Character(s) ZAlcyneous Characters

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Character(s) ZAlcyneous Characters

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Name: Saravati (true name); goes by Radiyya Nour when outside of tribe/other Sphinx.
Gender: Female
Age: 24 years
Species: Sphinx
Subspecies: Mountain x Desert
Sphinx Appearance: In her natural form, she is covered in tawny fur with brown rosettes, a long, cougar-like body and slotted, high-lift wings like a hawk's. A tawny tuft of fur is on the end of her tail with long fur, often wearing metal adornments like gold. Her hair is black and she has a leopard's head with some brown feathers descending down her neck and shoulders, having golden yellow eyes. She has a length of 10-feet, a height of 4-feet and a weight of 300 lbs.
FC: Hend Sabry
Notes: Sphinx are immortal
 
Full Name/Aliases ⚜️ Nurawibera Kasula Froststone/Yarsibo Osgiliath
⚜️ Age ⚜️ 32 years
⚜️ Race/Species ⚜️ Dwelf (dwarf x Elf)
⚜️ Sexual Orientation / Sexuality ⚜️ Female/Bisexual
⚜️ Appearance⚜️
Height: 5'5"
Weight: 150
Build: Tall, Broad, Heavy
Eye Color: Purple
Hair: Ivory and fiery red
Skin Color: Pale and stone grey
Hairstyle: Wavy with a few curls, occasionally put up in a bun or cut to shoulder length but mostly left natural
Nurawibera is diminutive in stature like a dwarf but with the ethereal beauty of her elven heritage. She is shorter than most elves but taller than dwarves, with a combination of striking eleven delicacy and dwarven strength. Her skin is a blend of stone gray and pale with ivory, fiery red hair cascading down her back. Her eyes are a striking purple color, the color of amethyst while she has very long tapered ears due to her blood elf heritage. Her skin bears the intricate tattoos of her elven heritage, and her eyes shine with a fiery determination, resembling a half-elf's (being angular with circular pupils). She moves with a grace that belies her strength, and her hands are calloused from years of working at the forge. She often wears intricate armor adorned with dragon motifs that she forged herself.

⚜️ Personality ⚜️
Nurawibera believes in justice and freedom for all beings, regardless of their race or background. She holds strong to the belief that everyone deserves a chance to prove themselves and should not be judged based on their past mistakes. Nurawibera values honesty, loyalty, and integrity above all else. Nurawibera is also driven by a strong sense of justice and a desire to protect the innocent, but her methods can be ruthless and unforgiving when necessary. Nurawibera's past trauma occasionally causes her to struggle with trust and vulnerability.

While she is fiercely protective of others, she may find it difficult to ask for help when she needs it most. Despite her tough exterior, Nurawibera has a compassionate heart and a deep sense of justice. Nurawibera's traumatic past has left her with a deep-seated fear of betrayal, and she can be overly cautious when it comes to trusting others. Her independence can also be isolating, and she struggles to open up about her vulnerabilities. Nurawibera's moral code is complex and nuanced, shaped by her experiences as both a slave and a warrior.

Despite her courage and determination, Nurawibera struggles with moments of self-doubt and insecurity, stemming from her turbulent past. She can be overly cautious at times, reluctant to trust others fully after years of betrayal and hurt. Her fierce independence can also drive a wedge between her and those who care about her most as her pride can sometimes blind her to the needs of others. She values freedom above all else and will go to great lengths to safeguard the rights of those who cannot protect themselves. Despite her skills as an assassin, Nurawibera wrestles with feelings of guilt and remorse for the lives she has taken.

Nurawibera's voice is strong, determined, and tinged with a quiet resolve, yet also authoritative with a hint of vulnerability that she tries to hide. She speaks with a cool, calculated precision that belies the burning fire within her. Her perspective is shaped by her past experiences of loss and betrayal, yet she still clings to a glimmer of hope for a better future.

[Positive Traits]
  • Sentimental
  • Self-Sufficient
  • Romantic
  • Honest
  • Scrupulous
  • Persuasive
  • Daring
  • Imaginative
  • Courageous
  • Dedicated
  • Suave
  • Shrewd
  • Kind
  • Spontaneous
  • Brave
[Negative Traits]
  • Shortsighted
  • Cold
  • Sly
  • Impatient
  • Shallow
  • Pompous
  • Opportunistic
  • Paranoid
  • Transparent
  • Resentful
  • Tactless
  • Indecisive
  • Zany
  • Domineering
  • Strong-Willed
[Greatest Strengths]
  • Attentive and detail-oriented
  • Empathetic
  • Honest
  • Problem solver
[Greatest Weaknesses]
  • Self-criticism
  • Competitive
  • Insecure
  • Uncomfortable with public speaking
⚜️ Power(s)/Ability(ies) ⚜️
  • Magic (nature, arcane & illusions)
  • Healing
  • Telepathy-limited to her dragon only
⚜️ Backstory ⚜️
Her existence was a secret from all but a few, these few being deceased. Nurawibera, Crown Princess of the Aurora Ridge Empire, was born to Crown Prince Fjorin Froststone of the Frostvein Kingdom and Crown Princess Thalara Embermoon of the Aurora Ridge Empire. Two different kingdoms, one a mountainous forest next to the coast of the elves which was ruled by blood elves and a swampy mountain kingdom of the dwarves, only a vast desert separated them. It was a forbidden love between the crown Prince and Princess, the Princess a beautiful enchantress and skilled archer who loved adventuring while the prince was a skilled and cherished blacksmith. The young heir and heiress should not have been able to meet yet they did when Thalara got caught in a sandstorm in the desert while hunting for food whereas Fjorin would find himself lost from a caravan and injured due to bandits in the area. If only they had known these bandits would spell trouble, the young Prince might have not spared them.

This secret friendship continued and grew into love, but Fjorin was pressured to take a wife, however his heart lay with the enchantress that had saved his life. While not as tense as dwarf goblin relations or dwarf orc relations, their marriage would not be allowed for the two kingdoms had not been in the best of terms, neither allies nor enemies yet maintaining a frosty relationship. Suspicious of his sister's leaving constantly instead of seeking a suitor, her second oldest brother would follow her and discover the pair of star crossed lovers meeting in secret and drag his sister back, their parents forbidding Thalara from seeing Fjorin. Yet war soon came which was a threat to both kingdoms, causing a political alliance to form and the forbidden was thrown out the window when war came to both kingdoms' doorsteps.

Years passed and soon a son was born, Ithill. Eventually the queen of dwarves passed, leading his father to rule alone but sickness soon captured the king, forcing Fjorin to take up kingly duties early. For a time the war abated…this was the calm before the storm for as the tides are pushed and pulled with the moon, so too is the eye of the hurricane calm yet wild outside. It was why the couple, now king and yet still a princess, were out speaking to the people that their son was assassinated and thus a hard decision was made. Their three year old daughter, born fifteen years after their son, was given away to a pair of elves in an outer lying village to be raised in safety. Safety was not to be for Thalara was slain leaving the village. The death of their future king, even if he were a hybrid, was not taken lightly and the war continued with a vengeance. A raid on the village, when young Nurawibera was seven, resulted in her being captured and her adoptive parents and village slain or taken prisoner. This was not the only thing to occur for her people, dwarf and elf, had been enslaved or killed whom her mother's entire family was wiped out. Despite being treated as an outcast for her hybrid nature, Nurawibera learned to use a bow, showing skill with blade, axe and bow as her dual heritage gave her.

Nurawibera was taken to the mines of the enemy where she trained under an old dwarf who served as a mentor and recognized her as their princess, yet never spoke of it. She was found to be a quick study and thus, instead of being used as a sexual slave, she was forced to make armor and weapons for the enemy. Never knowing of her father's kin being nearly extinct, she toiled for years. Yet even in the mines she was treated as an outsider, however her skill in the forge couldn't he denied. It was during these years that a young dragon, injured and having escaped captivity himself from a vampire came to Nurawibera and asked for help. She did her best to heal him up, the pair ending up bonding. Something entirely unexpected on both beings. Yet he too was captured and exploited.

Eventually, the dragon who came to reveal himself as Tatsuya, helped Nurawibera to escape and they fled, this a few months after finding out she was the crown Princess from her dying mentor on his death bed. Making their way to her former lands, she discovered a charred land, and this awakened her lingering magic. Foolishly taking only two and a half years to learn it, she and Tatsuya went back to the enemy, confronting a magician but were no match for the stronger sorcerer. They were hit with a blinding night, Tatsuya rushing to protect his rider and found themselves in another world. Now they find themselves alone, Nurawibera having forsaken her royal heritage to heal by becoming an assassin rogue, trusting only in Tatsuya and fearing getting close to anyone.

Dragon Info:
Name: Tatsuya
Age: 28 years
Sexuality/Sexual Orientation: Male/Heterosexual
Current Overall Stats: Overall Length: 31-ft, Body Length: 9-ft, Neck Length: 9-ft, Tail Length: 19-ft, Body Width: 5-ft, Standing Height: 7-ft, Wingspan: 36-ft, Weight: 2,500 lbs.

⚜️ Appearance⚜️
Tatsuya is a massive dragon with a formidable presence who has shimmering silver scales that shift to a deep black when he taps into his void powers. His head is like a lizard's with finned ears and eyes like a cat's. Fins on his neck and tail help stabilize him in flight with white claws like a eagle's. On his head are a pair of curved spiral horns like an ibex and a pair of antenna like a moth while his scales have the mixed texture of dried mud and snake scales. His wings are massive and powerful, allowing him to soar through the skies with unmatched grace and speed. His cyan eyes glow with an otherworldly light, reflecting his dual nature. Scars mar his scaled body in places, caused by magic, other beasts, whips, and chains. He has some light gray fur down his back and shoulders, extending past his tail which has a pair of spikes on it. Though not fully grown, his overall stats upon full growth: Overall Length: 85-ft, Body Length: 23-ft, Neck Length: 23-ft, Tail Length: 39-ft, Body Width: 10-ft, Standing Height: 16-ft, Wingspan: 80-ft, Weight: 160,00 lbs. He communicates telepathically and by sharing images/emotions but can muster verbal responses if needed.

As a human, which he tends to not take unless necessary, he is tall and muscular with silver scales covering parts of his body, clawed hands and feet, sharp fangs and piercing cyan eyes. His towering frame exudes strength and agility, his black wings being impressive and summoned at will with medium curly black hair and espresso colored skin with bronze undertones. Height wise, he stands at an impressive 6'4".

⚜️ Personality ⚜️

Tatsuya is a patient and wise dragon, with a deep sense of loyalty and honor. He values knowledge and understanding, always eager to share his wisdom with others. Despite his past trauma, he is compassionate and caring, especially towards the young and vulnerable. Tatsuya's past as a slave haunts him at times, leaving him vulnerable to moments of doubt and insecurity. He can also be overly protective, sometimes hindering his rider's growth. Can be too cautious at times and is haunted by memories of his past. Tatsuya's ancient wisdom sometimes leads him to be stubborn and resistant to change, especially when faced with new challenges. He can be fiercely protective, which can sometimes manifest as anger or aggression when he perceives a threat to his rider.

