, and return the undead to rest. There is little difference in appearance to the Grave Domain and Necromancy other than the origin of the power and the intention behind it.

CHANNEL DIVINITY
Once per short and long rest Oran can channel his goddesses presence into him to engage in various effects. These effects are considered blessings and miracles by many.

Turn Undead: Presenting his holy symbol he speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet becomes turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly move to a space within 30 feet of you forcing it to flee.

Destroy Undead: Those undead turned of a weaker constitution may rapidly decay or disintegrate under the force of the Cleric's Divine power. The stronger Oran becomes the harder it is for the lesser undead to return to their natural state of death.

Path to the Grave: Oran can Channel Divinity to mark another creature's life force for termination. He may choose one creature he can see within 30 feet of him, cursing it. The next time he or an ally hits the cursed creature with an attack, the creature has vulnerability to all damage, then ending the curse.

Circle of Mortality
As a Grave Domain Cleric, Oran, can manipulate the line between life and death. With focus he can bring the dying and ill back from Death's door. This enhances his Spare the Dying Cantrips range to 30 feet.

Eyes of the Grave
Oran possesses the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action he can open his awareness to magically detect undead. For a minute he knows the location of any undead within 60 feet of him that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell him anything about a creature's capabilities or identity. Oran can use this spell three times per long rest.

Proficient Skills:

History: Studious and resourceful Oran has studied the history of this land and the times before its separation into the Elemental Chaos.

Insight: A man of strong intuition he can tell a bold face lie from a mile away. Invested in the intentions of others he has become suspicious of their actions.

Medicine: The care of the ill and infirmed are among the tenets of the Clerical orders. A servant of the Raven Queen, Oran, is no different and is knowledgeable of poultices and remedies.

Religion: A temple acolyte he has learned the nature of Faith, Gods, and Religious Orders.

Language: Oran can read, speak, and write in Common, Infernal, Celestial, and Abyssal.

Possessions:

ARMOR / WEAPONS / MAGIC ITEMS
Flared Mace
Silver Dagger
Scale Mail
Kite Shield
Holy Symbol

OTHER SUPPLIES

Acolyte Set: A prayer wheel, 5 sticks of incense, vestments, and a set of common clothes.

Explorer's Pack: lncludes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

SPARE THE DYING
Necromancy cantrip
Range: Touch
Components: V, S
Duration: Instantaneous

Oran touch a living creature that has become unconscious and teeters between life and death. The creature becomes stable. This spell has no effect on undead or constructs.

CURE WOUNDS
1st level evocation
Range: Touch
Components: V, S
Duration: Instantaneous

A creature Oran touches begins to see small wounds and physical damage healed granting a resurgence of vitality. This spell has no effect on undead or constructs.

HEALING WORD
1st level evocation
Range: 60 feet
Components: V
Duration: Instantaneous

Through ritual prayer Oran can extend divine grace to provide limited healing to any creature of which he can see.

CREATE OR DESTROY WATER
1st level transmutation
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous

Create Water: He creates up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. He destroys up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels: When he casts this spell using a spell slot of 2nd level or higher, he creates or destroys 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

SPIRITUAL WEAPON
2nd level evocation
Range: 60 feet
Components: V, S
Duration: 1 minute

Oran creates a floating, spectral weapon within range that lasts for the duration or until he casts this spell again. This spiritual weapon deals force damage to whichever it attacks. The weapon can take whatever form its master chaooses. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

HOLD PERSON
2nd level enchantment
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

The target humanoid becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. When he casts this spell using a spell slot of 3rd level or higher, he can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when he targets them.

DISPEL MAGIC
3rd level abjuration
Range: 120 feet
Components: V, S
Duration: Instantaneous

Oran can choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. When he casts this spell using a spell slot of 4th level or higher, he automatically ends the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot used.

BANE
1st level enchantment
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute

Up to three creatures of Oran's choice that he can see within range becomes targeted. These targets become flooded with fear and doubt, and find their actions hindered by the magical compulsion. An additional target may be chosen for every level spell slot beyond 1st.

FALSE LIFE
1st level necromancy
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

Bolstering himself with a necromantic facsimile of life, Oran gains an impermanent boost of vitality and health.

GENTLE REPOSE
2nd level necromancy (ritual)
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Duration: 10 days

He touches a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

RAY OF ENFEEBLEMENT
2nd level necromancy
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from his finger toward a creature within range. The ray draws strength and life from whatever it contacts causing it to wither and weaken.

REVIVFY
3rd level conjuration
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous

Oran touches a creature that has died within the last minute. That creature returns to life with limited vitality. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

VAMPIRIC TOUCH
3rd level necromancy
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The touch of his shadow-wreathed hand can siphon life force from others to heal his wounds.

THAUMATURGY
Transmutation cantrip
Range: 30 feet
Components: V
Duration: Up to 1 minute

Oran manifests a minor wonder, a sign of supernatural power, within range. He creates one of the following magical effects within that area:
•His voice booms up to three times as loud as normal for 1 minute.
•He causes flames to flicker, brighten, dim, or change color for 1 minute.
•He causes harmless tremors in the ground for 1 minute.
•He creates an instantaneous sound that originates from a point within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
•He instantaneously causes an unlocked door or window to fly open or slam shut.
•He alters the appearance of your eyes for 1 minute.

If he casts this spell multiple times, he can have up to three of its 1-minute effects active at a time, and he can dismiss such an effect at will.

HELLISH REBUKE
1st level evocation
Range: 60 feet
Components: V, S
Duration: Instantaneous

Oran points his finger, and the creature that attacked him is momentarily surrounded by hellish flames.

DARKNESS
2nd level evocation
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point Oran chooses within range to fill a 15-foot-radius sphere. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point chosen is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

APPEARANCES
Play-By:
n/a
Description:

Pale and ashen skin Oran Sorrow is a Tiefling of a lavender hue owing his ancestry to the Lord of Dis, the Arch-Devil Dispater. Standing tall at 6'5" ft he is a mesomorph with broad shoulders and lean muscles, the man can be an imposing figure in full armor. His hair is a pale silver and his eyes are full white without pupil or sclera. As a Tiefling he was born with two jagged horns that arch out from his temples, and a five-foot tail that can constrict and grasp objects with a spearing tip.

PERSONALITY

Description: Abandoned to the wastes Oran was taken in by the Grim Censer-bearers of the Raven Queen, and raised by the priests of the Temple of the Black Talons. Named by them. Given purpose. Oran has never known his birth parents and has lived a fairly isolated life of duty and dedication. Though his presence is unnatural it is the goddesses will to see him as a vessel to her will, for which he has been most grateful. Oran's mission is to quell the undeath in these lands and restore balance to Life and Fate. Even though it appears to be an unsurmountable task he is of less than a handful of Clerics capable of channeling the Raven Queens divinity.

Feared by many as an outsider, his life is as those of most Tieflings, and the people look at him as an wicked byproduct of the Elemental Chaos; nevertheless, as a Cleric most are conflicted and are begrudged to help him. Many pass him in silence. As any being touched by the will of the gods is one to be respected in these godless days. Oran is content to let them watch and does not often concern himself with the opinion or politics of the living. His existence is to play a part in bringing this dark night to an end.

He is however a thoughtful soul in his private moments and will not turn away those in need unless it interferes with his service to the goddess. Selfless is a way to describe him. Truth is he is more cold and distant, unwilling to bear his emotions to most even those dearest friends. But in his heart he seeks to do the right thing by bring order. Good and Evil need not apply. If you stand in the way of Fate he will see that you meet the long winter of his goddess.

HISTORY

Long ago when the lands Urbora were still tethered to the Mortal Planes the Arch-Devil Dispater took a Human Witch as surrogate. In turn for favor this Witch would learn the secrets of Lichdom, and her children would bear the Lord of Dis' stain. Not long after when the ascended Asmodeus hurled the Abyss into the Elemental Chaos, the lands of Urbora were torn asunder and dragged with it into the storm. Lost amidst wild Elemental Planes and the Shadowfell the mortals were pitched into the Eternal Night. Strange creatures and stranger folk arose in the time before the twilight.

The Planetar known as Vatiel the celestial servant and most loyal of the Broken God, Ilmater, was present on Urbora as it was cast into the Eternal Night. Fighting back fiend and foe the divine being could do so little on his own. This world was lost. And its people kept far from the will of their gods to hear their cries for mercy. It was Vatiel who brought about the Twilight when ascended to the planar membrane and extinguished his life so that corpse may burn with a fire of Ilmater's mercy gifting the mortals a light of hope. A beacon to the gods.

Centuries later a Tiefling child would be born to human parents of a small village, which terrified of his pale features and white eyes they abandoned the babe in Burning Wastes. Its cries bellowed out in the desolate sands. A thing that should never have been born, but now on the precipice of life and death was seen by the Raven Queen. Seeing his fate the goddess sent her Grim Censer-bearers on a divine mission of mercy into the Burning Wastes where they found the cursed child.

Brought to the City of Mornhill the boy was raised among the priests in the Black Talon Temple. Dredged in tales of the past this is where Oran Sorrow would earn his name. It was also here that he would train, pray, and study in service of the goddess he had never met, but spared him from death. Once he reached adulthood he was sent on his quest to travel Urbora and smite the dead. Earn the favor of the goddess and return with a great artifact of the Eternal Night.

BEHIND THE SCENES
Genre/Fandom:
High Fantasy / Dungeons & Dragons
Era(s) : 5e +
Other Info: n/a
 
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GENERAL INFO

Character Name: Brand Argent
Nickname: Salamander
Gender: Male
Age: 25
Race: Faerie (Changeling)
Sexuality: Bi-Sexual
------------
Occupation: Servant
Affiliation: Obedient Caste

ABILITIES & POSESSIONS

Abilities:

FAE TOUCHED
Though assuming the human form given to him not all of his Faerie gifts are completely lost to him and has a heightened resistance to charms, compulsions, illusions, and glamour. His mind is stolen from all but the most potent magic and powers of manipulation.

SUPERNATURAL PHYSIOLOGY
Brand is stronger, faster, and far more durable than most of his human peers. But while it is impressive he pales in comparison to other supernatural beings, and his fairy origin makes him rather weak to the purest Iron. He is able to perform feats twice that of an expert human athlete without any extensive training.

FLAME OF ELPHAME
In times of great stress or emotion Brand can produce a magical fire from his body and presumably control at his whim. However this is one of those gifts that is still suppressed by his form and thus requires an extreme stimulus to provoke.

Notable Skills: To Be Determined In RP
Possessions: To Be Determined In RP

APPEARANCES
Play-By:
K' (King of Fighters)
Description: Born with snowy white locks Brand is an islander which gives him a strange contrast. His skin has rich earthy olive tone giving the impression that he has a year around tan, which is the only clue that he does not suffer from albinism. His eyes are a ruddy red almost mistaken for brown in certain lights. Brand has a respectable physical stature remaining fit and trim and stands at an imposing height of 6'5" ft. You may be able to overlook him in a crowd, but rarely does a person make eye contact with him and not notice his natural charm. A beautiful man given to an almost unblemished presence and his expressions seem to punctuate the responses he desires.

PERSONALITY
Likes:
Fire, the Ocean, Animals
Dislikes: Cowards, Thieves, and Tyrants / Bullies
Fears: Suffocating & Mild Claustrophobia
------------
Description:
Given to a natural charisma Brand's charming disposition is often balance by his sharp wit and sardonic response. While he'd seem fit to command a room he prefers to keep his distance from others, possessing a deep mistrust toward strangers. Brand can socialize and move the situation but for most he holds no interest in opening up and sharing a moment. Something of a lone-wolf in this regard it is clear he has a survivor's personality and lived a difficult life that has a history that weighs a heavy burden on his shoulders.

Confident and quite temperamental if he is not careful, the man had always lived life on the edge. A victim to impulse as one might call it. Strange as it is that he has survived within the Obedient Caste and is designated as a servant with his potent willfulness. But Brand knows when to be defiant and when to bite his tongue, which is likely the only reason he has made it this far in his life.

HISTORY

Born on an island in the pacific Brand Argent was the only child of two factory workers, but those humans were not his true parentage. He was a surviving member of Fae who traded their son for that of a Faerie Child, a Changeling, and left them in the mortal realm to survive. It was not an uncommon practice for the Faerie of old, though with most their kin nearing extinction in the modern world it was quite rare. For Brand he would know no better and would live the life of a human.

His human parents would struggle in a world divided between the Humans and Non-Humans as opportunities for work were so few. Living upon the Pacific Islands many were trapped in laborious and often dangerous work, jobs where many were likely to die rather than retire. Because of this they worried for their son and sought to give him a better life.

At the age of twelve, Brand Argent, was sold to a group called the Order of the Obedient Caste. Their aim was to train servants, stewards, concubines, Guards, and all forms of submission and service. Only a few stipulations away from being slavery all candidates of the Obedient Caste where commanded to sign Life Contracts and were give wages. Many in Brand's position found their wages cut and rewarded to the parents as compensation for essentially orphaning their child into the protection of the Obedient Caste.

The boy was a tough one to break and found submission to be very frustrating in the beginning. But he learned not all punishments had to be physical, and over time the Obedient Caste found a way to make the rebellious child learn.

His adulthood found him in conflict with himself and others making his status a high risk for employers. Thus Obedient Caste kept Brand on a limited time contract with buyers in search for the proper Master and place for him. But with a dangerous reputation this had made him a target of certain high profile families who took his rebellious nature as a challenge. Recently he'd been purchased for that purpose – be broken and trained in absolute submission to a superior name.