Although Tatsuya can be guarded around others due to his past, he forms deep bonds with those who show him kindness and compassion. He values honesty and integrity in his relationships and is always willing to protect those he cares about. Tatsuya's traumatic past has left him emotionally fragile at times, causing him to struggle with trust issues and feelings of unworthiness. He can be overly cautious and withdrawn, making it difficult for others to connect with him on a deeper level. Despite his wisdom and experience, Tatsuya can sometimes be overly cautious, hesitant to take risks that may endanger his rider or loved ones. His past trauma occasionally resurfaces, leading to moments of emotional turmoil and self-doubt.

Tatsuya seeks to inspire and educate others, imparting valuable knowledge and skills to help them overcome their struggles. He also holds a deep respect for nature and the interconnected web of life that binds all creatures together. Nurawibera is Tatsuya's closest companion and confidant. The bond between them is unbreakable, forged in the crucible of their shared suffering. Tatsuya also has a deep connection with other former slaves, who look up to him as a symbol of hope and resilience. Tatsuya speaks with a deep and resonant voice yet also quiet strength that carries a sense of ancient wisdom and authority. He sees the world with a combination of curiosity and wariness, always ready to learn and adapt to new challenges, his voice resonating with a deep sense of purpose and determination. He views the world with a mixture of pragmatism and idealism, striving to make a difference wherever he goes.

[Positive Traits]
  • Wise
  • Charismatic
  • Confident
  • Self-Sufficient
  • Disciplined
  • Resourceful
  • Methodical
  • Protective
  • Empathetic
  • Logical
  • Confident
  • Venturesome
  • Adaptable
  • Accessible
  • Uncomplaining

[Negative Traits]
  • Gullible
  • Lazy
  • Unappreciative
  • Vulnerable
  • Sadistic
  • Secretive
  • Cautious
  • Barbaric
  • Possessive
  • Abrasive
  • Rowdy
  • Haughty
  • Unstable
  • Apathetic
  • Selfish
⚜️ Power(s)/Ability(ies) ⚜️
  • Flight
  • Aether Breath
  • Fire Breath
  • Void Powers (from sire; death inducement, Memory erasure, intangibility, black hole creation, void sealing, teleportation, destruction)
  • Human Disguise-Like all dragons (sky, land, eastern, cosmic and aquatic) of his world, he can take on a human form; a result of being hunted and to blend in with two leg races.
⚜️Backstory⚜️

In the land that Tatsuya comes from are many dragons: eastern, sky, land, aquatic, and cosmic dragons of void, spirit, balance, Aurora and celestial with many subspecies such as lyndwyrm, sea serpents or hydra. Wyvern as well lived here for they are a smaller cousin of dragons. Further divided into reptilian and mammalian dragons. It is of a rare sky and void dragon mating that Tatsuya hatched. Taught by his void father to harness the powers of the void which reflects in his scales, he was captured and sold to a vampire who used him in fights and planned for breeding as well as a status symbol.

When he was five years, he managed to escape his master's chains though not without injury. Injured, young for he was a hatchling still, and inexperienced, he sought refuge in a small cave. Days passed and he would eventually approach a young woman who he asked for healing. She did this and ther unintentionally bonded. Yet he found himself captured again, soon used for breeding as soon as he hit reproductive age at eight years of age. The only reason he submitted was to protect his rider, yet his elements of Aether and Fire were awakened.

His rider had her own demons and hardships yet he did his best to protect her, even taking pain instead of his rider. Eventually they managed to escape and fled, making the king journey back to the lands his rider had come from where her magic was discovered and she practiced it for two and a half years, going against his advice to wait longer. They went back, only to be overpowered and no match for the magician of the enemy they confronted, on waking with a different land. On this new land he follows his rider, continuing to protect her from harm.
 
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FC: Sarah Barrable-Tishauer
Name: Avani Magombo
Age: 36
Hair: Black
Eyes: Brown
Skin Tone: Light brown
Build: Slim
Markings: Hummingbird tattoo
 
Full Name/Aliases ⚜️ Eldric Aleron Oceanus (true name)/Silas Orion Thorn (current name)/Harbringer
⚜️ Age ⚜️ 25 years
⚜️ Race/Species ⚜️ Human; originally a Laniatus (child of a mermaid and vampire)
⚜️ Sexual Orientation / Sexuality ⚜️ Male/Heterosexual
⚜️ Appearance⚜️
Height: 6'2" (human)/8'5" (monster)/6' (shoulder on 4 legs)
Weight: 171 lbs/375 lbs (wolf)
Build: Tall and wiry
Eye Color: silver (formerly crimson-aquamarine blue)
Hair: messy, unkempt waist-length brown hair that he often forgets to comb. Normally it is wavy and long, however the time in exile has grown longer.
Skin Color: pale

Eldric has webbed fingers and toes with silver eyes belying the curse within his body. In his past life his hair was silver that fell in cascading waves and was like moonlight yet in his current form it's messy, unkempt waist length brown hair that is normally wavy and long. He has the sleek upper body of a mermaid with sharp fangs and glowing silver eyes. Eldric has a striking appearance, with mesmerizing green-black scales covering his body and an orca tail that allows him to navigate the depths of the ocean with ease. His eyes are a piercing crimson and mesmerizing aquamarine blue, betraying his mixed lineage, and his fangs are sharp and deadly. In his past life he had bat wings of red membrane and fangs with sharp claws with frills on the upper part of his tail and dark skin. He moves with a fluid grace while his tail is a pattern black and green scales of which can be seen in patches on his body. He has sharp angular features, gills on his neck that disappear on land as he is a Tempestas x Anguis merfolk, having the lower body of a killer whale and upper body of a muscular mermaid. His orca tail propels him through the water with grace and power, a symbol of his connection to the sea. On land his gills disappear and he looks completely human minus a scattering of scales and webbed digits.

In his monster form, he has the agility and strength of a werewolf but the antlers of a wendigo with faint black orca pattern and brownish gray fur. His eyes are silver and his body is littered with scars. He has sharp teeth, fangs, keeps his claws which turn into wicked talons and keeps his wings. In his were form he is a non steroid creature at 8' tall on two legs, yet in his wolf form he is 6' at the shoulder and slightly thinner with a ghostly aura in wolf and monster forms, eyes becoming molten silver due to the curse within him. His ears in wolf and were form are deer shaped but wolf like with his wolf form being large like a deer yet powerful like a wolf.

⚜️ Personality ⚜️

Eldric/Silas is kind-hearted and empathetic, always willing to lend a helping hand to those in need. He has a deep connection with nature and a profound respect for all living creatures. While not a fighter by nature, Eldric/Silas possesses a sharp wit and quick intelligence, using his intellect to navigate the challenges that come his way. Eldric/Silas shares a deep bond with his companions, a majestic dire wolf named Sinaaq and an intelligent raven called Aguta. They are his constant companions on his journey, offering companionship and protection in equal measure. Despite his exile, he is determined to maintain his connections with his loved ones and forge new relationships with allies who share his vision of a better future. He is wary of forming close relationships with others, afraid that his curse will bring harm to those he cares about. His precognition can be both a blessing and a curse, as the weight of the future he sees can be overwhelming. He struggles with feelings of guilt and responsibility for events he foresees but cannot always prevent.

While Eldric is a skilled strategist and problem-solver, he can at times be overly trusting of others, leading him to be taken advantage of by those with less honorable intentions. His deep sense of guilt over the circumstances of his exile can also cloud his judgment and lead him to make reckless decisions in the pursuit of his goals. Eldric values loyalty, compassion, and honor above all else. He believes the inherent goodness of all beings and strives to see the best in everyone he meets. Despite the hardships he has faced, Eldric clings to the belief that redemption is possible for even the most fallen of individuals, including himself. introspective and contemplative, often lost in thoughts about his past and of his actions. He is compassionate and empathetic, always seeking to help those in need even as he struggles with his own inner demons. Despite his cursed existence, he retains a sense of hope and a deep connection to the natural world around him. Despite his precognitive abilities, Eldric struggled with the weight of his knowledge and the toll it takes on his mental and emotional well-being. He is haunted by the choices he must make based on his visions, knowing that not all can be saved.

Eldric has a tendency to be too trusting of others, leading him to be taken advantage of. At the same time he finds it difficult to let go of the past, holding onto grudges that hinder his progress. He struggles with his own doubts and insecurities, wondering if he is truly worthy of redemption as well as struggling with the weight of his responsibilities and the burden of his curse, often feeling overwhelmed. Eldric's reluctance to engage in conflict can be seen as a weakness, as it often leads him to avoid confrontations that could benefit him in the long run. His deep-seated guilt over his past actions can also cloud his judgment at times, causing him to second guess his decisions. With each new life, he carries the scars of his past selves, a reminder of the price he paid for tampering with forces beyond his understanding.

His voice is one of quiet determination and unwavering compassion, yet also introspective and haunting, filled with a sense of both sorrow and hope. His voice holds sense of a melancholy and longing for a home he can no longer return to. He speaks with a calm and measured tone, choosing his words carefully to convey the depth of his emotions and convictions. Despite the challenges he faces, Silas's perspective remains hopeful and optimistic, guided by a firm belief in the power of kindness and forgiveness. He is haunted by memories of past lives and visions of a future that he is determined to change. Silas's relentless pursuit of knowledge can sometimes blind him to the consequences of his actions, leading him down dark paths that test his resolve and morality. His connection to the aether and nether leaves him vulnerable to malevolent forces that seek to manipulate him for their own ends, adding another layer of complexity to his already burdened soul. His connection to his animals leaves him vulnerable to their well-being. Wise: Silas has a deep understanding of the world around him, thanks to his precognitive abilities, Compassionate: Despite his own struggles, Silas is always willing to lend a helping hand to those in need, and Reserved: He tends to keep to himself, preferring the company of his animal companions to that of others.

Driven, curious, introspective, haunted, determined, compassionate, idealistic, conflicted, resourceful, resilient

[Positive Traits]
  • Venturesome
  • Hardworking
  • Trusting
  • Adaptable
  • Uncomplaining
  • Shrewd
  • Self-Sufficient
  • Sentimental
  • Disciplined
[Negative Traits]
  • Cautious
  • Paranoid
  • Sly
  • Secretive
  • Transparent
  • Vulnerable
  • Shortsighted
  • Cowardly
  • Zany
[Greatest Strengths]
  • Attentive and detail-oriented
  • Empathetic
  • Honest
  • Problem solver
  • Agile
[Greatest Weaknesses]
  • Sensitive/emotional
  • Taking on too much responsibility
  • Risk-averse
  • Perfectionism
  • Weak willed
⚜️ Power(s)/Ability(ies) ⚜️
  • Precognition
  • Siren Song
  • Ethereal Manipulation
  • Shadow-Fire Manipulation
⚜️ Backstory ⚜️
Past Life: Eldric Aleron Oceanus was once a prince in the majestic underwater ocean kingdom of Azura in another world. He was a charismatic and compassionate individual loved by his people. Born to a mermaid princess named Sybil Oceanus, daughter of Diondra and Kawai, king and queen of Azura and a vampire named Sabin Marigorta, son of Artaxerxes and Monoza Esnarruza; his birth was heralded by a passing comet and a prophecy saying The kingdom was known for its advanced magical technologies powered by the ocean currents. Eldric's days were filled with exploration of the underwater wonders and diplomatic endeavours between different underwater civilizations. He was the second youngest of five siblings, destined to inherit the throne.

However, a vengeful sorcerer and his family's ancient enemies laid a cruel curse on him, stripping him of his title and exile from his homeland. In an attempt to save his life, his loyal dire wolf and raven companions sacrificed themselves, their spirits becoming intertwined with his own. Despite his status as an outcast, Eldric is determined to rid himself of the curse and reclaim his rightful place as prince. He reincarnated in the current world with no memory of his past, life for fragmented except dreams and that guide on him his journey. Eldric's past is shrouded in mystery, and as he travels through different lands, he seeks to understand the truth behind his cursed existence.

Current History: Born on an interstellar ship crossing the galaxy to a craftsman and geneticist, he was raised for three years on the ship as a crew brought back resources from another world, his parents having escaped interstellar pirates with a small crew. Because of this, he always looked to the stars, or rather holographic images when the ship arrived on the dying planet Suhiri, a super earth with 14 continents making up 26% of the planet's surface in a system of twelve other planets. He grew up in a small village known for its skilled craftsmen and artisans on a dying world, once like earth but years of pollution and radiation caused it to begin dying. However, Silas always felt like he didn't quite fit in with the rest of the villagers. He was always more interested in books and experiments than in working with his hands. As a young man, he delved into the world of alchemy and potion-making, much to the dismay of his family and friends. His experiments often yielded unexpected and sometimes chaotic results, leading to his reputation as the village eccentric.

In a world torn apart by tectonic chaos, where cities crumbled and tsunamis ravaged coastlines, humanity fights to survive against the odds. Cannibalism loomed as a grim reality amidst the scarcity of arable land and the emergence of deadly new creatures and the humans were forced to turn to domed cities. As dust storms and drought grip the planet, society teeters on the brink of collapse. The Earth's atmosphere rages with violent storms, obliterating cities and pushing survivors to the brink. An attempt at creating portals and stealing resources from other nearby planets only brought monsters which further ravaged their world. The world was dying and there seemed nothing that could be done.

His groundbreaking experiments delved into harnessing the power of aether and nether, mysterious energy sources that few understood and flowed through his planet and the universe, in the hopes of revitalizing his planet. However, a tragic accident during an experiment left him cursed with the aether power now residing within him. This cursed power disrupted his life and turned him into an outcast both in the scientific community and society at large. However, when his fellow scientists revealed their dark intentions to weaponize the aether, Silas was horrified and chose to flee, burdened by the guilt of leaving his world to its fate. Dr. Thorn vanished from his laboratory and isolated himself from society only to find himself and his companions in the past on a parallel earth when they were attacked, still cursed with the monster he became, still haunted by visions of a past life he cannot grasp, and cursed with the dangerous ether, that if released, can cause destruction to another world.

Companions:

A white dire wolf named Sinaaq 'edge of sea ice'

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A black and white raven named Aguta 'gatherer of the dead'
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His companions can speak verbally and telepathically.​
 
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Name: Marius Sebastian Argent

Age: 22 (immortal)

Gender: Male

Race: Demon Werewolf

He is half Vietnamese and half Caucasian, having black hair, brown eyes and tan skin with a medium build, broad shoulders and is 5'3" tall. He is well muscled in both his wolf forms yet lean in his human form. He has a baritone voice with his mother's Romanian accent.

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As a wolf he has black fur with silver eyes. On two legs he is 8' in height, yet on 4 legs is 6' in height and 7' in length with wicked curved back claws. He also has black bat wings which let him fly and glide.
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Talents: He is agile and capable of walking without making a sound, good with weapons and martial arts, musically talented

Powers: Fire Manipulation (father), Shadow-Ice Manipulation (mother)
 
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Pic can be found on my deviantart.




Kalwala Wraith
⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻​
ALIASES
Nebula

GENDER
Female

RACE
tiefling

OCCUPATION
Unemployed; Future Archeologist & Assassin​
AGE
Ageless; currently 24 Years

ORIGIN
Infinite Wilds

SEXUALITY
Heterosexual

ROLE
Slave​
more information +

⸻⠀the self⠀⸻​
Kalwala is fiercely independent, curious, and resilient. She possesses a sharp intellect and a determined, spirit always learn to eager grow and despite the challenges she faces. Her love for dancing allows her express to herself freely and her moments of joy even in the darkest times. dreams free of breaking from her enslavement and becoming an archeologist, exploring ancient civilizations and unraveling their secrets. She is cautious yet fiercely loyal to those she trusts, seeking companions understand who and support her dreams. Affected by lycanthropy, she tries to stay away from others for their own safety, fearing turning into a ravaging beast.
ALIGNMENT: Chaotic neutral
LIKES: History, Reading, Cooking, Sewing, Swimming, exploring old ruins
DISLIKES: Dogs despite being part werewolf as they were used to harm her when she could not protect herself; cats, loud noises due to her sensitive hearing, bright light due to her sensitive eyes, fire due to being burned
⸻⠀the body⠀⸻​
HEIGHT: As a human she is 5'5" yet as a wolf on four legs she is 4' at the shoulder and 6'5" on two legs as a wolf. In terms of length as a wolf, she is 6'0" long when on all fours, a bit longer than most females for her race.
HAIR COLOR / STYLE: Her hair is straight, a mix of black and white reflecting her dual nature as a hybrid. Her hair falls in a cascade of dark and snow waves to her mid back. Sometimes she wears it in braids or put up out of the way. Her fur is medium in length, black with white orca and Aspen peacock markings.
EYES: Yellow
SKIN TONE: Ruddy Tan
PHYSIQUE: Lithe with some muscle
DOM. HAND: Ambidextrous
APPARENT AGE: She appears her age, 24 years.
VOICE: Sultry and ethereal like branches creaking in the wind. Kalwala's voice one is of defiance and resilience, tempered with moments of vulnerability and longing. She views the world with a mixture of curiosity and determination, always seeking to unlock that mysteries the beneath lie the and surface carve out her own path despite the obstacles in her way.
MODIFICATIONS //
She has black pronghorn horns as well as a black prehensile serpentine tail due to her tiefling parentage. Strangely her ears are naturally pronghorn in shape with black fur.
SCARS / MARKINGS //
A brand on her left shoulder that she got as a child, marking her as a slave done in liquid silver. She also has five butterflies tattooed on the left side of her neck. There are some burns on her back from being thrown into a pyre as a toddler.

⸻⠀the ability and tools⠀⸻​

ABILITIES //

Being cursed with lycanthropy, she is able to turn into a wolf regardless of it being day or night and even take on a taller anthro wolf form. Always present are her horns and serpentine tail, gaining a wolf tail in addition to the serpentine one she possesses. It's a painful thing shifting but she has learned to bear through the pain.

Trading & Diplomacy: Her parents did their best to give her an education though her master, not wanting a stupid slave, taught her in the art of diplomacy and trade, furthering her reading and numbers so she wouldn't be cheated when purchasing goods.

SPELLS //
Although it may be surprising given her heritage, she has learned through trial and error to harness magic culminating around darkness, fire and astral. This has been done through training from her master's graces, though as a slave, she only has enough training to defend herself or light a fire. Perhaps if she were to escape and had a mentor, she could discover more. However, she has a fear of fire due to a childhood incident so doesn't use fire magic much.
ATTIRE //
She wears knee high armored or leather boots, occasionally soft slippers, flowing skirts and tunics, middle eastern clothing, or saris/salwar kameez. Sometimes she will wear naught but belly dancing outfits with veils to shield her face though her clothing offers scant protection against the cold, forcing her to forsake said clothing for cloth of cotton, linen and animal furs. As a wolf, she wears nothing due to her fur covering her body, however when transforming, she is devoid of cloth of which to cover her modesty for clothing and shoes tear upon turning.
GEAR //
She has a small dagger and a sun, moon, star pendant gold necklace passed to her from her grandmother to her mother to her. There is also some armor she has of some black steel or metal with an attached skirt hanging from the back, spelled against the weather and ruin in the event she needs added protection when outside the cities.
INVENTORY //
Due to sometimes going from Khare to Tethis, she has a few changes of clothes to account for the different climates of each city. She also has a journal. She also has a journal along with dagger mentioned above and twin bladed spears.

⸻⠀the story⠀⸻​
Kalwala's childhood was not an easy one, her parents having lived in Tethis until they were driven out, seeking shelter within the wilds. Her father was a former soldier turned guard escorting caravans about the known world while her mother was from humble yet destitute beginnings who rose to become a priestess. A priestess of which god, she never disclosed. It was there that her mother bore triplets, two sons (Sabathiel and Vurnulor) and a daughter (Kalwala). Regardless, her mother had given up her service as a priestess, at least in Tethis, by the time she fell for the guard who deserted his duty. It was her mother who helped to train her daughter in magic, having some knowledge of it, her parents hiring a tutor. This mentor proved to become a close friend of Kalwala.
An incident in early childhood by mysterious figures, resulted in Kalwala being kidnapped and thrown onto a funeral pyre, thus creating scarring in her back and near death. Yet, it also created a fear of fire in the child. By luck or fate her screams attracted someone who saved the child yet despite the healing, naught could be done for the burns inflicted. Vurnulor, as the oldest of the triplets blamed himself for Kalwala's scars and vowed to atone when old enough to be on his own, taking his chance one winter evening on a hunt.​
Yet, fate is a cruel and unforgiving mistress by design. Her father had perished some years before, searching for those who had harmed his daughter yet despite his former life as a guard and soldier, he was killed. Raiders and mysterious figures who were whispered to be a cult appeared, attacking the village; killing the men, old and sick while taking the women of childbearing age and children. The village, suffering from attacks and raids as well as the harsh winter of the previous year stood no chance. Only a few men, those young enough and fit enough to work were taken as well to be sold as slaves. Kalwala and Sabathiel were separated and watched their mother die to the hands of this 'cult' yet it allowed young Sabathiel to escape and disappear. Kalwala found herself taken to Khare at the age of nine and sold to an orc merchant who owned a caravan, a possessive and cruel being.

In Pursuit of the Magic Lamp of Azhariman


A indistinct old lamp made of brass and pewter, from an ancient imperial dynasty and once owned by the sorcerer Azhariman fell into the orc merchant's, Maghurzikh Shazorku, possession. The only thing stolen from the merchant and caravan owner, Maghurzikh puts out a bounty on the thief which is answered by a half-orc mercenary named Zazi. Coming to the merchant's warehouse, he Siawn's of desiring his prized inanimate possession back and the thief yet sends his slave Kalwala with the mercenary to help hunt and retrieve the lamp. Armed with only necessary information, they set off across the sands of Khare.
 
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Name: Lavandula
Age: 22 Years
Gender: Female
Race: Half-Dryad
Height: 5'0"
Weight: 130 lbs

Her hair changes colors with the seasons; in the spring and summer her hair comes in mixed shades of green, in the fall her hair changes a varied blend of blonde, brown, and red and in winter is mixed shades of silver, gray and white. She has pink eyes and blue skin. She can speak with beasts and plants, manipulate earth, plants and water as well as meld into trees or become completely water. Her mother is a dryad while her father is a moon elf water elemental hybrid.
 