BEHIND THE SCENES
Genre/Fandom:
Supernatural / Master x Servant
Era(s) : Modern
Other Info: n/a
 
Perrin%20Profile.png


GENERAL INFO

Character Name: Perrin Kanz Eppis
Nickname: Pip, Mynock
Gender: Male
Age: 18
Race: Human (Lorrdian)
Sexuality: Heterosexual
------------
Occupation: Adventurer, Pilot/Mechanic
Affiliation: Jedi Order

ABILITIES & POSESSIONS

Force Powers:

The Core
The majority of his understanding of the core of force skills attributed to the Jedi his training at the Axion Academy and self-discovery. The ability to sense through force is one he is most familiar with as it is normally the ability that awakens in most sensitive's when they are young. For some it manifests in an awareness of life around them and others a form of sight that allows them to focus on specific individuals. It is also an awareness of time and space becoming the root to other skills of farsight and precognition. It is the reason force user is prone to vision especially in their sleep. Force Sense however is much more than that as it is how Jedi communicate their will through the Force itself. He is not an expert of this power and has a very limited control on it as an ability. Perrin has trained himself enough for it to be ambient.

Force Speed is the ability in which a sensitive empowers their forms with the force to accelerate their motion, enhance their movement, and even hasten their mental faculties. This can come at a large cost to the user depending on how heavily it is relied on. It has through action of less resilient minds lead to permanent impairment and death.

Force Concealment was a power that was used by highly skilled Force-sensitives to mask their Force alignment (Light or Dark), their ability to use the Force, or even their entire presence from other Force sensitive's. Neither of these powers is of particular focus for Perrin. He is aware of them but of the core they are his weakest skills. It is not commanded at will and may only emerge out of dire need without further training and understanding.

Telepathy was the very basic ability to mentally communicate over small or vast distances with other individuals. Every Force user, Jedi or Sith, was able to use it. The range of telepathy itself is theoretically infinite, but the telepath must be able to sense the presence of those they wish to contact. It usually manifests in forms of mental images and empathic imprints between individuals. It has allowed Jedi to gain impressions of individuals in order for them to tell whether they were lying or determine their disposition. While communication through language is not impossible even Masters have been only able to send five word sentences at time to one another. It is a priceless tool and one Perrin has focused on to give himself insight in matters of trade and in piloting. He is considered well trained in this Force Ability.

Telekinesis is an ability that most Force-sensitive's possess. With it, they can lift objects according to their concentration and move them, levitating the items in any direction. Depending on one's skill they could gauge their control and finesse to lift, pull, throw, and hold objects in midair. The specially trained have shown expertise of balancing multiple actions at once demonstrating the ability as the most visual and fantastic of the Core powers. It is a power that has been utilized in both combat and defense especially against other sensitive's allowing the user to recoil another enemies push or throw in a contest of raw affinity and skill. This is the most natural of the core for Perrin even though he understands only the very basics. His affinity for special awareness is a boon that allows him to lift and control moderately sized objects. He has yet to learn how to lift more intimidating sized objects such as fighters or large pillars with expertise, but with time and training one can be sure it will come to him.

Innate Powers

Force Comprehension is the ability to absorb and interpret great quantities of information rapidly by speeding up the user's neural processes. Comprehension required that the user possess at least a basic knowledge of the topic he was attempting to learn. Without this knowledge the user would simply speed up his neural processes and exhaust himself. Many Force users were wary of this ability, since on occasion knowledge learned at such a fast pace elicited strong emotions in the user. Therefore, the technique was not commonly used by the Jedi. But force comprehension found little favor with the Sith as well, simply because they did not have to worry about strong emotions, and preferred more primal methods of learning. For these reasons, Force comprehension was considered to be a universal power. For Perrin it was a natural power born with him and assumed to be inherited from force sensitive ancestors in his lineage. It would be untrue to say he has a mastery but it is foolish to not realize his specialization in this ability. Force Comprehension is a prominent proponent for his technical understanding.

Psychometry is a Force power being the mental technique of picking up impressions and traces of information about an object when touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power was easier to use on personal objects that were used frequently. Objects that were used once or by several people often made the use of this power difficult, but it is still possible. This skill is useful for tracking though it was not useful in open battle and can fail to render useful information at times. Much like the Kiffar this was another ability born to Perrin, yet never honed in the conventional sense. He has only ever used the ability to glimpse images off of objects. Most notably those items that are broken in order to understand what they once were. The utility of the power is not one that is normally acknowledged and is drawn upon by instinct forming a static imprint of what an object once was in his mind. With training and further understanding of the power he may be able unlock the true potential, for the moment it is limited to simple visual impressions.

Lightsaber Forms

Form I – Shii Cho is the essential training form for all Jedi duelists. Lacking the finesse of later forms the raw and fluid based techniques served well in training younglings and padawans the basics of handling a lightsaber. Putting emphasis on deliberate action and tactics this was also a form many trained Jedi fell back on. Shii-Cho was specialized towards engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking numerous adversaries; while it found a weakness in single opponent combat, where a more mobile opponent could capitalize on the clumsy bladework of the form. Nonetheless it a form of foundations and is versatile in an adept practitioner. For Perrin lightsaber combat has never been a specialty and is one of the fields of training in which he struggles.

Proficiencies:
Strengths: Technology, Ships, Engineering, Crafting, Piloting, Bartering, Multilingual, The Force

Some would call him a prodigy in the extent he seems to be able to understand most things thrown at him in a technical nature. This however would be wrong as his understanding is limited to the knowledge at his disposal. Yet a life spent around engineers and starships will breed a sense of mental reflex when it is necessary for survival. Though what makes it all remarkable is his youth. Yet it is not surprising for one who has a high affinity and born relationship to the Force whether he understands what that means or not. Perrin's abilities shape around his focus with all sorts of technology orbiting his influences it is no wonder he is one of the brightest Technopaths to emerge from the Irkalla System.

As a pilot he was considered by many from the Beta-34-Sigma Station that he called home a valuable asset. While hardly ever tasked with the larger freighters he has made a living flying smaller transport vehicles and repair pods. Trained by his father to traverse space he picked up off his experience and in turn dedicated himself to the art of piloting. What has been at his disposal when it comes to living on a transitory service station could be considered trash. Yet many species have made a living off of turning scraps and broken components into working machines. This has been a worthwhile skill that is bred from his nigh innate understanding of technology.

Crafting as a skill set has allowed him to adapt spare components and even re-utilize blueprints into improved versions. What he has crafted he his father and himself have travelled to Irkalla to sell on the trade market. He has become something of a witty businessman in that regard, very difficult to shake down or manipulate prices on. Multilingualism comes natural for any spacer and apart from Basic he is fluent in Binary, Bocce, and Huttese.

Now to say that Perrin's skills and affinities are not driven by something special and innate would be wrong. He is not a natural prodigy as much as he is disciplined. This is an important quality to all Force Sensitive's being that he has inherited his tie to the Force he is no different. His understandings of the all-encompassing energies that shape and influence the universe are limited to tales and what information the Axion Academy has given him. In this Perrin is still growing as a student of the force but shows great promise of control under the right instruction.

This is both a strength and weakness as much as being a sensitive comes with its own weaknesses such as over reliance and peak sensitivity to his surroundings. This has not become much of an issue yet, but he has also not been put in a situation to develop these points. As a force sensitive this gives him gifts beyond those of normal beings. Because of this even the most fatal of flaws would not take away how great of a boon the force is.

Weaknesses: His curiosity, attractive near-human women, puzzles, strategic games, competitive pride, thirst for knowledge, anything that afflicts humans.

What could be a sentient beings greatest ally and most treacherous friend? It's curiosity. For Perrin this comes in spades as much of his life has been built upon understanding that which baffles others. Machines and all sorts of questions riddle his mind. While he can find answers sometimes it is best not to know. Curiosity has a tendency of playing fool to ones emotions and placing them in undesirable positions. Most trouble comes from a person's inability to let the unknown stay unknown. For better or worse Perrin is the most willing to toss a torch into the darkness to see what waits on the other side. It takes an incredible amount of will power for him to resist learning about something that he desires to know.

Though what mortal knows not of temptation? If it is not for knowledge it is something more physical and corporeal. Women of human like feature and nature bait the wonder of Perrin's youth. While he restrains to be proper and show respect his eyes may be led by a compelling figure. Most overtly attractive near-human women have the effect of distraction upon his mind. While it is not a weakness that can be overruled it is basic biology on his part.

Among other distractions come puzzles and strategic games that give his curiosity the physical grounds to manifest and be proven. While does not seek for glory if it should arise he is hard pressed to deny a moment to show his worth. It is pride the greatest venom among men that stains his desires. He knows far better than most what it means to be humbled by it. Pride can breed confidence and with confidence a lapse of judgment is born. The flaw in and of its self is harmless, but all actions that echo from it can be dire.

As a human being no amount of training in the force will change in inevitable fact that there is no true immunity death or undesirable circumstance. Perrin can do his best his best to avoid an early grave and defy the natural course of his biology, but he will still be susceptible to disease and fatality. Not much can be done to overrule this, but there is more than that which can inhibit him. Spores, parasites, and other stellar species have ways to influence and ensnare near-human and humanoid species. One is not simply immortal and for the boy like each man a time will come where he must return to the Force.

Possessions:
Weapons: DL-44 heavy blaster pistol, Portable Cutting Laser
Items: Engineers Tool Belt, Glow Rods, Flash Goggles, Grappling Spike Launcher, Datapad, Jedi Datacron
Ship: Toscan 8-Q Starfighter
Droid: R3-T6 Astromech Droid "Twitch"
Lightsaber: Basic Blue Training Blade

APPEARANCES
Play-By:
Chris Zylka
Description: Perrin is a lithe figure male figure with peach toned skin and a moderately toned physique. There are no real noticeable marks upon him aside from the small scars and scrapes from his profession as a ship engineer. Because of this work he tends to lead a very active lifestyle keeping him spry and flexible. He is noted for a strong angular chin that is bolder than it is pronounced and high cheek bones which help to emphasize his hazel eyes. Usually he wears his honey blonde hair loose and with length keeping his bangs pushed back with a band or visor of some sort.

---Clothing: Perrin is usually adorned in an outfit accustom to spacers from the deep spaces of the Kanz Sector. A dark navy colored long sleeve workers turtleneck, a scarf/rag around the neck, some tan spacer slacks, service boots, and a typical plain brown leather Bomber Jacket. But one cannot blame the boy for adapting this attire to his own sense of fashion as he tends to always keep his flash goggles on his head and his tool belt about his side. He tends to also make patches for his jacket from clothe insignias/marks he finds about.

PERSONALITY
Description:
Perrin or as most of his close admirers call him "Pip" is a bright lad. While not anything remarkable or terribly fantastic Perrin is well a well-rounded individual with a knack for understanding how things work on a mechanical level. Because of this he has always been a handy person to have around to which he usually glad to assist. He is what you would call a "do-right" a person with a strong moral code who has a hard time not following that gut feeling when something is amiss. This usually leads him into trouble but even when a problem is daunting he has enough willful courage to see it through to the end. Even when the outcomes are not favorable.

Because of his life on a security service station in the deep space of the Irkalla System he hasn't traveled much. Though what he lacks in worldly exploration he makes up in his empathy for cultures. Being a service station engineer he works on an assortment of peoples ships and helps calibrate their navigation charts. Perrin finds himself almost always able to read and guessitimate another person's emotions through body language. It is part of his Lorrdian heritage and a further extension of their kinetic communication. Because of this he tends to be among the social type even if he isn't quite the best mimic or liar. He is prone to being almost compulsively honest to most people. Though he can keep a secret as long as he avoids the subject but it takes a great effort to do so.

Kind-hearted and compassionate as he may be do not let this fool you for weakness. Perrin has lived in a world under pressure and constraint. Being an engineer on a service station has made him somewhat expectant of danger. When it comes down to it his willful and driven personality makes him a tough person to break even when his nerves are stirred. This also proves a bit of a problem trying to convince him against his instincts. There is a fiery spirit underneath which can be exploited against him if he is not careful. As he tends to get carried away in the moment by those which he has focus on. This can lead to some stubborn and youth inspired petulant behavior on his part. When it comes down to it with enough push he will always do what it is right even if it means giving up something dear to him.

The strongest and most fluid part of Perrin's personality is his role as a student. He has a high sense of comprehension aided by his force sensitivity. He isn't remarkable in how he thinks by no means a mark of a genius, but he has patience for learning. In this Perrin may be a slower student than most but what he does latch onto tends to stick. He is very keen and almost invigorated by a challenge which breeds a love for puzzles and strategic games. This can almost derail his sense of thought or purpose if he is made aware of some sort challenge to the point where it is tempting. There is a small bit of pride and inner confidence that makes him want to succeed so he may boast. So while it may not be prominent his greatest flaw is a sense of pride which may serve to humble him in time.

HISTORY

Born 51 ArS (After ReSynchronization) in the midst of the Alliance colonies. Perrin Kanz Eppis was the first and only son of a Lorrdian Spacer named Rand who was a frequent transporter of goods around the Irkalla System. Rand would tell his son his mother was a spacer just like him and they met upon Security Service station Beta-34-Sigma in the far reaches of the system. It was the typical spacer tale of romance full of the romance and wistful heat, but as soon as Perrin was born his mother left for the stars once more never to be heard from again. But that wasn't the end of the tale for Rand who found himself work upon the service station as a ship engineer offering his expertise to the upkeep of the entire station and its docking yards. It was a meager living for some and bare bones with a new born son, but for Rand he had found the inspiration to make things work.