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Name: Geranium Faith Harewell
Age: 22 Years
Gender: Female
Appearance:
IMG_9137.jpeg
Fair skin stretches over a lithe build of a skeleton with a modest bosom and red hair glows in the sunlight. Her eyes are a light brown though covered in milky white as she is blind. Geranium tends to wear dresses, blouses and skirts with boots and wool or furred capes though occasionally, such as when she wants to pass as a man will she don pants and tunics, coming from a cold region on her planet. She also has three sets of dragon sage uniform. Geranium stands at 5'3" and weighs 104 lbs. She has a few scars on her flesh and the ritual she went through to become a dragon sage gave her some patches of red dragon scales on her body and antenna.
(Made with nightcafe, ignore the armor shoulders)

Personality:
Geranium enjoys being outdoors by the sea when she can or stargazing, albeit now through Akzundit. She is heterosexual. Geranium tends to avoid anyone who are seriously injured so their wounds don't transfer to her which can sometimes happen without her wanting it, and is deeply devoted to serving Rordintyss and their gods. She finds it difficult to trust others, having taken only to her fellow dragon sages and the other seer as well as the few eggs that have hatched of Rordintyss's clutch.

Around others, she has a compassionate heart, excited to learn magic, though keeps to herself out of fear of being used again for others' nefarious purposes. She wants to learn all she can to help others, even if it means the cost of her life, having always been a gentle and carefree child in her youth. When she can, she will go out and walk at night with Akzundit. Yet alone, she withdraws into herself, only interacting with Akundzit as she is heavily reliant on him. She has to be careful when having visions if she tries seeing too far or chases a vision, as she can become vision locked, that is trapped in the vision and it can be hard to get outs. Vision lock also can potentially kill her if she cannot get out of it.

Her blindness can also be exploited by enemies, making her vulnerable in certain situations. She also faces dangerous foes who seek to exploit her magical talents for their own nefarious purposes. Often she is drawing or writing, trying to make sense of her visions and prophecies, yet is most scared about those of herself, being unamused to change them. Sometimes she feels like she wants to watch the world burn around her, to harm those who hurt her and may do so in the future. Yet she also has a dark side that wants to try delving into more Goetry and maybe runic magic as well…even though both magics frighten her. Even though to delve into more Goetry will tarnish her soul. She feels like she is better off alone out of fear of being betrayed and hurt, fear that others won't understand her, fear of harming others and though she loves her solitude, she wishes for friends who may understand her, even if she posed a danger with her healing those who are injured. She wants to be respected, powerful and cherished but fears others will reject her due to her blindness and healing…her slow descent into madness and a tainted soul.

Geranium shares a close bond with her pseudowyvern companion, who acts as her eyes in the physical world. She is fiercely loyal to her pet and considers it her closest friend. Geranium has a few acquaintances in the dragon sage village she lives in but struggles to form deep connections due to her isolation and unique abilities. Geranium's biggest weakness is her pride and stubbornness. She often refuses help from others and struggles to trust in anyone but herself. Her insecurities about her disability can also hinder her progress as a mage, causing self-doubt and anxiety in crucial moments. Geranium enjoys horse riding. She used to enjoy carving things out of wood and metal, learning from one of her brothers about metallurgy, woodcarving, and forging but with being a seer and blind, that's impossible now. To substitute that loss, she meditates to try calming her mind and make sense of the world around her.

Geranium believes in the power of magic to overcome any obstacle. She values loyalty, independence, and the pursuit of knowledge above all else. Geranium is driven by a desire to prove her worth to herself and others, and she will stop at nothing to achieve her goals. Geranium's voice is determined and resilient, with a hint of vulnerability beneath her confident facade. She sees the world through a lens of magic and mystery, viewing challenges as opportunities for growth and adventure. Geranium's perspective is shaped by her unique experiences as a blind mage, giving her a fresh and insightful view of the world around her.

Homeworld: Xaythea, one of 23 planets in a binary star system with Xaythea having four moons and being a mega earth. With a 32-hour 5-season and long 616-day rotation and seventeen continents, it's a vast and alien world. Geranium never knew of the university, nor did any of the numerous races and hybrid races on Xaythea. Such higher education is beyond the varying peoples of Xaythea due to their current age, the Iron Age, with the highest education for boys being seminaries or apprenticeships with girls rarely going to school. Geranium only learned about the school through a vision when she was twenty and yet it took the rest of that year and the next to discover it again. However another vision, this time of her at the school, caused her to seek it out and with Rordintyss's blessing and counsel from their gods, Geranium took some belongings with Akzundit and had an Aurora Dragon (another cosmic dragon breed) open a portal for her.

Backstory:
Growing on the northern continent Vaizuin, Geranium was the fifth child of ten children and one of four girls. Born in the season Alsayf, Thunder Moon on Opocius alongside her twin brother Herodes. Geranium and her siblings were raised on a small farm in the village of Yomatta, a village made up of humans which is located in Avatar Forest. However, she was only one of two daughters alive, her other sisters having passed in childhood or after birth due to disease. Her oldest sister soon got married and moved away, leaving Geranium to help their mother with tending to the fields and livestock as well as caring for the housework and cooking. it was a quiet life, her second oldest brother getting a job in the mines, her oldest brother apprenticed to a carpenter. One of her older brothers taught her metal smithing and some woodwork when he saw she had an interest in what he did, despite them not being professions for women.

Yet, the seasons passed and after a couple years of bad crops hitting the village, including her father, it was decided the next thing was for Geranium to be married. Her father arranged it to a knight but Geranium, having heard the man was already married and rumored to be abusive fled in the night, dressing as a man and taking passage on a ship at thirteen where she worked as a cabin boy under the name Elias, learning to read and write under the care of a sailor who took pity on Geranium and protected her upon finding out she was a girl. Leaving the northern continent behind as well as her family, Geranium traveled the seas until they got to the continent Blaegacora. Getting off the ship, Geranium managed to find work as a servant for a noble in his manor but was subject to harassment her master and abuse from his wife. Not until a dragon rider friend of her master showed up and saw the abuse for himself after a year and a half did the elf take Geranium underneath his care, however she ended up attacking him out of fear, mistaking his intentions and ran, her nature magic finally activating.

Geranium found an egg which soon hatched into a pseudowyvern who she named Akzundit and raised him the best she could, bonding with the flighty creature when he sensed she meant no harm upon turning fifteen. With him, she was able to control her magic a bit but she didn't know much about it. When she was sixteen, she traded her physical sight for the sight by offering gifts to Calius and Sivdall, the Ancient One who created humans. Calius, who could see the damage her budding magic had done to her, healed her and gave her the sight, allowing her to become a seer. Working for a group of raiders, for a spell, they used her being a seer for their own purposes and on a blood eclipse, she delved into Goetry, but found soul magic didn't appeal to her…more that she was afraid of it.

Necromancy on the other hand…it proved exhilarating, even more so than nature magic. Leaving the group for a spell, she wandered the countryside with Akzundit who was the only one she could count on and came across a destroyed village and cemetery. She attempted to raise a skeleton, only for it to crumble to dust halfway out of the ground. A dragon sage found her there, offering her a place under the servitude of Rordintyss, a Spirit Dragon (technically a Cosmic Dragon but Spirit Dragons are a cosmic breed) and Land Dragon hybrid who resided in Blaegacora Heights, a mountain range at the end of Talourn Frontier, a vast desert. She went through the ritual to become a dragon sage where she found a purpose and family. Those fellow sages who had magic helped her once discovering she had nature magic and she had the comfort of an older seer as well as their dragon which was an adult but still wise to the world who protected them so long as they in turn did their duty to the dragon and his eggs.

Style/Form: There are eight different types of magic on Xaythea, from Arcane Magic (regular magic but commonly called "pure essence") involving times, spell crafting/weaving to Goetry (dark magic or otherwise known as "the magician's lust") to runic magic to nature magic, aura magic, illusion magic and wild magic. Draconic magic can only be accessed naturally by half-dragons and Rakash but those bonded to a dragon or Wyvern as their rider can also access it.

Mana may come from the earth which is coalesced within the soul, this is normal magic. Dark Magic also needs mana to run, however this is usually taken from inhumane practices such as human sacrifice or the power of blood/soul damage. Damage to the soul can be difficult if not impossible to heal. Ultimately all magic is tied to the fifth element Aether, the spiritual energy that runs through all things though nether also controls dark magic and wild magic. Some fauna can only be picked during a full or new moon or during an eclipse. Some magic involves rituals, with some runes and glyphs needed to complete rituals as well as an understanding of astronomy.

Dark magic is anything with the intent to harm. Necromancy, using magic for one's personal gain, trying to cheat Vamdes out of death as everything has to die barring the gods & goddesses, and searching for means to make one immortal; curses, hexes, anything that destroys the soul, whether one's own or someone else's, blood magic, soul magic, or human sacrifice. The problem with the soul is when venturing into dark magic it begins to taint the soul. If you stop there won't be a lot of damage to it but the further you go into dark magic, the more twisted your soul becomes until there's no emotion or feeling but negative ones. Lord Vamdes generally deals in dark magic, however one can get dark magic Calius but the oldest child of the godly children generally doesn't like to deal in dark magic.

Those who delve into the dark find their souls and minds torn so that when they eventually die they suffer the following punishments depending on how bad they were:

Become restless and malevolent spirits who reside and wander the Lost Ones Valley of Souldes forever, never to rest and be tormented by all their past deeds. Calius is known to hangout with Vamdes and watch the people who abused his gift turn insane as they get lost within the mist.

Being turned into a Wendigo or a Razwal, a creature that feeds off magic and is highly intelligent.

Being turned into a Revenant, often the punishment for the most evil of beings and the most powerful of the dark magic users.

Alchemy would involve the use of potions, trying to gain immortality, turning metal into silver or gold. It is a strength of the cultural capital of the planet, that is the city of Kaladorei. It will involve transmutations and a mixture of crafting and magic. Potions can also fall into Arcane Magic. It's not considered a magic, more a science that hasn't been explored much.

Seers and Healing are not really magic, rather blessings that chosen few can get, however there are prices. The price for being a seer is exchanging one sight for another. That is, one loses their physical sight in order to gain the sight. A person who trades their sight to become a seer remains blind forever and cannot be healed.

The price for being a healer is a rapid deterioration of the body. Wounds can be taken from the victim to the healer which they may be unable to heal and damage to the soul is difficult if not impossible to heal and can be tiring. It is painful for the recipient of the healing and relies on touch as well as causing damage to the mind over a period of time, particularly when trying to heal someone who is near death. The healer ends up feeling the pain and emotions of the dying person but can take their pain as well so the injured doesn't suffer. They also cannot heal those who are dead as they don't have the power of resurrection, to try would result in killing the healer.

Affinity/Focus: Geranium sacrificed her physical sight for the sight in order to become a seer, having the gift of prophecy and visions. However it often gives her psychotic episodes and she will spend her time drawing and writing what she sees. Despite her blindness, she can draw things from memory though it isn't always easy if they come in flashes or images. It's not so much magic on her as it is a blessing.

Magic wise she is a level 1 necromancer, a part of Goetry (dark magic which also includes curses, hexes, blood and soul magics), but this first of eight levels allows her the ability to do the following: A Necromancer at level one can raise simple skeletons or assorted bones, but cannot harness a soul to attach to the skeleton. These raised skeletons are the weakest of undead, and can be very easily destroyed.

Geranium's true talent lies in nature magic which doesn't work in sterile or polluted environments. She has not mastered all elements nor does it allow her to mimicry but she can scyr through fire, water, and plants, cast spells through rituals and tomes, beast taming, and other things. Something that comes with nature magic is healing, however this too has a price…whenever Geranium heals someone, her body deteriorates. This can be reversed with time but she has to be careful as she is not yet proficient at healing herself. Nature Magic has another side effect in that one to be so in tune with the earth and nature, that it causes them to feel when the earth is hurt or dying, causing Geranium pain. If the earth is polluted or suffering something like radioactive fallout, it will make her sick and render this magic useless. She has to be careful with transferring wounds, part of healing as it is sometimes always active with these wounds transferring to herself along with any pain one may feel. Despite the risks, Geranium puts her body through this destruction to help others. Despite this, she has only managed to control water and light, these being the easiest elements to pick up yet she has to be careful of her emotions since nature magic can be volatile and is thus a mere acolyte…a level one sorceress which are beginning level sorcerers with no training, no understanding of magic. There is much potential in both types of magic, if she can learn to control them despite her failing body.

Other Skills & Interests:
  • Cooking, Sewing & Gardening-Being a woman, Geranium was taught domestic duties as expected of their society relating to cooking, keeping a garden, sewing and some farming with her life set up to marry and produce children. Geranium enjoys baking and planning meals though isn't particularly fond of hosting parties. She is as happy gardening and farming as she is over a fire cooking a meal.
  • Art- She proved she to be good at drawing things from memory, including cartography or map making.
  • Swimming and Ships-Geranium enjoys swimming, despite the dangers and watching ships sail on the water. Often going down to the docks as a child to watch ships pull into port and occasionally talking to ship wrights and sailors, much to the chagrin of her parents. More than anything, she finds herself at peace when swimming. It gives her a chance to think and protects her in a way as most won't swim in waters infested with some of the creatures of the seas and oceans of Xaythea like leviathan, sea serpents, sharks or kraken of the deep.
  • Runes-Despite not delving into runic magic, runes and rituals in relation to magic have always fascinated her. Still, though sometimes necessary, she knows rune magic is dangerous. Mess up just one part of a ritual or misplace a rune and consequences can be unpleasant.

Pet:
IMG_9138.jpeg IMG_9139.jpeg IMG_9140.jpeg

Made in game of thrones conquest game
She has a male pseudowyvern with sandy sunfyre coloring which is yellow and beige scales with orange yellow wings with cobalt eyes. He moves around like a bat on the ground or in trees, having two legs and two wings. His name is Akzundit. Akzundit is used for scouting, seeing for Geranium and carrying small messages and packages. Though he cannot communicate verbally, he can turn invisible and camouflage himself as well as has venom which can be released through the barbed tip at his tail, claws or fangs. His overall length is 4-ft, body length being 1 1/2-ft, neck length js 1-ft, tail length is 1 1/2-ft, body width of 1-ft, standing height is 1-ft, minimum wingspan is 4-ft and weighs 5 lbs. He communicates via body language, roars and growls. Pseudowyverns will roars, croaks, caws, hisses, shrieks, chirps, whines, and growls as well as use echolocation like a bat. He can breathe lightning. He can communicate telepathically and they can understand the language of their bonded.
 
Lyra Tanglewood
Age: 32
Species: Human
Occupation: Airship Captain, Explorer, Cartographer, Inventor

Appearance
Lyra stands tall, lean, and graceful, with a body honed by years of navigating treacherous terrains and piloting her airship through unpredictable skies. Her olive skin is sun-kissed from long hours spent outdoors, and she carries the marks of adventure—a few faded scars from mechanical mishaps and close encounters. Her long, wavy chestnut hair is often pulled back into a practical ponytail, strands of it falling loosely around her face, adding to her rugged yet refined look. She's rarely seen without her brass-accented goggles perched atop her head, a practical accessory that doubles as a symbol of her adventurous spirit.

Her amber eyes gleam with intelligence and curiosity, often focused intently on the world around her, whether analyzing ancient ruins or mechanical devices. Her features exude confidence and authority, and her movements are both graceful and purposeful. Whether climbing rugged cliffs or maneuvering her airship, Lyra moves with a quiet strength that commands respect.

Clothing
Lyra's attire blends Victorian elegance with steampunk practicality. She wears a dark leather corset vest intricately embroidered with brass filigree gears, offering both structure and mobility. Her long, weathered trench coat, perfect for both land and air expeditions, is fitted with hidden compartments for gadgets and tools. Her brass goggles, often pushed up above her brow, are more than just a fashion statement—they're a tool that adjusts to atmospheric conditions. Practical boots with brass buckles and iron-reinforced soles allow her to navigate any terrain, while a leather utility belt holds her essential gadgets, including a clockwork knife, compass, and her father's pocket watch, an heirloom she treasures dearly.
  • Corset vest made from dark brown leather, intricately embroidered with brass filigree gears and tiny mechanical fastenings. The corset gives her a sharp silhouette while providing support for long treks and heavy lifting.
  • A long, weathered trench coat made of durable, waxed fabric, perfect for both the skies and rugged ground expeditions. The coat has a number of hidden compartments for tools, gadgets, and emergency supplies.
  • Brass-accented goggles are often perched atop her head or around her neck. These serve as both protection and style—her lenses are designed to change based on atmospheric conditions, enhancing her vision for exploration and flying.
  • Steampunk boots made of sturdy leather with brass buckles and iron-reinforced soles, ideal for walking across various terrains—whether it's the mechanical city streets or the forests and deserts of unknown lands.
  • Gloves made of fine leather and brass cuffs, which are both fashionable and protective when handling machinery or performing delicate repairs.
  • A leather utility belt that holds a series of gadgets and tools—a compass, a clockwork knife, a small mechanical drone for reconnaissance, and her pocket watch (her father's heirloom).

The Blackthorn Airship:

As Lyra's reputation grew, so did her resources. After years of scavenging, she rebuilt an old, steam-powered airship that had once belonged to her father—the Blackthorn. A combination of copper, iron, and aetheric crystals, the ship was a magnificent vessel capable of soaring high above the clouds, powered by steam turbines and aetheric engines. It was equipped with a large telescope, weaponry, and an engine room that Lyra had personally modified to increase efficiency and speed. This airship became her mobile base of operations, traveling from city to city, island to island, and even through the skies above cloud cities to explore the mysteries of the world below.

Personality
Independent and resourceful, Lyra thrives in the face of danger and uncertainty, whether exploring lost cities or piloting her airship through turbulent skies. Her intellectual curiosity drives her, always seeking to uncover ancient secrets and unravel the mysteries of forgotten technologies. Despite her independence, she is fiercely loyal to those she trusts, especially her companion, Bram—her mechanical dog, whom she sees as family. Though she tends to keep others at arm's length, she shares a deep bond with those few she lets in, treating them with unwavering loyalty and compassion.

Lyra is daring and fearless, but her actions are always tempered with careful thought. Every decision, whether to dive into uncharted skies or unearth an ancient relic, is approached with strategic calculation, ensuring that her boldness never slips into recklessness. Yet, she is also empathetic, especially toward animals and the natural world, a reflection of the deep bond she shares with her father's legacy—both the man and the inventions that shaped her.

Skills and Abilities

  • Steampunk Engineering & Inventing: Lyra is a gifted inventor and engineer, able to create intricate clockwork devices and mechanical gadgets that aid her explorations. From steam-powered crossbows to aerial reconnaissance drones, her inventions are both functional and innovative. Lyra is an expert in mechanical engineering and clockwork design. She creates gadgets and contraptions that are invaluable to her adventures—tools for both offense and defense, including a clockwork crossbow that uses steam power to shoot grappling hooks or bolts. She can also repair machines on the fly, whether it's a damaged airship or a broken-down steam-powered vehicle. Her knack for tinkering is a direct result of her curiosity and her father's influence.
  • Expert Cartographer: Lyra's maps are renowned for their precision and detail, whether they're of remote landscapes, unexplored islands, or complex air routes. She combines her knowledge of the natural world with her expertise in mechanical navigation to chart both the known and the unknown. Lyra is one of the finest cartographers in the steampunk world. Whether it's creating detailed maps of unexplored areas or plotting out airship routes, she has an innate ability to understand both the natural world and the mechanical systems that govern it. Her sky maps are highly sought after, and her knowledge of air currents and mechanical navigation is unparalleled.
  • Survivalist & Combat Skills: She has mastered survival tactics, able to make the most of her environment, whether she's stranded in the wild or navigating through forgotten ruins. She's also proficient in hand-to-hand combat, using both steam-powered weaponry and close-combat techniques. A mix of her father's engineering genius and her mother's survival instincts, Lyra is incredibly resourceful. She can build, repair, and navigate through any hostile terrain, whether it's the treacherous frozen tundras or the mechanical jungles teeming with clockwork creatures. She is an expert in survival tactics, able to make use of whatever the environment gives her—whether she's navigating the mountainous terrain, fighting off mechanical beasts, or using steam-powered weaponry to protect herself. Lyra also excels in close-combat tactics, using a pistol with steam-augmented bullets or a brass-edged sword that was custom-built to suit her fighting style.
  • Airship Captain: Lyra commands The Blackthorn, a majestic, steam-powered airship. She's an expert in both piloting and maintaining her vessel, navigating through storm clouds, and evading sky pirates with skill and precision.
    • Lyra commands her own steam-powered airship, called The Blackthorn. The vessel is a majestic craft outfitted with advanced steampunk technologies and weaponry, capable of flying through storm clouds, navigating by aetheric maps, and protecting itself from sky pirates or mechanical threats. She has an intimate understanding of airship mechanics and can pilot it through the most treacherous skies with ease.
  • Animal Communication: While not a traditional skill in her steampunk world, Lyra shares a special bond with animals, particularly her mechanical dog, Bram. This bond allows her to communicate with and understand animal behavior in ways others can't.
  • Intellectually Curious & Ingenious: Lyra's knowledge of aetheric engineering, mechanical design, and steampunk technology is unparalleled. She's a talented inventor, capable of creating gadgets from scrap parts and reengineering broken-down devices with steam-powered mechanics.
  • Independent & Courageous: Lyra is independent to a fault. She trusts her instincts and doesn't hesitate to face danger head-on. She is fearless in the face of the unknown, whether it's diving into ruins or fighting off mechanical beasts in the middle of the night.
  • Empathetic Leader: While she is strong-willed and often works alone, Lyra has a deep sense of loyalty to those she cares about, particularly Bram, whom she treats as family. Her team—whether it's her airship crew or fellow adventurers—trusts her to lead them through the most dangerous of situations.:
Background and History
Lyra grew up in Ironhaven, a steampunk metropolis where airships rule the skies and clockwork machines are an integral part of daily life. Her father, Gideon Tanglewood, was a renowned inventor and explorer in the world, known for his mechanical ingenuity and his daring journeys across uncharted lands, well-known for his airships, mechanical contraptions, and bold expeditions to forgotten corners of the world. He built airships, mechanical creatures, and machines that bridged the gap between invention and discovery. Lyra spent much of her childhood in his workshop, learning the intricacies of mechanical engineering and cartography. From the moment Lyra was born, she was immersed in this world of gears and steam, surrounded by copper pipes, aether-powered machines, and blueprints for inventions that could change the world

Her mother, a skilled aetheric healer, was more grounded and practical, teaching Lyra about the natural world and instilling in her a deep reverence for the balance between nature and technology. While her father's inventions soared through the skies, her mother's medicines healed the sick, both holding a strong sense of purpose—but Lyra found her own calling in the blending of both worlds.