Even if he couldn't give much Rand always provided for Perrin raising him upon this service station as a single father. He kept the boys mind alert with puzzles and games of interest. When Perrin was old enough to hold a hydrospanner Rand would begin to teach the boy the skills that defined much of his prepubescent life. He would start to walk among the other Engineers as a peer and work with them as family. Without a mother many of the workers on the station aside from the security itself had a tight community. Thus for Perrin or "Pip" as they called him it wasn't uncommon for him to in turn call them his aunts and uncles. There weren't many other children on the station for the boy to interact with though and it did tend to get lonely. The furthest he ever got from the station was when he would ride out to market located in the Captial of Irkalla, New Secundus.

From an early age however Perrin grew with another guide to him and though he was wholly unknown to its presence it moved through him. He was gifted with what many called the Force and while he wasn't a brilliant presence in the great spectrum of Force he was still within it. Much of his ability to comprehend the complex mechanical structures was born from the force and so was his intimate relationship with technology. Perrin found the energies of Force working within things that had no life of their own per say, but a small part of him was always aware of their purpose within the spectrum. As a young child he would always hear tales from the Spacers that came through. Some would tell him tales of the Jedi and the Republic of old, yet being so close to Irkalla he was more enthralled with the Alliance Pilots that served under the Military Parliament. The many dire missions the ace pilots were told to take on. He could only be honest with his fascination.

When he turned 14 he came across a man who travelled to the service station dressed in unfamiliar garb even for his standards. To Perrin the way this person spoke was both strange and eloquent exposing some form of interest in him. Many of the other Engineers thought the man to be rather peculiar and strange alone, but Rand was the one whom the man approached. This left Perrin in an uneasy state as he could not hear what they were talking about yet he felt it was about him.

It was eventually revealed that the individual was a Jedi Knight by the name Kelborn Thane and he was sent on behalf of the Order to find force sensitives in the system. Perrin already knew that meant him. This would mean that the Knight would take him away from his father, just as he was told from the stories, but Thane did not come with force. Instead it was Rand who would insist Perrin take this opportunity. It was a heartwrenching moment but through conversation the boy would come to realize as his father had that a life on a service station wasn't much for a child. At least through the Jedi Order he would have the opportunity to choose his direction.

Following Kelborn Thane the young teen would be taken into the order and trained as a Padawan. And for four years he would study as diligently as he could. However compared to other Jedi the Masters and Knights worried about the boys passions and curiosities, with many insisting that his attachment to his father and the service station had clouded his ability to properly attune to the Lightside. And while has never shown himself drawn to the Darkside he is among a handful of Padawans that are being selectively monitored.

BEHIND THE SCENES
Genre/Fandom:
Star Wars
Era(s) : Post-Empire / Star Wars: Faster Than Light
Other Info: N/A
 
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GENERAL INFO

Character Name: Tarak
Nickname: Wei Shen, Prince Shen
Gender: Male
Birthdate: 171 AG
Nationality: Fire Nation / Northern Water Tribe
Sexuality: Heterosexual
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Occupation: Prince, Ambassador
Affiliation: Fire Nation, Republic City

ABILITIES & POSESSIONS

Abilities:

WATERBENDING
Due to his father being from the Northern Water Tribe, Prince Shen inherited the gift of waterbending, which allows him to control and manipulate water in all of its forms. Due to his temperament he struggles with many of the basic skills necessary for proper waterbending. This is demonstrated in his attempts resulting in boiling water sources he attempts to manipulate turning to vapors and condensing in the air. This has led him to adapt firebending techniques to make use of this gift he utilizes out of spite.
  • Steam Manipulation: Unlike most other waterbenders Prince Shen's waters run hot and become scalding streams of vapor and steam. This allows him to create and manipulate dense mists / fog in which he can obscure himself and others. But in a more likely offensive way Shen can utilize steam into pressurized jets scalding water vapor which can burn and throw an opponent back. With focus he can heighten and narrow the pressure of these steam blasts to cut through other Benders attacks and materials.
  • Condensation: This is the act of pulling moisture from the air and skill a waterbender in employs when he lacks a source in his surroundings. Prince Shen however draws upon this instinctually, which is quite rare for a waterbender of his skill.

SPIRITUAL CONNECTION
One of the other consequences of the last Harmonic Convergence was the imbuement upon a few benders born around that time-frame of a deep spiritual connection. This grants Prince Shen an awareness and sense of spirits around him. Enough for him to sometimes see them in his surroundings, as well the means to commune with them if he tried. Similarly the spirits are aware of these odd bender fellows often mistaking him for another spirit. This is a rare quality often shared with the Avatar and a few Airbenders; however, this connection seems to be something else entirely not directly tied to either.

Notable Skills:
  • Martial Arts: As a bender of the Fire Nation, Prince Shen, was inducted into the Royal Academy by his grandmother Fire Lord Izumi. He is a talented hand to hand fighter showing proficiency in the relative martial styles of his nation. As well his primary offensive techniques come from a Tiger Animal Style which makes him fierce and aggressive. Combine with his Waterbending he creates a unique and unexpected barrage of short to mid-range of techniques that can take his opponents off guard. Excelling at full frontal assault he seems to lack the patience for defense thus is vulnerable when put on the receiving end.
  • Swordsmanship: Instructed in the way of the sword the Prince utilizes a Dao as his preferred weapon. Trained by masters descending from a line of students extending from Piandao, Shen's education is considered among the finest. In practice while he shows the promise of a great swordsman he retains the flaw of a faulty defense.
  • Diplomacy: Educated in the Royal Academy he was the son of Princess Kiyoko and grandson of Fire Lord Izumi. It is expected of him to take a political role in the Republic and because of this he was educated first hand in the matter of diplomacy. At the age of sixteen he is elevated to the role of Ambassador by his Uncle Iroh to on his council in Republic City.
  • Pai Sho: A game that has run his family for generations Prince Shen is a skilled player but lacks the same finesse of other family members.

Possessions:
  • Meteorite Steel Sword: The Dao that Prince Shen uses was forged from an alloy created from Meteorite Iron. This blades edge is honed and almost peerless and capable of cleaving through other metals with enough force.
  • White Lotus Tile: Passed to Zuko from his Uncle Iroh, then to his grandson of the same name. As tradition Prince Shen received this token from his uncle as well as a token of their bond. This tile is a worn Pai Sho piece, which is worn as a necklace. To most it holds no other significance than as jewelry, but for Shen it holds the import of legacy and a bond to his family.

APPEARANCES
Play-By:
Lon'qu (Fire Emblem: Awakening)
Description: The child of Fire Nation royalty and a Northern Water Tribe ambassador, Shen shares many of the qualities of his parents. Like many who come from the water tribe his skin has a light tan to it and a strong brow with a slanted nose bridge. Much like his father Shen has soft blue eyes; nevertheless, he inherits the dark brown (almost black) hair that is short, wild, and often unkempt from his mother. Much like his uncle General Iroh both men share a lot of physical similarities to their ancestor, former Fire Lord Zuko. His features may be a bit softer and rounded than his Fire Nation relatives.

Prince stands relatively average in height and usually dressed in apparel from the Fire Nation. Even though he was born and raised for a short time in the North Pole he does not wear many vestiges of their culture. He only wears the blue fur lined overcoat, leather gloves, and boots like his father. But much of that is adapted to the Fire Nation's strict military style with the white slacks and a red sash adorned with the royal crest. He is an odd one in the line-up of those from the Fire Nation because of the blue color of his long tailed overcoat, which if were styled red or black would allow him to blend in.

PERSONALITY
Likes:
Family, Mochi, Tea, Pai Sho, World History, Bending Arts
Dislikes: Furry Animals (Allergies), Waterbending, Defeat / Giving Up / Quitting, Cowards
Fears: Being Defenseless, Watching Those He Cares For Suffer
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Description:

A deeply passionate individual who projects a guise of reserved discipline, Prince Shen, greatest strength and weakness is his pride. This is a quality he seems to share with his ancestral family (Zuko, Ozai, Azula, etc…) in that they are deeply driven people with deep self-esteem. It could be that Shen is too inexperienced to possess true confidence, but it is clear he refuses to let fear or doubt stop him. What this does translate to is a potent ego. Wei Shen is cocky and arrogant when in his element a fact that has been taken advantage of in the past to disarm him.

However while he is born with many qualities of the Fire Nation his root is within the nature of Water in spite of his protests. Prince Shen's element is the element of change. When not defying this face, Shen, is very adaptive to situations he encounters. He is strongest when he flows with the current, and that is what truly gives the Prince the power to overcome adversity. And as with many among the Water Tribe Shen possesses a great affinity for community and family. His family and their honor means the utmost to him, which is seen in the way the Prince compares himself to his uncle and ancestors.

The contention he possesses with waterbending and the ways of the Water Tribe however seem to be rooted in a deep personal pain. Prince Shen sees it as a tradition of weakness, which is a belief steeped in the loss of his father. Believing that since the practices of waterbending and the Water Tribes were unable to protect him it is thus inferior. It also keeps him in a state of envy and rivalry with firebenders. There is a shame in him that he is a waterbender and that somehow connects to his belief that since the power could not save his father then it cannot save those he cares for.

HISTORY

Born only weeks after Harmonic Convergence in 171 AG to Princess Kiyoko of the Fire Nation and Nanuq the Republic Ambassador of the Northern Water Tribe. Prince Shen was given the name Tarak at birth (but would later change it) and was raised in the village of Manirak. The family would live happily in the northern territories avoiding much of the chaos stirred up in the Earth Kingdom by Kuvira. Eventually when peace settled the family was there to celebrate the Avatar's victory.

At the age of four the boy met his great-grandfather Zuko who gave his blessing upon the family. At the same age he began to manifest his waterbending abilities showing the potential for prodigious talent. Nanuq would take his son under his tutelage and teach him the ways of the Northern Water Tribe. During this time the boy and his father are deeply connected, and the Prince looks up to the man as a hero to him and the small village they live in.

Misfortune strikes during several years later after Tarak's (Prince Shen) sixth birthday when the vessel ferrying his father and peacekeepers was caught in a wild storm. The assumed death took a toll on the family as Princess Kiyoko and her son returned to their family home in the Fire Nation. Comforted by Fire Lord Izumi and General Iroh, the boy begins to develop his passion for the culture of the Fire Nation. Unexpectedly the loss of his father causes Tarak to begin resenting the Water Tribe and Waterbenders due to neither being capable of saving Nanuq.

Growing up in the Fire Nation the boy would take his position as Prince and chooses to eschew his given name. As Wei Shen he attends the Royal Academy and takes his bending training with firebenders. Due to his anxiety and frustrations he is unable to waterbend conventionally and is at a disadvantage, but his emotional passion causes him to develop a unique style utilizing steam. By channeling his negative emotions and purging them in the waters Prince Shen found he could draw heat to water and manipulate the resulting steam in a similar way to firebender, or even an airbender as suggested by some of his instructors. Extremely competitive the once free loving child takes on a rather serious demeanor.

But Shen is not miserable but merely reserved around others in this time. Very close with his uncle, Iroh, takes place of his father, and tries to share his wisdom with his nephew. The Prince is also very close with his mother and grandmother. By the time he had reached puberty (age thirteen) Wei Shen had already become a friendly guest of Air Temple Island, befriending Tenzin's youngest son Rohan in the process. Prince Shen had also traveled the known world at that time joining his uncle on peace missions.

Seen as a charming and intelligent due to his relation with his Uncle Iroh, and personal efforts he'd made to channel his personal wealth into impoverished areas of the United Republic, Wei Shen was to be groomed as a Ambassador for the Fire Nation. At the age of sixteen he would be requested to take a seat beside Iroh in the Republic's Parliament. This would make him one of the youngest Ambassadors to be brought from the Fire Nation.

BEHIND THE SCENES
Genre/Fandom:
Avatar (TLA & LoK)
Era(s) : Post-Legend of Korra
Other Info: N/A
 
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GENERAL INFO


Character Name: Perseus Kay Black
Nickname: Percy, P.K.
Gender: Male
Birth Date: October 31st, 1959
Race: Wizardkind (Muggle-born)
Sexuality: Heterosexual
------------
Occupation: Hogwarts Student (1971-1978)
Affiliation: Black Family, Slytherin House (1971-1978)

ABILITIES & POSESSIONS


Abilities: Magic (Like all Wizards)
Notable Skills: Charms, Hexes, Wandless Magic, Non-Verbal Magic
Possessions:
  • Perseus' Wand – Rowan Wood, 11 1/2 inches, Unicorn Hair Core
    A spiraling length of a polished pale wood with a black leather grip, and the base of the handle clasped with a silver pommel.

APPEARANCES

Play-By: Cillian Murphy
Description: Perseus is a modestly handsome man with a smooth and peach toned complexion. Standing about six feet tall even he is a lithe man who inherited his father's gaunt frame, but his mother's cherubic quality softens his features. Percy has dark black hair, blue eyes, and all the assured sensibilities of a Wizard who knows himself superior to most. Even as outcasts to the Black family like his father and his father before him, the bloodline is strong in him, and fortunate is he their magical aptitude followed. Dark and flowing cloth do much to accentuate a seemingly regal form. And in all matters he stands tall as a stoic arbiter of the Wizarding community.