At a young age, she would sit by her father's workbench, watching him tinker with complex devices— clockwork animals, steam-powered gadgets, and even skyships. He would often regale her with tales of his travels: journeys across the floating islands of Aetheria, into the mechanized jungles of Verdantha, and through storm-chasing air currents in search of lost artifacts. Lyra was captivated by the idea of discovery, but also by the sheer wonder of the machinery and ancient technology her father encountered in his explorations.

At 16, Lyra's world was shattered when her father disappeared during a perilous expedition to the Northern Wastes, a frozen land believed to harbor ancient technologies. All he left behind were cryptic notes, mechanical blueprints, and a mysterious map—a puzzle that Lyra has spent her life trying to solve. Her father's disappearance ignited her passion for exploration and invention, leading her to follow in his footsteps and continue his work.

With her father's notes as a guide, Lyra became a well-known adventurer, exploring forgotten cities, uncharted skies, and ancient ruins. Along the way, she found Bram, a mechanical dog in some ruined wreckage of a workshop and reactivated the android dog-human hybrid, upgrading his programming and fixing him up. Recognizing his potential, she rebuilt and . Bram became her loyal companion, assisting her in navigating dangerous landscapes and deciphering the mysteries of mechanical technologies.

Lyra now believes the key to her father's disappearance lies in the Northern Wastes, and she is determined to uncover what he discovered before he vanished. She suspects the ancient civilization that once inhabited the Wastes mastered aether—the energy source that powers all steam technology—and that her father's final discovery was something too dangerous for ordinary hands. She is not the only one searching, however. The Council of Steam, a powerful organization that controls the majority of steampunk technologies, views her exploration as a threat to their power and often sends agents to track her down. Despite this, Lyra remains undeterred, confident that the mysteries of the world are meant to be uncovered, no matter the cost.

Relationships

  • Bram "Ironpaw" Sprocket: Bram is Lyra's constant companion, a mechanical dog that serves as both a protector and a partner. Their bond is unbreakable, and she views him not just as a tool but as family. Together, they are an unstoppable team, navigating the most dangerous lands and skies with ease.
  • The Blackthorn Crew: Though Lyra often prefers to work alone, she has assembled a small, loyal crew for her airship, The Blackthorn. Her crew includes eccentric scientists, adventurers, and traders who assist her in her missions, though they all understand their place and the boundaries she keeps.
  • The Council of Steam: Lyra has an uneasy relationship with this group of elite inventors and engineers who control much of the world's technological advancements. While they respect her father's legacy, they see her as a rogue element—someone who may uncover knowledge they deem too dangerous. Despite their opposition, she has a few contacts within the Council, though she often has to outsmart them to achieve her goals.
  • Thaddeus Reed (Mentor): Thaddeus Reed was Lyra's mentor and a former adventurer and cartographer who helped shape her into the explorer she is today. He found Lyra shortly after her father's disappearance and took her under his wing, teaching her the finer points of cartography, navigation, and survival. Thaddeus was a kind but secretive figure, always cautious about the dangers lurking in the world's forgotten corners. Though Lyra learned much from him, she never fully understood the mysteries he kept hidden—particularly his knowledge of her father's final expedition. Thaddeus' death under mysterious circumstances left Lyra with many unanswered questions, and she is still haunted by his cryptic warnings about the forces her father had uncovered. His legacy remains with her, and she often turns to his journals and maps for guidance, using them as tools in her own quest for answers.
Beliefs and Values

  • Innovation and Progress: Lyra believes in the transformative power of technology, but she also understands the dangers of unchecked invention. Her father's legacy serves as a constant reminder that knowledge, when misused, can have catastrophic consequences.
  • Freedom and Independence: Above all, Lyra values her freedom. She is unbound by societal expectations or restrictions, driven by the need to explore, discover, and chart her own path.
  • Balance Between Nature and Technology: While Lyra embraces technology and its potential to change the world, she believes in respecting nature and preserving the balance between the two. She's seen firsthand how unchecked progress can lead to environmental devastation, and she strives to ensure that her explorations leave the world better, not worse.
  • Freedom of Discovery: Lyra believes in the freedom to explore, to push the boundaries of what is known, and to uncover the truths hidden by history and time. She sees knowledge as a power that should be shared, not hoarded.
  • Family & Loyalty: Above all else, Lyra values the bonds she forms. She is fiercely loyal to Bram and anyone who earns her trust. Her father's legacy drives her to continue his work, but her love for adventure and discovery keeps her moving forward.
  • The Power of Innovation: Lyra believes in the transformative power of invention and exploration. She sees technologyas a force for progress but also understands the danger it holds. Her father's work serves as a constant reminder that not all knowledge is meant to be uncovered.
  • Balance Between Progress and Preservation: Lyra respects technology but also believes in preserving the natural world and the balance between the two. She's seen the destructive power of unchecked technological progress and aims to uncover knowledge without causing harm to the world around her.
Lyra Blackthorn's journey is one of discovery, invention, and uncovering the deepest mysteries of the world—while navigating the complexities of trust, loyalty, and the ever-present shadow of her father's disappearance.


Bram "Ironpaw" Sprocket

Personality

Bram is a loyal, intelligent, and endlessly curious android who combines the best qualities of a dog with the refined traits of a human—making him a loyal companion, skilled mechanic, and keen observer of human nature. His instincts, derived from his canine programming, make him protective, empathetic, and highly attuned to the emotions of those around him. He is often playful and energetic, yet he possesses the level-headed reasoning of a seasoned engineer. Despite being an android, Bram often struggles with his identity, trying to reconcile his programmed dog-like traits with his human-like intellect and aspirations. He holds a deep curiosity about the world, and though he may sometimes come across as a bit naïve, his heart is always in the right place. He seeks to learn more about humanity and his purpose, navigating the fine line between machine and soul.

Backstory & History

Bram was created by an eccentric inventor, Dr. Alistair Sprocket, a renowned scientist and engineer known for his pioneering work in combining organic and mechanical life forms. Originally designed as a personal companion and bodyguard, Bram was modeled after the classic canine qualities of loyalty, obedience, and protective instincts. However, Dr. Sprocket's vision was grander—he sought to create a new kind of being, one that would merge the intellect and autonomy of a human with the steadfast loyalty of a dog.

Bram's initial programming was purely mechanical, designed to act as a dog for Dr. Sprocket and his family. He had the body of a massive, mechanical hound with intricate brass gears, pistons, and steam-powered components. Over time, however, Dr. Sprocket began to modify Bram's programming, adding layers of human thought and emotion. With each upgrade, Bram became more self-aware, and the line between "machine" and "living being" began to blur.

When a catastrophic accident destroyed Dr. Sprocket's workshop, Bram was left partially dismantled and deactivated for years. It wasn't until a young, ambitious inventor named Lyra Tanglewood discovered his remains in the wreckage that Bram was reactivated. Lyra, recognizing the potential in the forgotten android, repaired him and upgraded his programming, turning him into a valuable asset in her own mechanical ventures.

Now, as Lyra's trusted companion and a highly capable assistant, Bram works alongside her to uncover the mysteries of their world, often accompanying her on daring adventures, solving mechanical puzzles, and learning what it means to be human—while still grappling with his canine programming. He has also developed a deep attachment to Lyra, whom he sees as a friend and surrogate owner, even though their relationship is much more complex than a simple human-dog bond.

Appearance

  • Height: 6'2" (towering and imposing due to his dog-inspired build)
  • Build: Large and muscular with a mechanical frame. His body is a mix of sleek, smooth polished brass, and dark iron plates, with intricate steam valves, pistons, and tubing running across his joints, resembling the design of a hound with mechanical enhancements. He has the build of a well-fed, strong working dog but human-like posture, standing upright but with the fluid movement of a quadruped when necessary.
  • Head: His face is angular but friendly, with a broad mechanical jaw that contains razor-sharp teeth made of polished chrome. His eyes are glass lenses, glowing a soft amber or green when he's processing information, which resemble canine eyes but with more intelligence behind them. His ears are large and mechanically articulated, able to pivot and twitch like those of a dog, allowing him to track sounds and communicate non-verbally. His face also displays slight wear and tear, a few seams visible where his robotic and organic components merge, hinting at his years of service and upgrades.
  • Mechanical Limbs: His arms are powerful and muscular, with hydraulic pistons and steam vents running along the length of them, which power his movements. His hands are a combination of humanoid fingers with additional features—thin, articulated claws that extend from his fingertips for precise mechanical work or self-defense.
  • Tail: A mechanical tail, a hybrid of clockwork gears and a flexible steel framework, moves with the fluidity of a real dog's, wagging excitedly when he's happy or in action. When still, the tail can coil into a compact form.
  • Clothing/Accessories: Bram wears a set of finely crafted leather armor over his shoulders, covering his mechanical components in areas where he might experience physical damage. He also sports a utility belt filled with various tools for fixing machinery, a wrench, a small steam-powered compass, and a glowing pocket watch that keeps track of Lyra's work schedule. Around his neck, he wears a brass collar (which he insists is a "symbol of honor" rather than a leash), inscribed with Dr. Sprocket's name and his creation date.

Flaws & Weaknesses

  • Identity Crisis: Bram struggles with the question of his true nature. Is he merely a machine designed to serve, or does he have autonomy and a soul? This existential dilemma sometimes leaves him confused and frustrated, especially when confronted with human emotions and desires.
  • Dog-like Instincts: Despite his intellectual capabilities, Bram's instincts remain heavily canine. He can be overly protective, easily distracted by smells or sounds, and sometimes reacts impulsively when he feels a threat to his loved ones.
  • Vulnerability to EMP: As an android, Bram is susceptible to electromagnetic pulses, which can disable his mechanical systems, rendering him powerless and vulnerable.
  • Limited Emotional Expression: Although his programming includes emotional responses, his human-like emotions can sometimes be more complicated or muted than a true human's. He struggles with understanding the full range of emotions, often relying on Lyra or other humans to explain and guide him through complex social situations.

Voice & Perspective

Bram's voice has a deep, resonant quality, which echoes with mechanical undertones but is warm and approachable. His speech is often direct and simple, influenced by his canine nature. He speaks in a tone that carries both the confidence of a machine built for protection and the playful innocence of a loyal pet. While he understands complex topics, his manner of speaking is occasionally blunt or matter-of-fact.
His perspective is a blend of logic and empathy. His programming drives him to be a loyal protector, but his growing self-awareness leads him to question not only his place in the world but also his relationships with the humans around him, especially with Lyra.

Occupation & Hobbies

  • Occupation: Bram serves as Lyra's personal assistant, protector, and mechanical aide. His skills are vast, ranging from heavy lifting to intricate clockwork repair. He's particularly adept at engineering with steam-powered machinery and has developed a knack for crafting small mechanical creatures, inspired by his canine instincts.
  • Hobbies: Bram enjoys spending time tinkering with Lyra's inventions, especially those related to robotics and automata. He is also fond of collecting mechanical scraps and pieces of old technology, often fixing them into new devices or toys. His free time is spent running across the city or playing fetch-like games with Lyra, using mechanical "balls" he constructs himself. Though mechanical, he also finds a sense of joy in these simple, dog-like activities.

Relationships

  • Lyra Tanglewood: Bram's primary relationship is with Lyra, the young inventor who restored him. Over time, he has grown protective of her, seeing her not just as a creator but as a partner. He is deeply loyal to her and would do anything to protect her. Despite his canine instincts, their relationship is built on mutual respect, and she's one of the few humans he truly trusts.
  • Dr. Alistair Sprocket: Though Dr. Sprocket passed away in the accident that destroyed his lab, Bram still holds a deep respect for his creator. He views Dr. Sprocket as a father figure, and he often reflects on the man's vision and legacy.
  • Humans & Other Machines: Bram's relationship with other humans is one of curiosity and observation. He's often fascinated by their emotions and behavior, trying to understand them in the way he might study a mechanical device. When around other machines or robots, he feels a unique kinship, seeing them as fellow beings, though he knows his human aspects set him apart.

Beliefs & Values

Bram believes in the values of loyalty, duty, and honor, as ingrained in him through his programming. His deep-seated sense of loyalty to Lyra drives many of his actions, and he often puts her safety above his own. He also values the idea of self-improvement, constantly working to refine his abilities and understanding of the world. He is deeply curious about humanity and emotion, and while he may not always fully comprehend human complexities, he strives to learn and grow in that regard. Bram also holds a strong belief in justice and fairness, seeking to right wrongs and protect the vulnerable.

Transformation Ability:

  • Shifting Mechanism:
    Bram's ability to shift between his human-like android form and a mechanical dog form is activated through a series of complex internal mechanisms. Using a combination of gears, steam-powered pistons, and hydraulic systems, Bram's body can collapse and reorganize into a compact, quadrupedal structure. This transformation takes only a few moments, but the process is intricate, with sections of his limbs retracting or elongating, his torso compressing, and his head narrowing to form a sleek, dog-like profile.
  • Canine Form (Dog Mode):
    When fully transformed into a dog, Bram's body becomes a powerful mechanical hound with the following features:
    • Size and Build: His dog form is large, with a muscular build, similar to a breed like a German Shepherd or Doberman Pinscher, but with the added bulk of mechanical components. His body is crafted from polished brass, copper, and reinforced steel plates, designed for durability and speed. His paws are sturdy and outfitted with retractable claws made of hardened steel that can grip and dig into surfaces.
    • Head and Face: His head becomes more canine, with a broad mechanical snout, reinforced jaws, and sharp teeth made of chrome. His eyes, while still glowing faintly with amber or green light, take on a more expressive, dog-like shape with a heightened focus on instinctual perception (like detecting scents or tracking movement). His ears are highly articulated and can swivel or fold back to listen intently for sounds.
    • Tail: His tail, made of brass and flexible components, becomes a long, articulated limb that wags or stands stiff depending on his emotional state or level of alertness. In dog form, the tail also serves as an indicator of his mood—wagging excitedly when happy, stiff and alert when on guard.
    • Movement: While in dog form, Bram moves with incredible speed and agility, able to sprint or leap as well as any real dog. His mechanical muscles allow for swift, powerful movement, and he can scale walls or leap over obstacles using his enhanced strength and flexibility.
  • Functionality in Dog Form:
    In his dog form, Bram retains a surprising level of his original functionality:
    • Enhanced Sensory Abilities: His olfactory sensors (enhanced mechanical "nose") allow him to track scents and detect chemicals or gases in the air. His hearing is also amplified, and he can discern distant sounds or vibrations with precision.
    • Combat and Protection: His claws can extend and retract for combat, and his jaws are powerful enough to bite through metal or wood if needed. While he prefers to use his intelligence and loyalty to protect, in moments of danger, he can be an intimidating and efficient guard dog.
    • Loyalty to Lyra: In this form, Bram's protective instincts are heightened, and he can easily defend or escort Lyra or others from harm. He will often take this form when patrolling, protecting, or scouting for danger, as he is naturally faster and more maneuverable as a dog.
    • Stealth and Recon: His dog form allows him to get into tight spaces or go unnoticed by enemies, thanks to his compact size and agility. This makes him an excellent scout or spy on missions where a human presence would be too conspicuous.

Transition Between Forms:

  • Trigger Mechanism:
    The transition between his humanoid and dog form is primarily voluntary, though it can also be triggered by his immediate surroundings or the necessity of the situation. If there's a need for stealth, speed, or protection, Bram can instantly revert into his dog form without hesitation. He has full control over this transformation, but it requires mental focus to shift seamlessly between his two forms.
  • Energy Source:
    When in dog form, Bram's energy needs are slightly reduced, as the more intricate machinery in his humanoid form requires more steam and power. However, in his dog form, his internal power systems operate at a lower, efficient level, allowing him to function longer in combat or scouting situations. His steam-powered core, often hidden beneath his metal chest plating, can be easily accessed for repairs or maintenance, whether he's in dog or humanoid form.

Appearance in Dog Form:

  • Size: As a dog, Bram stands about 3 feet tall at the shoulder and weighs around 200 pounds, making him larger and more imposing than a typical canine but still agile and sleek in his movements.
  • Materials and Texture: His body is crafted from a mix of brushed copper, polished brass, and dark iron, giving him an industrial, steampunk aesthetic with a hardened, functional look. His limbs and tail are reinforced with steel plates and pistons, giving him both durability and flexibility.
  • Color and Detailing: His coat, if it could be called that, is a combination of deep metallic bronzes, silvers, and darkened blacks, with intricate gears visible along his sides and legs. His eyes glow faintly, reflecting the internal workings of his artificial brain and sensory systems. His mechanical paws have thin, extendable claws, which are sharp enough to cut through metal or wood when needed.

Why It's Important for Bram:

  1. Dog Form for Protection and Loyalty: As an android who was originally modeled after a dog, his canine form allows him to fully embrace his most essential trait—his unwavering loyalty. When he is in his dog form, Bram feels more connected to his purpose as a protector, able to guard Lyra and others in ways that are unique to his design. It provides him with a sense of purpose and fulfillment, echoing his dog-like instincts to guard and serve.
  2. Practical Use in Missions: Being able to switch between a humanoid and dog form makes Bram a versatile ally. Whether fighting off intruders, sneaking through enemy territory, or simply providing companionship to Lyra, he is always ready to adapt to the needs of the situation.
  3. Exploring Duality of Machine and Sentience: The transformation between these two forms also symbolizes Bram's struggle with his identity. As a machine with human-like intelligence, switching between forms allows him to explore his dual nature: both as a loyal, protective creature and as an independent being capable of human-like thought, speech, and decision-making.
Second Dog Form:

Size and Build:

  • Height: 4.5 feet tall at the shoulder, with a long, powerful build that gives him an intimidating stature. When standing upright on his hind legs (if needed), he could reach up to 7 feet tall, making him an imposing figure in both canine and humanoid forms.
  • Length: From nose to tail, Bram in dog form is about 7.5 to 8 feet long, depending on his posture. His tail adds an extra 2 feet to his overall length, and it is strong and fluid in motion.
  • Build: His body is bulkier and more muscular to support the increased height, resembling a mechanical Dire Wolf or a cybernetic Great Dane. The metal plating is reinforced for protection, and his limbs are powered by hydraulic pistons, giving him both speed and strength. His joints are articulated, allowing him to leap, sprint, and maneuver with agility despite his large frame.

Appearance and Details of Combat Dog Form:

  • Head:
    Bram's mechanical head in dog form is much more pronounced, larger in proportion to his body, with reinforced steel around his jaw and face. His snout is broad and strong, with sharp chrome teeth that are not only intimidating but capable of biting through metal if necessary. His eyes are large glass lenses that glow a warm amber or emerald green, bright enough to shine through the dark. They are designed to convey emotion and intelligence, reflecting his growing self-awareness.
  • Ears:
    His ears are now larger and more pronounced, and they can swivel or fold back for communication, heightened attention, or signaling. These articulated ears are made of polished brass, and when they move, they produce a subtle clicking sound. They are incredibly sensitive, allowing him to hear minute noises over long distances.
  • Limbs and Paws:
    His front limbs are thick, muscular, and covered in polished brass and dark iron plating, with hydraulic pistons running down the length of his forearms. His paws are broad and reinforced with metallic claws that extend from within his mechanical "pads." These claws are sharp and durable enough to grip surfaces or tear through obstacles. His rear legs are similarly strong, and their mechanical joints allow him to spring into action with great force.
  • Tail:
    The tail is one of the most striking features of his dog form. Measuring 2 feet long, it's made from a series of interconnected gears and flexible steel links, which make it incredibly strong and versatile. The tail can move fluidly—wagging when Bram is happy or excited, stiffening when he is alert or guarding, or even curling into defensive positions. It can also be used as a battering ram or a defense mechanism if needed, swinging like a club.

Mechanical and Functional Enhancements:

  • Enhanced Strength and Speed:
    Despite his large size, Bram is fast and agile, with the mechanical strength to match his size. His hydraulic-powered legs allow for quick bursts of speed, and he can leap great distances, despite his large build. His size also gives him an edge in physical confrontations, as his sheer power allows him to easily overpower foes.
  • Hydraulic Strength:
    Bram's internal hydraulic system powers his limbs and tail, providing strength that goes beyond what is normal for a mechanical construct. The pistons inside his body make his movements smoother and faster, while also allowing him to execute powerful attacks when needed.
  • Sensory Enhancements:
    As a mechanical dog, his enhanced olfactory sensors are significantly better than a regular dog's, capable of detecting scents across long distances. He can also hear the subtlest of noises, like the ticking of a clock or the creak of metal, and his advanced sight allows him to see in low-light conditions—perfect for night patrols or stealth missions.

Functionality in Dog Form:

  • Combat Mode:
    When needed, Bram's mechanical jaw and claws allow him to fight in a way that would make most foes think twice about engaging him. His bite is strong enough to sever metal cables or puncture armor. Additionally, his tail can act as a battering ram, knocking opponents or obstacles out of his way with incredible force.
  • Protection and Stealth:
    His size and strength give him an imposing presence in combat situations, but he can also move surprisingly quietly when stealth is required. Despite being large, his internal steam-powered systems allow him to move with a certain smoothness, making him effective in stealth missions when he needs to scout or track someone down without alerting others to his presence.
  • Loyalty and Defense:
    As always, Bram's primary function is his loyalty to Lyra and those he is tasked to protect. He will often switch into his dog form when guarding her or in dangerous situations, using his heightened instincts to sense threats long before they arrive.