PERSONALITY

Likes: Competition, Magic, Riddles, Wizard's Chess, Dark Chocolate, Pumpkin Juice
Dislikes: Criticism, Inferiority, Gambling, Divination, White Chocolate, the Black Family
Fears: Losing Magic, Being Forgotten
------------
Description: Perseus is a Black through and through. Perhaps without the persecution and disdain of all muggles, muggleborns, and half-bloods, but surely he holds the spirit of the house his father's line descends from. Loyal, proud, passionate, and charismatic if not for his origin of birth, he'd have been a beloved member of the family. Driven to greatness by an innate sense of self he is very sure of who he is as a Wizard, Perseus has never needed or regarded any other persons belief about him. Though he is sore when it comes to matters of criticism he is also silent and patient in matters he deems worthy of action. Like many sorted into Slytherin he has the potential to be vindictive and petulant when his ego is wounded. A barbed tongue may be a great weapon but has done much to isolate him from people in his life.

A stubborn personality he has his firm beliefs and his goals. In turn he can be easily turned to jealousy over a seemingly larger perception of self, thus frequently required to realize perspective and disappointment. Perseus also has inherited his mother's sensitive and caring nature. While he keeps a very strong front behind the ego and pride, there is a trustworthy man who embraces magic as it is intended. Perhaps a noble soul in a way only a Slytherin can be Perseus loyalty and passion are difficult to truly rival or understand. A stoic personality he seeks to better himself by learning and education always. In turn he has become something of a charming and mystifying figure, when the proper opportunity arises.

But know that the mixture of his qualities will turn him into a relentless man when what he holds dearest to him threatened. In turn all the goodness he may have Perseus is still a man and his sensitivity to his pride will not drive him to find justice. When angered or incited to similar furor, he is a vengeful figure. It is a vengeance that rears an ugly side out of gathering the worst of his personality into a poisonous drought.

HISTORY

Always pure, the motto of the Black Family – it is because of this belief many who chose to stain their legacy with the blood of Muggles were disowned by the family. For Perseus Black he is one of a few such figures who had kept the paternal line. From his Great-Great-Great Grandfather Serpens Black, a squib, to his father Corvus Black born a muggle, Perseus was never considered a valid member of the family, nor is properly acknowledged for that matter. But he still held the name and legacy from birth but most importantly the first in four generations to be born with magic.

Corvus Black married a young seamstress Cordelia Thatcher in London, England and there they started family. First was a boy Perseus and ten years later a young girl Lyra. Both children to their father's surprise were gifted with magical potential, and the first time in over a hundred years a descendant of Serpens would learn the ways of Magic.

Growing up Perseus enjoyed a modest home in the world of Muggles. Not inclined to wealth the familial legacy did not translate to the modern world. This made no difference as he had been loved by his mother, and his father instilled the pride necessary of a Black wizard. However there is one fortune to him as Serpen's inheritance passed down the male line, and each son insured that the small boon would remain safe in Gringotts. It was Perseus and Lyra's destiny to inherit this so that they might bring honor to their names.

Marauder Era (1971-1978)
Perseus attends Hogwarts School of Witchcraft and Wizardry, and is sorted into the Slytherin house to the surprise of his peer. He was a rare muggle-born (not even half-blood) to be sorted into the house for over fifteen years. While he belongs to the house he is treated with similar indigence as the other houses by fellow Slytherin. In turn Percy learns early on to instill fear in them with charms and hexes. Eventually many Slytherin leave him be or are at the least cautious of crossing him, in turn he is of the more promising students of his year.

During the time he attends school he also knows of his distant cousins Regulus and Sirius. What the other Black's knowledge is of him or impression is unknown, but can be assumed the same that any Black holds against other non-purebloods.

Post-Marauder Era (1978-???)
Currently N/A

BEHIND THE SCENES

Fandom: Harry Potter
Era(s): Marauder (currently)
Other Info: N/A
------------
Character Threads:
N/A
 
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GENERAL INFO

Character Name: Wesley Fenn
Nickname: Weasel
Gender: Male
Age: 18
Race: Human (?)
Sexuality: Heterosexual (?)
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Occupation: Farmhand (formerly), Retainer / Blackguard
Affiliation: Raven Company

ABILITIES & POSESSIONS

Abilities:

DRUIDBORN
A rare phenomena among mortals is to be born touched by the spirit of the land. Where many sorcerers spend their lives mastering the elements and attuning to the world around them for the Druidborn it is innate. Because of this for Wesley his gift of magic is latent and wild tied heavily to his emotions, instincts, and surroundings. Capable of manifesting a wide range of Druidic Magicks (nature attunement) he will require time and practice to master any one skill.
  • Elementalism: A Druids most potent and offensive tool is the ability to conjure, shape, and control the fundamental elements of nature (Fire, Earth, Water, and Air) and their constituent parts. Drawing upon the rawest emotions an Elementalist's spells can be volatile unless channeled through an object or font to control the unbridled power of nature.
  • Animal Empathy: The beasts of the lands possess mind and souls which are receptive to some. For a Druid they can feel the emotional states and understand the intentions of these creatures no matter how great or small. With focus they can communicate in turn by projecting their intentions back. But a skilled practitioner is one that can alter the emotional states of beasts to pacify, rally, or enrage a beasts mind.
  • Root Mind: A very rare talent for a Druid is bonded to life around them, in this, Wesley, is deeply sensitive to his environment granting him and almost precognitive sense. His mind is drawn to the root systems of plant-life drawing him naturally to wellsprings and wild growths. The Root Mind's most important ability is the ability to meld with ones spirit and mind within the root systems of plants and see through them. This "Sight" often manifests as dreams or waking trances in which the practitioner has an out of body experience.

Notable Skills:
  • Animal Husbandry: Born and raised upon a farm it has been his responsibility to tend to the livestock. Because of this he knows the basic needs of beasts, their diets, mating habits, and how to properly tame or approach them. Even for wild animals he understands their basic tendencies and what to look out for.
  • Horticulture: The cultivation and tending to crops and medicinal plants is important to any farm. For Wesley he knows what to look for in order to tell which fruits and plants are poisonous, and how they might affect the body.
  • Horsemanship: Wesley having tended to many beasts and having to make travels to the market, he has had to pull a wagon, which means riding a horse. Because of this he is comfortable on horseback and understands how to properly control / break a steed.


Possessions:
  • Wyrding Medallion: A relic of an old faith it is a simple pale gray stone etched with a wreath and olive branch. This symbolizes Danika, Goddess of Messengers and Travelers, worshipped by the Wyrding Nomads. This was given to Wesley by his mother to hopefully ward off danger.

APPEARANCES
Play-By:
Craig Horner
Description:
Often dressed like a pauper or at least appearing it, Wesley, is a young man who does not appear as he seems to be. Long brown cotton or burlap shirt with tanned hide leather slacks with a single belt and a pair of riding boots is all he's ever had to his name. His thick and wiry earthy hair is kept short but the bangs always seem to hang loose, as if always in a haphazard state of indecision. But standing 5'10" ft tall he is a lithe figure forged out of hard work and labor. In this he possesses a body that is lithe with taut muscles.

However while he is considered human the farmboy has an almost exotic and fair appearance to his appearance. Hawkish features form his brow and nose bridge, with almost gaunt chees that are raised far more than his mother's subtler attributes. There is an opinion that he might be a "mix breed" due to his tilted and softly narrow ear tips. Unmistakably human but there is something oddly Elvish about him. But the dim earthy pools of Wesley's iris seem to whirl with the curiosity of the mundane, and at best he is just an odd appear boy that straddles the fence between sickly and invigorated.

He possesses certain signs of a working life such as callous upon his feet and hands and a ruddy olive tan over fair skin. With small faded marks of injuries long since come and passed, but upon his back there are bright and heavy marks of a fierce lashing, a punishment for his attempted theft from the cities granary.


PERSONALITY
Likes:
Animals, Tall Tales / Stories, Honesty, Family, Cooked Meats
Dislikes: Treachery, Violence, Cruelty, To Lie, Loneliness
Fears: Horrors that wait in the Mist, His Family starving or becoming harmed
------------
Description:

Some would say Wesley Fenn is brave in the classical sense, but it is not a complement, because what they mean is that the farm boy is foolhardy, naïve, and completely out of his wits in real danger. They are not truly wrong. Raised on farmland outside of Bleak Borough he hasn't known too much danger besides famine and a straggler from the Mist. In many ways Wesley survives based on his fear and instincts alone, not that he genuinely wishes to face down danger. He is brave as a drunkard lost in deep water. He fights to swim because he wants to survive.

Plenty fearful he is not the hero he wishes he was. Concerned deeply with his mother, older sister, and two younger nephews; whatever the young man is, is someone who possesses a soft heart and dreams of the adventure. Dutiful Wesley would never leave his family and sacrifices needlessly of himself for his others because all he has known is what was expected of him. But he is a hard worker so for all the flaws of naivety a strong undercurrent of persistence and discipline makes him exceptional. When driven to reason the farmboy can summon an almost zealous dedication to a task that rivals a kind of sainthood.

Friendly enough in a world where one is expected to be on guard, what tends to bother most individuals is Wesley's penchant for honesty. Loose lips sink ships but his mouth is a wild fire when set to course. It genuinely is a struggle for him to willingly tell a falsehood. A lie of omission is one thing but to tell someone the exact opposite never sits well with him. And this is where his naivety shines through the brightest, and can endanger others, as he will speak a harsh truth without sense of consequence simply to spite his own face. This will find him conflict with many who struggle with their fears and the fears of others, because to survive the Mists you need the comfort of the lies.

Yet regardless of how you come down upon him he can see where someone is trying to help, so long as you have done the right thing (in his moral justification), or at least try, then he is fiercely loyal. What he desires more than anything from those he shares company with is for them to be fair with him and others.

HISTORY

For as long as he has known Wesley Fenn has only ever had a mother and sister, Judith and Margot, and they raised him to be a man. Where his father had been and who he was has eluded him for the entirety of his life. Judith never burdened her children with that information insisting it was better he was good. His sister was only three years older than him, but Margot was a natural matriarch and caregiver for when their mother hand to tend to their farm.

So from a very young age family was a strong value which he took too. In a loving a home Wesley was able to foster a compassion for life very few on Tyran and in Bleak Borough possessed these days. When he was old enough to help around the farm, he did, and eventually by his early teenage years it was necessary he take over. Margot would travel into the city and become infatuated a young guard, who by the time she was fifteen, took her hand to marry. Erick Oswick was a fair and kind man who helped the family, and eventually his sister would give birth to twin boys, Connor and Edwin.

During his early youth to that time Wesley experienced strange dreams of far off woodlands and fetid bogs. They seemed as nightmares to him as the mist hung wildly about the thickets of strange trees and flora. Unbeknownst to him his Druidic birthright was blooming. Maturing into a man Wesley's dreams became wild and frightening, but he believed them all to be simply his imagination if only unsettling.

However as most things on the large island continent misfortune struck at the most unforgiving of moments and a nineteen year-old Margot would return to the Fenn family stead with her two year old boys in hand. Her husband murdered by bandits attempting to flee the city with stolen goods, and without a living family and little inheritance Margot could not earn enough to live in Bleak Borough. The air of desperation clung to the family but the young Wesley took charge and sought to provide for the family.

Times would become hard two years later and the eighteen year old man became desperate after a famine spoiled the earth and prevented crops from taking. Barely having enough to sell to sustain the fields until next harvest the family needed to feed. For the first time in his life Wesley turned on his own values for the sake of those he loved venturing into the city.

A large granary was hosted by the City Council of Lord and their Guards. This granary was meant to feed the lords, their militia, and could be purchased by the people of Bleak Borough at a certain cost. Without the copper to pay the young man attempted to steal two bags of grain and flee. Not a thief by trade Wesley never made it out of tower before he found himself in shackles, placed into a pillory, and lashed daily.

After five days and only surviving on the rains to slake his thirst a journeying band of Blackguards known as the Raven Company arrived to the city to lead a merchant convoy through the Mists. Per the nature and agreement of the Blackguards with Cities and Towns of Tyran, they were allowed to take on prisoners and allow them to pay off their debt. In this way these troupes of fearless journeymen could find exposable hands and retainers to fill their constantly dwindling ranks. So when Tibor the Black, the leader of Raven Company, offered to release any prisoner with compensation for their service, Wesley was quick to jump at the opportunity for freedom.

It was not as it would seem as he was able to acquire his share upfront, but at a severe cut in order to buy his family grain, feed, and food. This was not a short travel and still shackled whether Wesley wanted now he was a Blackguard. If his family would ever see him again? Unknown.

BEHIND THE SCENES
Genre/Fandom:
High / Dark Fantasy
Era(s) : Medieval – Proto-Victorian
Other Info: Shadows Over Black Waters
 
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GENERAL INFO

Character Name: Elliot Maynard St. Deth
Nickname: The Warden, St. Deth, Hellwalker
Gender: Male
Age: 54
Race: Human
Sexuality: Hetero-Romantic / Bi-Sexual
------------
Occupation: Wandering Gun For Hire
Affiliation: The Confederate 33rd Battallion (Hellwalker) - Formerly

ABILITIES & POSESSIONS

Abilities:

MARK OF THE HELL HOUND

Burned into the left side of his neck Elliot St. Deth bears the ever burning red mark of the Hell Hound. Shaped like a howling wolf or wild dog it always seethes with pain and heat that the Warden has become accustom to. With it he becomes a force of tragedy and mayhem where ever he walks. Seen as a legend of unholy battles past where many still consider him a hero, but steer clear of him knowing what those battles cost him. Elliot is marked for the end of his time. He is ownership of the Master of Murder and Lord of Homicide, Glasya-Labolas.

  • Incite Conflict: As the attendant of Glasya-Labolas, Elliot, can mantle all the emotions and desires for murder from men. Those who are even the slightest bit susceptible to sin can feel in a moment a surge of anger and rage that compels bloodshed from them. Those most comfortable with their demons or truly pure can suppress these feelings. For others around the Warden it is impossible to resist his commands for aggression. Even when he is not intentionally expressing this ability, the mark exudes a constant low level aura of tension and frustration causing small arguments and the like in a crowd.
  • Infernal Conditioning: No longer a lone soldier on the battlefield he holds the gifts of a demon within his blood granting him enhanced strength (approximately 1 ton), speed, stamina, durability, reflexes and health. Measures quicker than most men he can fire and load a revolver in a matter of seconds repetitively going through bandoliers of ammunition in minutes. Naturally heals and is immune to disease as the Mark repels mortal ailments from felling him. To truly stop him either land a shot to the heart or dismember him and scatter the remains.
  • Infernal Transmutation: Glasya-Labolas is the Lord of Homicide and has given Elliot St. Deth the means to shape whatever he holds into a deathly tool. Hellfire encases any object he holds augmenting it in any way the Warden can conceive.
  • Soul Burn: While many collectors can feed off sin and collect souls for power, a Warden, possesses the ability to instantaneously reap a souls power immediately without ritual. The process however damns the souls to their Demon Lord's domain. The power surge from this is so immense it can amplify any existing abilities to unknown degrees, only limited by the amount of souls present. A Warden can even rip the soul from the living extinguishing it upon touch.
  • Aura of Unseeming: In the shadows, in the night, amongst crowd you will never know the Warden is there. The Mark of the Hound pushes the attention of mortals away from noticing him unless pointed out or the aura is dropped. Only otherworldly beings or individuals and creatures touched by another world can see past his Aura of Unseeming.
  • Timeless Sight: When approaching areas of great conflict or significant events that have happened or are to come the Warden is stricken with vivid and lucid visions that turn his eyes white. Like a psychometric vision objects, scenery, people, and locations can all trigger these visions. Because time often changes many visions are of possible futures. Rarely he will receive visions that are not bound by location, but greater events like war and battle expand his focus.

SHAMANISM
All Collectors and special agents of the Grand Confederate Army were trained in the way of the natives and Priests of the Church. Mixing elements of theology, animism, and nature spirituality they gave themselves an edge against monstrous and undead. Their power comes from invoking spirits and using their transition to the afterlife as fuel to perform amazing psychic feats.
  • Summoning: Spirits and otherworldly beings alike, should the Warden seek them he can perform rituals of summoning and bring them past the mortal threshold. These circles are sealing gates when performed correctly, foul doorways when not.
  • Ghostspeak / Mediumship: Understanding the language of the ethereal Elliot can speak to and command spirits how he wishes. His shamanism is such that he can strip a spirit of freewill and bind them to compulsion.
  • Sin Eater: In irony of a Collector and Warden's purpose, they thrive off of sin and taint that latch to a mortal coil. Consuming sin feeds their power and can be purged from their body by ritual. Those effected by sin eating can have tremendous effects turning homicidal monsters into remorseful pacifists in moment. The more wicked the person, the greater a scar is left on their personality. Sin can consume so much of a person that all that is left is the husk. A sin eater can also sense sin in any direction and to a range dependent on how great it is.
  • Soul Collection: A Collector channels their abilities through the possession of souls they reap from the battlefield. When utilizing an ability they must release a soul into the afterlife and use that energy to perform spells, abilities, and other tricks.
  • Telekinesis: As a Collector, Elliot, was not a diverse practitioner of his shamanistic gifts. Instead on a basic level he can empower himself to move objects and people in his surroundings with his mind. When he took Glasya-Labolas as his Patron, and become the Warden St. Deth, this ability magnified with it allowing him to grasp, choke, crush, and rend with focus of his hellish mark .

WEAKNESSES / LIMITATIONS
  • Haunted: The Warden doesn't sleep all that well. Because of his Hell-mark Elliot St. Deth has become a hot target for the supernatural who almost all synonymously know who he is. There is no mistaking a Warden. Dead souls seek him out for aid, whilst demons and other beings seek him out to either torture or challenge. Few genuinely seek his help as well.
  • Holy Objects: Crosses burn or melt in his hands and brandish him with burn marks. Any object empowered by a positive faith wards and protects as long as one among them possesses a true faith in it.
  • Prayers: Equally a nuisance prayers burn his ears and make him sick with discomfort. The belief of the person performing prayer determines the severity of the pain. Given most are not true believers and only use religion as a means to blind their despair, those prayers are only mildly uncomfortable.
  • True Faith: One with True Faith has put themselves under the complete trust of a higher power. Rarely shaken with doubt they know for certain that the positive force they have come to worship exists. Beyond that it is unshakeable conviction that their God or gods walk with them in their hardships. This is difficult for a Warden to shake or affect, and are left vulnerable to certain mortals.

Notable Skills:
  • Language(s): English, French, Spanish
  • Literacy: English, Spanish
  • Skill: Gunplay
  • Skill: Marksmanship
  • Skill: Knife Fighting
  • Skill: Hand-to-Hand Combat
  • Skill: Ritual Spellwork
  • Skill: Torture/Interrogation
  • Skill: Investigation
  • Knowledge: Demonology
  • Knowledge: History of the Grand Confederacy
  • Knowledge: The Occult
  • Knowledge: The Supernatural
  • Knowledge: Strategy & Tactics of Warfare
  • Survival: Hunting & Tracking

Possessions:

The Forlorn Heart
The faithful six-shooter of Elliot St. Deth, once a traditional Colt Single Action Army, now it is a gold plated and pearl gripped revolver with various occult sigils. A magical revolver tied to the Warden it has endured war and tragedy with him. Possessing the ability to wound both man and supernatural due to the inside and outside of the barrel being etched with small enchanting wards. It is as well one of the quickest firing revolvers to exist.
  • True Shot: The arch and nature of the bullets fired from this gun move according to the one firing, something that Elliot St. Deth has mastered. Because of his deep connection with the gun his shots rarely miss because his mind rarely misses the target.
  • Hellbane: Forged in the furnace of his hellbound heart the sigils and enchanting wards that mark this beautiful revolver give its ammunition the ability to harm otherworldly creatures and those gifted by them.
APPEARANCES

Description:
With brown hair almost dark as pitch Elliot St. Deth has the face of a once handsome and youthful man weathered by stress and conflict. Though physically fit he tends to be lither with a moderate bicep and calves bulge. Standing 5'11" ft. tall he is a nice average height leaning on the taller side. Eyes are steely grey surrounded by a pool of defined line and crow feet. While his body is wracked with battle scars, suture marks, various tattoos denoting his kill count in service of the Grand Confederate Army wrapped in checked black strokes around his forearms. On his neck is a bright red brand in the shape of a howling wolf or hound.

Dressed like a roaming cowboy or gunslinger Elliot appears self-sufficient in his jeans, leathers, short jacket, and hat. Constantly chewing the butt of a cigar or straw of wheat he leaves his revolver openly displayed on his left hip. It is obvious that he has no religious idols or paraphernalia upon his person. Distinctively well put together and distant, St. Deth's body language alone usually keeps strangers away and from asking questions.

PERSONALITY

Description:

Once a man of dreams and aspiration that illusion was crushed the moment he took to the frontlines of the Northern Wastes at the age of sixteen. Having experienced extreme bloodshed, death, and violent for a large consistent span of time Elliot's mind is far from stable. Though quiet and contained his rage is a silent one that burns far beneath the surface. At all times he looks for potential threats and prioritizes his interactions with others in the most direct fashion. He cares little about another person's feelings and often will speak his mind regardless of your opinion.

When it comes down to it if you know any of the legends of the Hellwalker you know he embodies violence. He was single-handedly one man who led a battalion through the wastes with a body count that closely eclipsed the primary army. He is a man that does not enjoy a lack of discipline or a sense of common respect. Reinforcing common decency where he sees it lacking, Elliot, is a man who even in the most desperate or depraved moments will fall back upon his civil nature. He is large believer in the enforcement of Order rather than bargaining with it.

And even though it is difficult to see it the man holds a sentimental heart. Rarely taking a moment to feed his emotions, he has hard time thinking upon the loves and joys in his life. The memory of his family, friends, and lovers leave festering wounds in his personality. This is one of the few things that shake his wall of apathy. In order to avoid the pain he lets go of all of his hopes and desires, and accept that horrible things will happen without reason. He is weak to the plights of children and damsels but often tries to ignore their pains.

In the end excuse his crudeness, impatience, and rough edges. Elliot St. Deth is a damaged man once known as a hero just looking for a reason to go another day. Past his prime he chooses to live until the option no longer presents itself.

HISTORY

Elliot Deth was second son born to Atticus and Charlotte Deth, and brother Calvin Deth in 1858. We was only a child when the South chose to succeed union. His father was an active Captain in the confederate Army under the service of Robert E. Lee, while his brother was a member of the Cavalry, but by the wars end both Father and Brother held distinguished service. The moment that the Confederacy was to believe to be disbanded a black monolith rose out of the Union Capital of Washington D.C., the army bound together to protect the Southern Borders. The North was quickly overrun by horrors and the undead.

Drawing a line at the Tennessee border the military regrouped under General Lee's successor General David Buckhannon. Taking in fleeing Union Soldiers, Runaway Slaves, and Union Citizens the General motivated a new Grand Confederate Army to fight back against the dark. Many considered him a crazed man and a maverick for implementing strange experiments in his war with Hell itself.

While half of his family were at war young Elliot was married off with the daughter of another homestead, Emily Strange. Only eight both were married letting the families to join their lands and expand their plantations. Unlike many unions this way Elliot and Emily found themselves to be fast friends. But in time that they were both sixteen, Elliot would sign up with the Grand Confederate Army Infantry. Leaving his wife pregnant the youngest son of Atticus Deth went off to war in the northern hell to join his father and brother.

And the war was brutally violent unlike anything man had known until that point in history. The slaughter was high with hundreds of men being laid dead by the horrid hellscape and its terrors. But Elliot persevered driven by his desire to reach the frontline to Virginia where his father was leading the siege on the Monolith. But the further North the young Deth moved the darker and more violent the world became. Men would go crazy almost regularly on the frontlines. And Elliot watched many men fall apart and become catatonic, but he saw most of his friends and units perish causing him in the course of two years to move all across the battle front surviving the impossible.

In that time he found himself in the company of Malcolm Van Dredd, Liam Gallows, and Jacob Freeman. These four men would survive most of the war becoming half of a seven man group that would completely change the sway of war against the horrors of the Monolith. It was after General Buckhannon met with the last shaman of a native tribe named Wild Moon who taught him the way of the spirits. The General would then train a select group of a hundred and twenty men on the frontlines these methods, forming the first Collector Company; this is where the group would be paired with Curtis Hart, William Silver, and Jeremiah Hurts.

Their squad would excel at the techniques they learned from the General and his Shaman Native. Using the spirits of the dead they empowered themselves to destroy the Monolith's Horrors. It was magic and the occult, everything the church preached against, but for the men on the frontline who saw death in a thousand forms each with an empty prayer on its breath it was a new world. To fight monsters they became something a little more terrifying.

In a single year with these seven men made it to the siege front, now under the command of General Atticus Deth. Elliot saw his father again but as a man changed by war. Emotionally emptied from the death of Calvin during the first siege attempt, he was a steely and remorseless being who threw soldier after soldier at the Monolith to overwhelm and crush it. The Collectors had power that he needed, but it would prove to not be enough.

Holding the trench line around the Union Capital, Elliot Deth and his six other companions would break their holy vows as well Wild Moon's warnings against the promise of Otherworldly Patrons. Each man summoned a demon in order to mantle its power and enhance their abilities. They found success to come quicker than expected, as each man encountered his opposite: To Van Dredd, he was given to Murmur a great Duke and the Soul Bearer. To Silver, he sought after Dantalion a great Duke and the Proselytizer. To Hurts, he was afflicted by Sabnock a Marquis and the Leper. To Gallows, he served Malphas a President and the Raven, To Freeman, he was embraced by Vassago a Prince and the Seeker. To Hart, he welcomed Belial a mighty King and the Chariot.

For Elliot Deth he was cursed with a demon so foul. A President of hoards and Lord of Homicide, Glasya-Labolas, the winged hound of hell and the Dragon of Lucifer's treasures; the Collector, mantled a force of murder and war becoming the Hellwalker.

All men swore to keep the truth of their newfound power secret they became revered as the Seven Saints of the Grand Confederacy, but to those on the frontline they were the Wardens and Colonels of their own Batallions under General Atticus' Deth's command. By the summer of 1880 they would lead the final charge on the Monolith. Facing down an otherworldly patron spilling out of the door way of the Black Monolith they slaughter this would be god. The gigantic corpse of the being remain wedged in the celestial doorway of the Monolith.

With the death of the being the army of undead went inert and began to roam purposeless and harmless until absolutely decayed. Creatures and horrors dispersed into the wild no longer bound to fight for the godlike creature. And the Grand Confederate Army was able to pull back and begin the process of rebuilding. Still a large portion of the Northern United States leading into Canada remained infested wastelands. But the military seemed capable of bringing order back by holding ritual monster hunts.

However members of the Saints chose to remain in the wastelands fighting an endless war against the horrors (Van Dredd, Silver, Hurts, and Hart). The others looked forward to leaving their guns behind. For Elliot Deth, he had a wife and son he has never met to return to with his father. Returning with Atticus in arm the once zealous man had finally been broken down by the war. Elliot as well was not well, being silent and hesitant to react or speak to others. His son was named Isaac and was the most important part of bringing the Warden back from the war. Though he held the mark of a demon and stained his hands in blood and murder, Elliot, could bear this curse and lay his revolver down. For his family he could let it be.

But the Warden would only receive four years of peace before the ghosts of war would return to haunt him. During his first winter Atticus went mad in a fever claiming to have sent Calvin to his death, having armed himself and holding his mother, Charlotte, captive under threat, Elliot, put a bullet between his father's eyes. During the second summer came a famine and with it the winter brought sickness. What started out as strep throat turned into a scarring cough that rendered Isaac a mute and an asthmatic. When spring came in the third year Jacob Freeman came to the Deth Homestead seeking Elliot. Claiming that he was riding with Gallows into the Northern wastes to find the others claiming that Hart sent letter he'd found something out there. Refusing his fellow Warden, Elliot St. Deth, was content in leaving the war behind.

The summer of 1884 was a blood bath marking the return of the Hellwalker. Next time that Elliot saw Jacob again, he wasn't alive as Hurts tossed the black man's dismembered head upon his porch several months after his visit. He never saw Gallows so did not know his fate, but he also saw the face of Malcolm Van Dredd mounted on a staff. This shook Elliot as he and Malcolm were as brothers, and it saddened him to see the man follow Hart into the waste. Yet it was what great Chariot let his Proselytizer do to his Wife and Son. Silver toyed with boy while Elliot was out of town, putting the images of horrors and put a gun in his hand. Emily, Charlotte, and several servants had died by the time the illusion was let loose.

Isaac was only ten years old and broken by the violence he was tricked into committing with his father's revolver. They held him out in the back of the homestead tied to a noose. Hanging the child the three men and their collectors stood on his lands prepared to wage war. Hart wanted St. Deth, he wanted the Hellwalker, to join him in the wastes where he found the truth and found the power to change the world. But knowing how sentimental Elliot was he needed to test the Warden's willpower to know he could stand among his comrades again. Seemingly Freeman and Van Dredd had failed initiation by refusing it, but what Hart had underestimated was how much his family was responsible for keeping him strong against the curse.

Driven to the edge a thirst of vengeance slaked the Warden's throat and his heart twisted shards of spit at Hart and his men. The murderous demon in his ear took a keen notice to this, and gave Elliot all he needed to make his desires a reality. Once the Hellwalker took up pitchfork and lanced it into a hellish javelin through one of their minions a battle was waged. Fifty seven men died that day as the Warden's only drew Elliot to a standstill drunk on bloodshed and demonic power. Each party left wounded fleeing into the wilds.

Since that day Elliot St. Deth has been a wandering gun for hire trying to make his way in life. Living to kill he is a roaming dealer of random justice, but what is known is that wherever St. Deth walks trouble follows. Up until 1912 Hart and his men had been running wild in the Northern Wastes at war with General Buckhannon and his men. Looking for a purpose in a desperate world, this is where the story of the Hellwalker truly begins.


BEHIND THE SCENES
Genre/Fandom: Dark Western / Fantasy
Era(s) :Alternate post-Civil War History
Other Info:

Notes On The Hellwalker Universe
The horrors of the Black Monolith were so devastating it pretty much eclipsed the American Civil War in days. Before the Confederates could disband they became the sole militarized force that could quickly respond to the threat of a supernatural menace. Slavery still exists in this world but at least among the low-class or common folk being Black isn't as despised. At the same time while Freemen from the North and the Confederate Army exists there is a casual segregation.

The Industrial Revolution is taking a strange turn as well with reliance on Steam and Coal, but Electricity has become common in most large cities. Telegrams and Morse code receivers are still the height of communications. Zeppelins, Blimps, and Air Balloons exist.

Magic and the Supernatural are varied and can be tied back to the emergence of the Black Monolith, but has always been a part of this world in some way. Myths and Legends tend to have more truth here than not.

Warden's and their Demons
St. Elliot Deth - Glasya-Labolas
St. Malcolm Van Dredd - Murmur
St. William Silver - Dantalion
St. Jeremiah Hurts - Sabnock
St. Liam Gallows - Malphas
St. Jacob Freeman - Vassago
St. Curtis Hart - Belial
 
Simon%20Profile.png


GENERAL INFO

Character Name: Simon Locke
Nickname: N/A
Gender: Male
Age: 18
Race: Human (Psychic)
Sexuality: Undecided
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Occupation: Psychic, Pokémon Trainer, Pokémon Breeder
Affiliation: Saffron City, Kanto Region

ABILITIES & POSESSIONS

Abilities:

PSYCHIC
Born with an innate power of the mind Simon possesses the means to unlock an inner power that allows him to influence the world and even commune with it through enhanced senses. Coming from a line of Psychics he possesses a unique sensitivity to the world around him, as well can form powerful bounds with others whom he befriends.
  • Psychokinesis: Through the will of thought Simon can affect and move objects that he sees. These items can be levitated and arranged in a manner of finesse depending on their size and weight, usually smaller, as anything larger than a person is too taxing for him.
  • Pokémon Empathy: Possessing a unique connection to Pokémon he is able to read their emotions and share his own with them. This ability allows him to communicate with them intelligently almost in a form emotional / mental conversation. Through this power he is also able to form unusually strong bonds with his Pokémon allowing them and him to know when the other is in danger or hurt.
  • Spirit Sense: Possessing an enhanced awareness Simon has the extrasensory ability to feel and see spiritual presences. This allows him to perceive a Ghost-Type Pokémon even when attempting to hide its presence.


Notable Skills:
  • Talented Breeder: Instead of taking up the profession of a Pokémon Trainer as many have, Simon has instead chosen the path of understanding, grooming, and caring for his companions. He possesses an adequate knowledge of various Pokémon including their habits and dietary habits. This allows him to help a sick Pokémon recover, and to provide aid to Trainers having difficulties with their own.
  • Fortune-Teller: A family tradition Simon Locke has learned the means of interpreting signs and symbols in order to tell ones future. Usually through the means of a tarot card set or rune tossing.

Possessions:
  • Father's Necklace: A little keepsake from his father, it is a tear shaped opal medallion that hangs from the neck. With the symbol of the third eye engraved into it this memento serves as a source of focus and reflection for Simon on his adventure.
  • Baba's Tarot: An old and beaten set of Tarot Cards. This was a parting gift from his great grandmother when he left home. It is said to give answers when one is lost.

Pokemon:

Nickname: Leelee
Type: Psychic
Gender: Female
Nature: Timid
Pokedex: #63 Abra

--- --- ---

Item: Twisted Spoon
Ability: Synchronize
Move-Set:
  1. Psychic
  2. Dazzling Gleam
  3. Teleport
  4. Protect

--- --- ---

Trainer History: When a very young child Simon found him swept in a river during a rainy day. Crying out for help an Abra sensing the young boy's danger managed to teleport and rescue him from danger. Since that day Simon and Leelee have been inseparable demonstrating a true friendship between a Pokémon and its Trainer.

Leelee is noted for wearing a small violet bow about its head and holding a twisted spoon (a keepsake) in its hands. Her name was given to her by the soft sound she makes when she sleeps and rarely speaks. Also it is rare to ever see Leelee in a Pokéball, and is instead nestles into Simon's backpack where she naps most of the day away.


Nickname: Rowdy
Type: Dark/Fire
Gender: Male
Nature: Serious
Pokedex: #229 Houndoom

--- --- ---

Item: Flame Plate
Ability: Flash Fire
Move-Set:
  1. Flamethrower
  2. Dark Pulse
  3. Sunny Day
  4. Solarbeam

--- --- ---

Trainer History: Once belonging to Arthur Locke this fiercely protective Houndoom has been with its master's family for a long time. After Arthur's untimely death Rowdy has remained at the families doorstep ever since. He is sent with Simon by his mother for protection in his travels; however, he proves not a competent enough trainer to reel Rowdy in. Instead this Houndoom tends to have a mind of its own and tends to lead Simon instead of the other way around.{/slide}


APPEARANCES

Play-By: Yukine (Noragami)
Description:
Appearing as a young man with short messy threads of pale blonde hair, soft green eyes, and a thin figure, Simon stands 5'6" feet tall. He is not intimidating by looks but that has never really been a concern for the psychic. Instead he tends to wear layers of clothing to bulk out his appearance to make him at the very least seem healthy. Favoring hooded shirts and thick winter jackets, you may even sometimes see him wearing a knitted ski-cap. It doesn't matter the weather he is the type that always dresses like a cold draft is chasing him. Though he'll never wear a pair of boots as either hiking shoes or sneakers seem to be his preferred selection of foot wear.

PERSONALITY
Likes:
Pokémon, Sweets, Exploration, Scenery, and Quiet
Dislikes: Bullies, Spicy Foods, Being Stuck / Waiting, Cramped Spaces, and Noise
Fears: Abandonment and Loss
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Description: Instantly kind and compassionate Simon can be quickly misread due to his penchant for dry sarcasm and witty snark. It tends to be his defense to people and situations he has little experience with. But don't let that fool you, because when it comes to Simon, his bark is far worse than his bite as the boy just doesn't have the appetite for conflict. In his heart of hearts the youthful trainer rather help than harm.

Don't worry though while he has the mind of a pacifist he has the same determined edge of his father that makes him an adventure. He does not stand for bullies or any person seeking to take advantage of, harm, or mock the defenseless. Simon is a natural friend of the Pokémon community, so rotten Trainers that treat their companions like slaves really earn his ire. He can be quite brash in those moments where is normally aloof attitude would be present leading him to a spirited approach to rectify a perceived injustice.

Just if you can't find something for him to rally against or adventure through expect him to be much like his Abra, Leelee, and just lay about till something happens. It is really easy to annoy him when he is in a mode of relaxation. Simon might even chew your ear off if you are too noisy. The truth is however that the young man needs something to be passionate about and driven towards. As much as the idea of a destiny or a predetermined future might bother him, finding his mission in life and pursuing it will be the thing to bring him out of his shell and make new friends.


HISTORY

Born and raised in Saffron City of the Kanto region, Simon is the only child of, the famed Pokémon researcher and conservationist, Arthur Locke and his wife Miriam. As well an heir to a rich legacy of psychics that run in his family line. Of course being raised in Saffron City one would expect no different and his early life was as peaceful and strange as they come.

Simon walked in the footsteps of his father who always did his best to ensure that his son had a healthy respect for the world around him and the life within it. Surrounded by Pokémon the boy would routinely join his father on expeditions to the Safari Zone to study wild Pokémon in their natural habitat. He learned much from those early experiences, but he also idolized his uncle Flint who was a talented trainer in the Kanto region. It was said that he could have pursued a place among the Elite Four but enjoyed traveling too much to commit to the responsibility. This only served to envelop Simon's imagination.

But by the time he five years old tragedy would hit home as Arthur became lost at sea on a voyage to the Johto Region to study the Unown phenomena. Believed to have died in a wild storm that sank his ship Arthur's family would mourn. This left Simon devastated the most as he attempted to run away from his uncle who tried consoling the child.

This lead to the young boy escaping to the river where he hid to be alone, but a heavy rain had flooded the banks and swept him away. Fearful and calling out for help Simon was at the mercy of fate. In a meadow near the stream a young Abra had been dozing off when it sensed the boy in danger. Though the psychic type Pokémon is normally timid, it could tell through its powers that boy was in great danger. Teleporting to Simon it quickly snatched him out of the stream and teleported both of them to safety. The Abra that would be known as Leelee would stay by Simon's side protecting him until his family found him.

For Simon the Abra Leelee was the first Pokémon he had ever truly befriended. Bonded by the harrowing circumstance the young boy was grateful, and strangely enough the small Pokémon seemed to stick around. Simon never did put her in a Pokéball instead their relationship as trainer and companion was an unspoken one and for years Leelee would be the only Pokémon he trained.

Flint would take his brothers place and be there for the boy and his mother. And as time went on Simon would find the truth of his own latent talents, which the family would place him under the mentorship of the Saffron Gym Leader, Sabrina. Under her tutelage he learned the proper ways to use his abilities, as well care for his Abra.

By the time Simon was twelve however Flint would return to a life of adventure. Older now the boy was able to handle life and responsibility without his uncle, but the two would stay in contact through letters. However his decision did not make the family matriarch, Granny Baba (great-grandmother), all too happy as without Flint the family did not have an heir to represent the family legacy. Simon did his best to fill that space taking on education to become a Pokémon Breeder.

Recently his grandfather passed leaving the Locke family without a patriarch to lead the family business. Attempts were made to contact Flint but they had received no response. Thus began Simon's journey to find his uncle, bring him back, and save the family from a financial ruin.

BEHIND THE SCENES
Genre/Fandom:
Pokémon
Era(s) : N/A
Other Info: N/A
 
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BlackJackProfile.png



GENERAL INFO

Character Name: Jack Andrew Ryder
Nickname: Black Jack, Rojo
Gender: Male
Age: 30
Race: Lycanthrope
Sexuality: Heterosexual
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Rank: Joker
Occupation: Business Owner, Drug Dealer, Arms Dealer
Affiliation: Silver Bullet Pawnshop, Lobos Rojos (dead), Various Lycan Packs

ABILITIES & POSESSIONS


Abilities:

LYCANTHROPY
The curse of the moon, the gift of the wolf, whichever interpretation you take Jack Ryder is a member of the Lycan race by way of being turned. This grants him an incredible enhancement of his physiology and a transformation into lupine creature. Having become the wolf he and nature are attuned in a way that makes him sensitive to the call of the moon, and the will of a pack. He is considered a strong moderate Lycanthrope in spite of a bloodline (at least from what he tells). More versatile than your common wolf it is just another part of his mystery and usefulness to the Lycan Packs.
  • Shifting: The core of his power is the ability to transform between the form of a large Mastiff sized black wolf, or an even larger half-beast. This comes with a painful change that stretched tendons and tears muscles into place so they can rapidly heal in their new shape. Jack's forms are formidable if not lithe. A stronger Lycan than most pups he can control when these transformations come at most times and is resistant to the shift coma except for the most exhausting experiences.

    Rage Empowerment: Animalistic fervor can be a great boon in a short period of time as a Lycan's rage will enhance sense, speed, aggression, and physical resistance to pain when an intense emotional urge is triggered. Controllable to a point Jack can summon his rage but whilst in the state he will be overwhelmed / unpredictable as most (if not more due to his personality. Over a prolonged time the Rage of a Lycan will wear on them and tire them. It is not an ability of endurance.

    Improved Strength: A lycan is incredibly strong and in his bestial form Jack can lift a four door sedan overhead with minimal fatigue, which approximates his true strength between 3 - 4 tons. This is further exemplified his leg strength that will allow him to bound a story high without a running start. Outside of transformation he is also strong but to a much lesser degree (between 1200 lbs. to 1800 lbs).

    Improved Resilience: Combined with his dense muscular tissue and natural healing capabilities Jack is far more resilient than you average human. While a knife stab, bullet wound, or a racing Semi-Truck will really hurt it will not kill him. As a Lycan he can take a beating and keep coming, which when considering his penchant for brawling it is necessary.

    Improved Speed: Naturally agile and incredibly quick as a Lycan he can achieve speeds faster than the human eye can register causing him to blur to human vision. He can easily out sprint an Olympic athlete and outpace a cheetah, and due to his lithe muscular build in his shifted form Jack has proven to be one of the quickest moving Lycans in the area.

    Improved Senses: As all wolves his sense of sight and smell are crystal clear. This allows him to see in a low-light situation and far distances with focus. As well sensitivity to pheromones and the chemical perspiration of another allows him to intuit fear, lust, and other emotional states. It is what also allows him to differentiate packs and tell where another might belong. But it also incredibly amplifies a sense of taste to a similar degree, and with a full body sense of touch it supplies him the animal like reflex to react to subtle changes in the environment. When in several yards of another he can also single out the heartbeat of anyone in that radius with ease, which gives him a rudimentary yet useful form of lie detection.

    Regeneration: Anything but a wound from silver or vampire / lycan attacks can inflict a lasting wound upon him. Most wounds heal quite quickly if not instantly while broken bones and organ damage. Limbs do not replace sadly as the bone-growth required is too much, but a clever Lycan could reattach a limb with right doctor and patience.

    Psychic Shield: Born through a combination of Lycan ability and a strong sense of will Jack has refined his mental shields against intrusion against most psychics. He can suppress his aura and dim his thoughts when he feels intruded upon, but the strength of his shield implies education/mentorship.

SPIRITUAL AWARENESS
Not unlike a kind of magic but more akin to a curse Jack can perceive the presence and aura of spirits in transit. Some are clearer than others but he holds a preternatural sensitivity to the souls of the dead, and can communicate with him, though it is never recommended by him to do so. Other spiritual beings like demons or angels give him an air of uneasiness, like a putrid sickness that sours in the gut after a long night of drinking. The fae seem often benign though a psychic can be a bit of a headache. This spiritual awareness is likely to have been present before his life as a Lycanthrope.

Weakness / Limitations:
  • Silver: The chemical component and symbolic nature of this elements purity is particularly deadly against Lycan. Jack is no different.

    Vamp / Wolf Bites: His natural healing abilities are dampened when wounded physically by a Vampire or Wolf. While still quick by a human standard these wounds have the chance of scarring and carrying a lasting pain.

    Heart Destruction: You know that story of how a Silver Bullet to the heart will kill a Werewolf? Yeah that is some Hollywood bullshit but it is based in truth. Destroying his heart he cannot heal or recover from that as he'll bleed out long before his regeneration can complete a new heart.

    Decapitation: Off goes his head! And pretty much he is going to be dead.

    Full Moon / Self-Control: The full moon brings out the beast and even though he can resist its change it wanes on his reserved tendencies. Being naturally prone to risk taking and aggressive composure Jack may become more conflict oriented or stir crazy. Even when the moon isn't at play to bring him out of his normally aloof joking sensibilities is to risk unleashing a mauling reaction.

Notable Skills:

  • Social Manipulator: Given to an unnatural charm it is hard to not to be drawn to Jack's speech and body language. A classic wheeler and dealer he could sell poverty to the rich and sin to a saint. Black Jack is a man who knows to pay attention to a person or crowds ticks, and in that can play a long con on those not savvy. Does this mean he is trustworthy? Probably not, but that isn't as important as knowing to watch yourself around him. He is mostly harmless yet for those that truly know him there can't be helped to think there is some ulterior motives floating around.

    Prestidigitation: Or sleight of hand to the layman, Jack true to his name has quite a few trades and one of them includes the dabbling's of stage magic. Keeping what he wants out of sight he maneuvers and distracts so that most will never know what he is pocketing.

    Martial Prowess: A fairly talented hand to hand fighter considering the amount of brawls he finds himself engaged in, Jack has genuine training. He knows how to throw his punches and land a blow where he wants. Not a Bruce Lee, but he doesn't have to be when he throws down. To that you might find yourself in a challenge taking him on.

    Daredevil: Acrobatic? Sure. How about absolutely crazy? This is guaranteed. Jack Ryder lacks the fundamental sense of self-preservation that would prevent him from throwing him into harm's way. One of his most noted qualities is he tends to thrill seek, which means forgoing protection, or safety in the spark of a moment. Because he can be very likeable most don't even find the chance to talk him out of it. He'll scale heights, jump into fire, take a beating, hurt, scream, whatever it takes to get that rush or make that point he is looking to make. Utterly fearless and that means danger.

    Occult Knowledge: Versed in the supernatural community he tends to know more than he should about things he has business not knowing. Knows politics and structures of Vampire covens, the hierarchy of Witches and Warlocks? Sure. How about which ways you can hurt the pricks? Not in the normal ways, but in some very creative fashions that would make a sadist blush. Definitely. He claims he has picked this knowledge up through years of traveling and frequenting certain circles across the world. Most of it coming from a Hunter's journal he's picked up.

Possessions:

  • Hunter's Lockbox: A large safe covered in ancient scripts and runic shapes, the face of its door is engraved with the Seal of Metatron a Enochian sign of knowledge and protection. Several sigils decorate the area around the latch denoting the important families of which seasoned Hunters draw their ancestry from. As well when assembled in the proper order of the dial it unlocks the door. An engraved portrait of Saint George slaying the Dragon can be seen on the inside of the door.

    A Hunter's Lockbox is their tool chest for engaging the Supernatural. Holding precious metals, herbs, and other materials that when used in concert with their personal Journals and Tomes prepared them from the hunt. There are racks for weapons and an assortment of other tools. Very few outside of the Hunter community possess of these safes. And Jack Ryder claims it as a personal treasure sharing its existence with very few individuals.

APPEARANCES

Play-By: Aidan Turner
Description: Standing six feet the roaming Lycan, Jack Ryder, has wiry shoulder length hair blacker than coals, and a trimmed patch of bearded gruff. His eyes are a swirling dark wells of brown which almost seem pitch black. His features are handsome yet smarmy with expressive thick brows. In this way when holding a smile he will rest easy on the eyes and can easily be dressed in simple colors, plaids, or denim and fit within the crowd. By appearance he is not an overly complicated man and that might explain his success with the opposite sex.

When shifted he appears as a black furred wolf the size of a Mastiff. In his half-beast form he can stand eight feet on his haunches, and shoulders between four to five feet when hunched over. A black wolf isn't uncommon but he has no marking or patches of brown. His coat is pure black, claws and teeth ivory white, and eyes shone an uneasy deep blue that is indeed uncommon for the breed. The half-beast form of his Lycan transformation is also far lean in its muscle tone than some who develop bulging mass. He is no less strong, but there are a few anatomical/physical differences between him and others of the Nevada - Vegas Packs, which is more than likely to be regional differences from the Lycan's that turned Jack.

PERSONALITY


Description:
A very personable individual it is clear he has some shady interests and business practices, but most are likely to give Jack a pass because is simply likeable. Understanding people the Lycan tends to focus heavily on grooming a reputation. Most know him as a wildly impulsive peddler of wears who likes strong drinks, fast women, and a good time. Now this gets him into fights but he never seems to hold a grudge and has been known to shake the hand of a man he has fought with the night before. For most that would mark him as trouble but because he does good business and does special favors for the Nevada – Vegas Packs he is given a pass. Because it is known that Black Jack never breaks a deal and will always make good on what you agree with him. With other wolves he is not out to cut them cheap or treat them like a mark.

So it is likely you will share a drink or a laugh with him. He is quite charming in that way even if you had not intention or interest of sharing his company, if he is interested in you, he'll find his way to draw your interest in him. In this way he seems like a man that needs to validate his self-worth in the praise and admiration of others. Jack puts on a show and can be very headstrong rarely taking "No" for rejection. Persistence is one of the many qualities that can disarm, in the same way that in some moments you can never tell if he is serious or not. He can make threats like they are punch-lines yet deliver sarcasm with such dead-pan it keeps you on the edge of your seat.

Maybe that is what makes him so successful in his love life?

Jack Ryder isn't really known for serial monogamy or long-term relationships as they tend to burn out as fast as they develop. Many know he is a great for the company and a good time, but has some serious trust and control issues. His impulsive nature can make him very turbulent in his personal life as he has all the underpinnings of a nasty temper, but seems to do well enough of keeping it all under control. Else he'd have been dealt with by Nevada - Vegas Packs a long time before.

Strong and dominating when he needs to be you will rarely see him take a submissive position unless it is terms of business and such a role is only done out of necessity. In that it is important to note that he very independent and outspoken by nature, but he knows his place and will not do anything to disturb that balance without proper reason. This is why he has no problem yielding to the Skotos' Alpha as it is good for business and it offers him the comfortable protection within their territory.

HISTORY


The man that is Jack Ryder or Black Jack to many others is one of many stories. So when asked of his past there tends to be quite a bit of toss up and confusion to which version is true. But the facts that are clear?
  • Born and raised in Lower Louisiana.
  • Middle child of a small family.
  • Family owned several textile mills in Lafayette.
  • Contracted Lycanthropy through sexual encounter.

Much else of what he tells tends to have embellishments with names and locations changing. His story that he tells most consistently is as follows:

He was on a pleasure vacation with his cousins on a tour cruise through Mexico at the age of sixteen. But as they were want to do they manage to acquire alcohol and drugs, and a chance encounter with a dealer on the outskirts of La Paz. There he met a young woman to whom he became infatuated with. Which after a chance drunken sexual encounter he woke up strung out with his cousins in a barn.

The girl he had spent the night with, Maia Caro, was the daughter of Alpha of a Mexican Pack known as the Lobos Rojos. Working through the cartels and the Mexican / South American drug rings they are a powerful presence in that area. Due to his encounter with the Alpha's daughter it meant that Jack was brought into the pack as the curse of Lycanthropy was passed on to him. His cousins however were not so fortunate. Strung up like pigs with their hearts ripped out, he was forced to consume one as part of initiation or suffer and die.

Stories go on about his adventures peddling drugs and handling various illegal contents between the boarders and running with the pack. But eventually years later a rival pack of wolves encroached on their territory spreading them out. Ryder claims it was the death of Maia and the Alpha that put him on the run. Any member of the Lobos Rojos was wanted dead in the Mexican / Central / South American region, so he returned North has been a drifter since.

In the last year he has taken on the Pawn trade opening the Silver Bullet in the Nevada - Vegas area and is then introduced to the local Lycan Packs. Acting as a neutral party he chose to run business through the customs of the local Packs in order to enjoy protection. He has since been a known name to the Packs, willing to run favors and supply them with any sort of substance or contraband they might seek.

BEHIND THE SCENES

Genre/Fandom: Modern Supernatural
Era(s): Modern
Other Info: N/A
 
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GENERAL INFO

Character Name: Mikel Emil Blaise
Nickname: The Magician
Gender: Male
Age: 86 (June 5th)
Race: Human - Witch
Sexuality: Pansexual
------------
Occupation:Stage Magician & High Priest
Affiliation: White Pine, WA – The Khonsu Coven

ABILITIES & POSESSIONS

Abilities:

WITCH MAGIC
From a bloodline that claims the famed biblical Witch of Endor as its progenitor, Mikel is a prodigiously talented practitioner of the Occult. Considered an unorthodox Witch due to his heavy use of Glyph Signing (magical sign language using Astral energies) and Mnemonic mechanisms (visual / hand movements) over spoken word and components. But in spite of his unique preference he lives up to his father's legacy, with a vast read knowledge of the arcane and the supernatural.
  • Rituals: Magic weaving is an art that Mikel has practiced seldom with reason. Often requiring others for the higher execution of the craft, but there is a high Risk / Reward disparity when it comes to forking the flow of magic for specific effects; however, do not be mistaken the Occult Witch is well practiced. It is the art of stacking effects of spells through application of leylines, spoken word, motion, ceremony, symbolic warding, and tribute in some cases. Ritual magic is also the means he uses to halt time's effect on his physical aging, though it does not prolong his lifespan beyond two hundred years.
  • Glyph Signing: Some would argue on base appearance that this ancient arcane art is nothing more than hand waving, but the rote occult practicing Witch will tell you otherwise. This form of spell casting finds its origins Ritual casting. Created in a time and place where magical components and focuses (crystals, pendants, wands, etc…) were not prevalent, and Blood magic was not an option. Specialized by the Egyptians and later African covens Glyph Signing is the art of opening one's self to the unhindered flow of magic, and utilizing their soul as a means of imprinting arcane symbols upon the barrier that divides the Mystical Realms.

    Visually astral glyphs take shape in a magical circuit that the Witch must maintain to work magic. In modern days where the variety of spell casting is simple to access most would not consider Glyph Signing. Why? For the reason it works. This method of spellcasting can leave the Witch susceptible to possession of otherworldly entities (Demons, Spirits, etc…). And if that risk was not enough to dissuade you know that the backlash of an improperly cast spell can be often times fatal, and for those that live can cause a Witch's connection to magic to atrophy.
  • Summoning: Capable of Ritual summoning associated with binding lesser spirits, demons, or otherworldly creatures to a Witch's command. Mikel however specializes in the summoning of Tulpas (Thought-Forms). Oft benign creatures that exist within mental bridge between the Astral Realm and the metaphysical realm of Dreams, they are conjured and formed through concentrated belief. Malleable with the application of Illusion Magic a Tulpa is only able to interact with the mortal realm if an individual believes them to, the same rule applies to any harm they could project. In this Mikel can summon a quasi-physical manifestation of a person's desires, fears, and insecurities.

    To specify Mikel can only summon Tulpa's from a species capable of sentient thought and dreaming, and in turn the thought-forms can only affect the sentient. Animals of lesser minds or connection to other worlds would be unaffected. The Occult Witch can also summon and control one Tulpa at a time for up to six hours. His control over this creature is symbiotic and will follow his intentions, but its actions react only to those it is summoned for or against. Skeptics have a natural resistance to the effects of a Tulpa as their rational mind quickly tries to anchor the being to a sense of reality. Similarly if one conquers the emotion that makes them believe the Tulpa's form, the creature will weaken to nothing more than a spectral mirage.

    A Tulpa is ultimately a mindless urge that lacks awareness and is typically submissive to the Occult Witch's demands unless overwhelmed by the heightened emotions and beliefs of a large group of people (ten or more). In the case that is overwhelmed the Tulpa can break free of the Witch's control and assumes aspects it has imprinted. They can be rather destructive and chaotic in this state, but ultimately are impermanent and will dissipate within the six hour span.
  • Arcane Knowledge: A student of the world Mikel has a cursory knowledge of most general species, and some of their local variants. He specializes in the History of Witches and the Fundamental Laws of Magic. Blaise's species of focus are Witches, Familiars, and Demons. Known to be a compulsive learner it is not unseen for Mikel to use Ritual Magic to enhance his comprehensive abilities.
  • Telekinesis: A technical practitioner of this magical art, Mikel Blaise can move and suspend object through space with delicate precision. Able to create a tight winding circuit of tiny objects moving in seamless motion most mundane applications of Telekinesis are quite easy for him. Mikel struggles with the large objects and can ultimately only comfortably lift objects the size of an average human, any larger he will struggle and fail to affect them. He has for sake of self-defense in the past learned the Wicked Pillory, a spell that requires the user to have complete concentration on their victim and to begin a ceaseless chant. The spell grips about the internal organs (namely the heart) of the victim causing violent wounding contortions that can cause death if prolonged.
  • Tracking: Mikel is educated in both the creation and usage of Witch Maps, which change and alter with the world around them, and provide often detailed information of the domain including flow of magical Leylines in the area. He is also capable of applying Scrying rituals that allows him to utilize a magically infused crystal or pendant to hone onto a person. This is often combined with Hex Marks spells that impermanently imprint a person with the Witch's magic (while in person) and allow them to be tracked up to 24 hours later.
  • Illusion Magic: Of the magical domains practiced by a Witch of the Khonsu Coven this is the one he could be called an Artist of. Mikel can shape illusory scenes of sweeping landscapes, detailed glamour, and even fantastical visions otherworldly creatures. His limit is his imagination and the components he possesses to make lasting static illusions. But his proficiency has allowed him to shape Tulpa's by punctuating the belief of others by altering their perceptions of the Thought-Form, and by effect changing the nature of the Astral Creature.

    Through application of ritual magic Mikel can form Hex Bags that can form simple static illusions that affect one or two senses for a few hours in the immediate area of the bag. More elaborate static illusions require two or more witches to sustain fuel the magic required. But these illusions can make entire buildings appear and disappear, and last up to a few days (longer with more Witches).

    His primary practice of illusion casting requires active focus and concentration. Allowing him to affect all senses of those within a maximum 120 Yard radius around himself, in which he can alter perceptions of their surrounding area, smells, tastes, sounds, and physical sensations. Perceptive individuals can combat an illusion like this but his experience has made them challenging. The longest he has maintained an illusion while uninhibited by distractions was three hours before the strain caused him to pass out due to sheer exhaustion.

    Mikel can also form Isolated Illusions. These are spells that effect the perceptions of a single person, but they tend to be far more taxing than general illusions. Focus always being key the Witch can only affect up to three individuals. A single person he can make an illusion last for thirty-minutes, but that time frame drastically decreases with the addition of two more people, lasting a maximum of five minutes. A static illusion that isolates a target is a form of a curse and requires a Hex Bag which last fifteen minutes once activated.

Notable Skills:
MORTAL TALENTS
A worldly man Mikel Blaise has never been known to stay in one place for long. This wanderlust has given him the opportunities to meet many interesting individuals and to learn from them. Being a stage magician this is rather important to his craft, and is always looking to fine-tune his tricks without the usage of his magical gifts. The methodical art of performance magic is something that drives him.

  • Sleight of Hand: From pickpockets to illusionists the trick is to catch your mind off guard, thus Mikel is a master of misdirection. He can make swift and seamless motions without notice of the human eye through focus and dedication.
  • Stage Magic: Have you ever wished to saw a woman in half and put her back together again? Maybe you've cannot put your mind around how he was able to make your card jump from the bottom of the deck to the top. Whatever strikes your fascination with a magic trick it is likely that he knows it. Mikel has learned from many master Stage Magicians in his life-time.
  • Hypnotism: The human mind is susceptible to suggestion and for those who either believe or accept the experience, they can be hypnotized. Mikel knows how to help you delve through traumatic experiences through hypnotic therapy, or he may make you cluck like a chicken if you were just looking for a laugh.
  • Multilingual: Mikel can speak and write in English, French, Italian, and Latin.

Possessions: N/A

APPEARANCES
Play-By:
Alex Dunstan
Description:
Mikel Blaise is a beautiful man. Not handsome, maybe charming, but most definitely beautiful in the terms that would denote a youthfulness. Though his face belies his age the deep amber swelled eyes tell a different story. Dressed in demure fashion and formal attire he looks as a young politician might, with his short brown hair neatly groomed to the side, and sharp aquiline nose. With an angular and balanced jaw his face is framed with elegance and grace. When dressing informally he prefers to do so in vibrant colors and in loose stylish layers.

Upon his neck on the right side just below his ear he bears the triple moon of the Blaise family bloodline. Upon the inside of his left arm he bears the crescent mark of the Khonsu coven. Beyond his witchmarks he has had a few miscellaneous tattoos such as a heart and arrow over his left breast with the name Sarah written. The other more notable tattoo is the runic band and pentagram marked around his right wrist. Mikel stands at 5'11" ft. tall and weighing approximately 135 lbs.

PERSONALITY

Description: A gentle heart is how many would describe Mikel. The man does not take to aggression or hostile action willingly, but instead maintains a sense of calm and balance within his life. Believing in addressing others with mutual respect in spite of their species or group, the High Priest of Khonsu is a progressive in the supernatural community. Peaceful tolerance is a high priority in his life making him often a more passive presence privately.

As a leader Mikel strives to be fair but struggles when the option does not present itself. Willing to make a hard decision it does not sit easy with him even when the consequences he must enforce are beyond his control. It is suggested not to take him as a weak man however. Mikel's compassion softens a rather harsh edge of criticism and justice that he shares with his belated father. In the end he will do what he must to maintain Order, and is at the end of the day loyal to his coven's interests.

When met informally he is rather inquisitive and playful indulging in any chance to practice practical magic. Even as a Witch an intricate card trick still enthralls him especially when performing. At the end of the day he wishes to amuse his company, and will often act proactively to avoid awkward tension. Mikel is a people pleaser and very well spoken which is emphasized by his penchant for being a precocious flirt. Be warned Mikel tends to favor wit and sarcasm as well.

On the note of flirtation Mikel is a pansexual male. This is deeply ingrained in his personality and informs his perspective of the world. Attracted to men and women of varying species the Witch tries to look past the stereotypes and grudges that keep the supernatural divided. As an added note he is not particularly monogamous if he can help it, as his attraction to others are not very well hidden. While he will never be unfaithful Mikel will also not deny himself honesty.

In the end that is all he wants: Honesty, Understanding, and Patience. Even from friends and should violate any one of those three principles Mikel will become a different person. What he does not tolerate is liars, bigots, and aggressors. Keeping his cool he will take a firm stance against anyone unwilling to keep the peace.

HISTORY

Mikel's paternal family has been a longstanding bloodline of the Khonsu coven, with their branch having been assimilated from an ancient French cult of moon worshippers, Les Enfants de la Lune. These Witches claimed to be descendants of the famed Witch of Endor a biblical Hedge Witch. The Blaise family joined the Khonsu Coven sometime after the Italian Renaissance through the marriage of Simon Blaise into their ranks.

However despite his marriage Simon at some point in the 1930's met a woman in Manitoba, Canada. Mikel was born without knowledge of his father and was ultimately raised by his Aunt Tilly Shaw and her husband George with their two daughters Mary and Katherine. By his maternal families record his mother Alice had disappeared two days after he was born. Despite the aid of the authorities in search of her the family would not see her again.

Mikel was a bright child. His aunt and uncle made sure he was given a worthy education, but the boy found his mind elsewhere at a young age. Taken to see a Magician's show in Winnipeg the boy became obsessed with thoughts of magic. A sense of wonder drove him to learn and imitate, but at some time during his dabbling with stage magic he unintentionally made a friend levitate at the age of nine. Knowing that what he had done was no trick.

Searching for answers the young Witch would not learn the truth until his thirteenth birthday when a man named Roland arrived in town. Claiming to have been sent by his father Mikel was skeptical at first, but when Roland animated the silverware and fine china he found himself bewildered. The man claimed that he was sent to teach Mikel. Only by finishing his Arcane Education would he be permitted to finally meet his father.

By the time he had finished his training with Roland, Mikel, had just turned eighteen. The trip to White Pine, Washington was insightful but the young man did not expect what he saw in its supernatural community.. He was welcomed as a guest under the auspices of the High Priest of the Khonsu coven, Simon Blaise, the Witch was absolutely amazed. Unfortunately the reality of meeting his father was less than ideal. Mikel was face to face with a hardened and callous man whose only concern was his reputation, and how his son may affect that.

But a further reality hit hard when Simon confessed that he was dying a slow death as his magic was fading. Relying on charms and rituals to supplement his natural abilities Simon wanted to test Mikel's talents. Forced to engage in a grueling series of tests the young occultist found himself pitted in a duel with Roland. Not a combatant individual, but when faced with gouts of flame, Mikel reacted volleying illusions and throwing pieces of his environment at the combative Witch. The battle ended in failure as Mikel refused to take a killing blow allowing Roland to bind him.

Having disappointed his father and feeling dejected Mikel left White Pine. Not wishing to return to Manitoba with his Aunt and Cousins, the young Blaise ditched his guide Roland and struck out in the world on his own. A large gap of time passes before Mikel would see his father again and in that time he took to teaching himself more about this supernatural world. He also dedicated himself to refining his arcane crafts learning the art of the Tulpa from a Tibetan Monk.

For the better part of a century Mikel Blaise dedicated himself to a life of Stage Magic to make a living. Rejecting his father who had refused to genuinely acknowledge him as his son or worthy part of his life he rebelled. But in the summer of 2017, Simon's condition was growing terminal. All the efforts to extend his magic was taking a toll and being the High Priest of Khonsu he needed to name a successor. In a surprise swing of fate Simon named Mikel, which forced the Witch back to White Pine where the two men were forced to face the obvious. Simon stated regret at never embracing him as a son, but insisted he did what he did to make his son stronger, and to protect him from conspirators within the Coven that might see Mikel harmed. Simon's wife Leandra stated her opposition to her husband's decision but was quickly disregarded by a dying man's attempt to make amends.

Reluctantly accepting his father's remorse Mikel would be there with Simon as the decaying remnants of magic burnt his body from the inside out. Unsure of the responsibility placed upon him the man saw now all that his father had dedicated his life to safeguard. The lunar coven of Khonsu was a vital part of keeping veil obscurity around White Chapel and allowing the supernatural to exist unhindered by the human world. In the January of 2018, Mikel Blaise was raised to the position of High Priest in the coven. Since then he has been doing his best to keep diplomacy with Khonsu and other covens, whilst keeping the internal conflicts of his election from splitting the group.

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