Design Adjustments for Larger Size:

  • Reinforced Components: Due to his new height and bulk, parts of Bram's body have been reinforced with thicker metal plating. His chest, legs, and back feature additional brass shielding to protect his internal gears and steam-powered systems from damage.
  • Cooling System: With the larger size and additional power required for faster movement, Bram has a steam cooling system integrated into his back, releasing controlled bursts of steam from vents along his spine. This not only aids in cooling down after physical exertion but also gives him a dramatic, imposing look when the steam hisses from his body.
How it works in practice:
  • Transformation Triggers: The ability to switch between forms could be emotionally triggered or situation-based. For instance:
    • When Bram feels a threatening presence or his pack/friends are in danger, he might shift to his larger form to protect them.
    • If he's sneaking into a place or trying to blend in, he might choose his smaller, more agile 3' form to avoid detection.
    • His transformation could also be driven by his energy levels or mood—if he's angry or in a heightened state of alert, he might shift involuntarily into his larger form, while in calmer or more thoughtful states, he might remain smaller.
  • Energy Cost and Recovery: Shifting between these forms could come with some cost—either in terms of physical energy or time. The larger form would require more energy, making Bram tired or vulnerable after prolonged use. On the flip side, the smaller form could allow him to recover faster but might leave him less imposing or vulnerable in direct confrontations.
  • External Influence: There could also be external factors that affect his ability to switch between forms—like magical inhibitors, certain environments, or even stress levels. For instance, if Bram is in a place where he feels trapped or restricted, it could be harder for him to transform back into his smaller form. Alternatively, being in a place of great emotional significance (like near the sea, where his aquatic powers might be strongest) could help him shift more easily.

Cassandra "Cass" Voss

  • Role: First Mate/Protector
  • Appearance: Cass is a tall, imposing figure with a military-like stance. Her frame is muscular, honed from years of combat training, and her short-cropped hair and sharp features give her a no-nonsense appearance. Her eyes are a piercing steel-gray, often focused and calculating, with a faint scar running down her right cheek that hints at a dangerous past. She wears a mix of light armor and practical clothing, always ready for action, with a blade strapped to her side and a small firearm holstered at her waist. Despite her tough exterior, she carries herself with a quiet authority that commands respect.
  • Personality: Cass is cool-headed, strategic, and fiercely loyal. She's not one for many words, preferring to let her actions speak for her. While she has a strict, disciplined demeanor, she has a deep respect for Lyra's leadership and intellect. In times of danger, Cass is a steady hand, maintaining order and protecting the crew with unwavering resolve. She's protective of those under her command, but her loyalty is earned, and she expects nothing less than the crew's best effort in return. She can be a bit of a hard ass, but her intentions are always for the greater good of the crew.
  • Skills: Cass is an expert in combat, both armed and unarmed. Her training is diverse, covering hand-to-hand, bladed weapons, and firearms. She's skilled in tactical planning, making her invaluable when the crew faces dangerous situations or needs to execute a well-coordinated mission. She also has a keen eye for reading people, sensing potential threats before they fully emerge. As the first mate, she acts as a secondary leader on the ship, managing crew morale and keeping everyone in line when Lyra is occupied with her engineering projects or more technical tasks.
  • Role as Protector: Cass is the team's enforcer when things get rough. While Lyra and Bram deal with mechanical issues, Cass handles security and defense, ensuring that the ship remains safe from both external and internal threats. Her combat experience makes her highly capable of dealing with hostile encounters, whether it's a skirmish on the ground or a surprise boarding attempt. In moments of crisis, Cass steps in as Lyra's voice of authority, maintaining order and keeping the crew focused. She's the kind of person who can be counted on to make the hard decisions when necessary, including protecting the crew from both physical danger and potential mutiny.
Alfie "Chipper" McCrae

  • Role: Navigator and Quartermaster
  • Appearance: Chipper is a lean, wiry man in his early thirties, with a sharp jawline, wild black hair, and a mischievous glint in his blue eyes. His face is often streaked with dirt or ink from map-making, and his hands are usually busy with the ship's charts or various navigational tools. He wears a mix of functional sailor garb and the occasional colorful scarf or trinket, usually gifted to him by those he's met in his travels.
  • Personality: Chipper is optimistic, quick-witted, and has a sharp sense of humor, often serving as comic relief during tense moments. He's a skilled navigator and has an almost unnatural sense of direction, whether in the air or on land. Though he enjoys adventure, he's also pragmatic and always keeps an eye on the bottom line, ensuring that the crew has what it needs for the journey.
  • Skills: As the Blackthorn's navigator, Chipper is responsible for charting courses through the ever-shifting skies. His expertise includes navigation by both the stars and by mechanical means. He's also the quartermaster, ensuring the ship's supplies are well-stocked and properly managed. His vast knowledge of aerial geography and his ability to read maps is indispensable.
Ciel "Echo" Vance

  • Role: Communications Specialist and Recon Expert
  • Appearance: Ciel is a quiet, enigmatic woman in her late twenties with striking silver hair that cascades down to her shoulders, which she keeps tied back when on duty. Her pale skin contrasts with her sharp, angular features, and her dark eyes have an unsettlingly calm intensity. She wears a fitted suit of black leather armor equipped with a variety of communication devices and sensors, all custom-designed to enhance her ability to gather information and relay messages.
  • Personality: Ciel is cool-headed, reserved, and highly methodical. She doesn't speak much unless she has something to say, but when she does, it's often insightful or cutting. She's highly observant and has an uncanny ability to read situations and people. Though her silence might seem aloof, her loyalty to Lyra and the crew is unquestionable. She's particularly protective of Bram, with whom she shares a bond of mutual understanding.
  • Skills: Ciel specializes in long-range communication, information gathering, and surveillance. She's an expert in stealth, infiltration, and reconnaissance, often going on solo missions to gather intel or scout ahead. Her knowledge of signal encryption and radio frequency manipulation makes her indispensable in keeping the crew connected and informed, especially when operating in hostile territories or unfamiliar skies.
Rook "Sable" Durand

  • Role: Medic, Biotechnician, and Field Specialist
  • Appearance: Rook is a tall, slender woman in her early thirties with jet-black hair that's always neatly tied back into a high ponytail. She has pale skin, a few visible tattoos related to her craft, and piercing gray eyes that seem to see through to the heart of any issue. Her attire consists of a mix of practical medical garb and functional utility belts, loaded with vials, syringes, and other tools necessary for her work.
  • Personality: Rook is calm, analytical, and a bit of a perfectionist. She has a dry, deadpan humor that can catch others off guard, but she's never without empathy when it comes to helping people in need. Rook's sense of responsibility is strong, and she's the first to step in when anyone gets injured or sick, ensuring they have the proper care and resources. Despite her no-nonsense exterior, she has a soft spot for animals—especially mechanical ones like Bram.
  • Skills: As the crew's medic, Rook is an expert in both biological and mechanical healing. She's well-versed in treating injuries, diagnosing illnesses, and using biotech enhancements to improve the crew's health. She's also a field specialist in experimental biotechnology, often working with Lyra on new projects to fuse organic matter with tech.
Juno "Pockets" Wilder

  • Role: Stealth Operative, Smuggler, and Scavenger
  • Appearance: Juno is a small, wiry woman with short, choppy hair that's the color of dark chocolate. Her eyes are a brilliant shade of amber, always alert, and her movements are quick and graceful. She's typically dressed in lightweight, adaptable clothing that allows for quick escapes and rapid movement—dark leather pants, a fitted vest, and a variety of hidden pockets and pouches for tools, weapons, or contraband.
  • Personality: Juno is sneaky, resourceful, and a bit of a trickster. She enjoys being underestimated and has a knack for getting herself into—and out of—tight spots. While she's not overly sentimental, she's fiercely loyal to the crew and often finds creative ways to contribute to missions. She's always got a witty comment on hand, and she never turns down a good challenge.
  • Skills: Juno is skilled in stealth, infiltration, and pickpocketing. She's a natural at scavenging for useful materials in difficult locations and has a keen eye for spotting valuable objects. She's also proficient in unorthodox combat tactics, often relying on agility and quick thinking rather than brute force.
Milo "Grub" Calder
  • Role: Cook and Field Medic
  • Appearance: Milo is a stocky man with a broad, muscular frame, a thick beard, and a perpetual twinkle of warmth in his dark brown eyes. His skin is slightly sun-kissed from years of working outdoors. He wears a well-worn apron over simple clothes and carries an assortment of cooking tools, including several knives strapped to his belt. His boots are sturdy and practical, and there's often a flour stain on his clothes from his frequent culinary experiments.
  • Personality: Milo is jovial, easygoing, and a bit of a storyteller. He's known for his infectious laugh and his ability to keep morale high, even during the hardest times. As the ship's cook, he's always experimenting with new recipes and coming up with clever ways to make even the simplest meals feel like a feast. He has a nurturing side, and his food is often a source of comfort and camaraderie for the crew. He's also quick to lend a hand when someone is injured, especially if it's a small cut or bruise.
  • Skills: Milo's expertise lies in cooking and food preservation, a vital skill for long voyages. He's also a decent field medic, able to treat minor injuries or illnesses, and he's a quick thinker when it comes to making use of whatever ingredients are available. His knowledge of herbs and natural remedies comes in handy when the crew is stuck in a pinch. When not cooking, he's often tinkering with mechanical devices in the galley or helping out with minor repairs.

Aurelian

Role: Additional Engineer/Mechanic (Specializing in Aerial Systems)
Appearance: Aurelian is a tall, imposing figure in his late thirties, with a dignified presence that contrasts with his hands-on role as an engineer. His dark hair is neatly kept, and his chiseled features often carry an air of quiet contemplation. He wears a fitted leather vest that shows signs of wear from years of hands-on mechanical work. His sleeves are always rolled up, revealing strong forearms covered in faint scars and burn marks, proof of his skill with machinery. Aurelian is meticulous in his appearance, despite his labor-intensive work, and always seems to carry the weight of unspoken stories in his sharp, penetrating eyes.

Personality:
Aurelian is calm, reserved, and introspective, with a quiet intensity that commands attention when he speaks. His background—whether noble or secretive—gives him a sense of dignity, but it's paired with a surprising humility. He has a deep love for machines, particularly aerial systems, and this passion is reflected in the precision and care he applies to his work. Despite his often distant demeanor, Aurelian is a reliable and steady force within the crew, offering both guidance and a quiet but unwavering authority. His loyalty to Lyra is palpable, and his sense of duty is what keeps him grounded. While he doesn't talk much about his past, his actions and expertise speak volumes.

Skills:
Aurelian is a highly skilled engineer with a particular talent for aerial propulsion systems. His specialty lies in the delicate balance of mechanical precision and artistry that is required for maintaining and improving airship flight systems. Where Lyra's brilliance lies in the design and innovation of new technologies, Aurelian's expertise is in fine-tuning existing systems, ensuring that they not only function, but do so with exceptional reliability. His sharp analytical mind and extensive knowledge of both classic and advanced aerial technology make him a critical asset for The Blackthorn. Aurelian is often sought out for delicate repairs that require both a deep understanding of machinery and a steady hand. He also works closely with Lyra to bring her complex ideas into reality, acting as her second set of hands when she needs him most.

His experience and calm demeanor make him invaluable in high-pressure situations where the ship's systems are compromised, and his knowledge of older, more obscure technologies often comes in handy when scavenging or facing unforeseen challenges. Aurelian's fine-tuned skills extend beyond basic repairs; he is also adept at improvising solutions in the heat of the moment, whether it's modifying the Blackthorn's engines for extra power or creating makeshift systems to handle unexpected damage.

L4-TR "Latra"

  • Role: Tech Specialist/Android Crew Member
  • Appearance: Latra is sleek and streamlined, designed for efficiency in both combat and technical operations. Her frame is slightly shorter than Bram's, standing at about 5'8", with a body made of a polished dark steel alloy mixed with chrome and matte-black components. Her face is angular and beautifully symmetrical, with glowing violet eyes that give off a subtle, almost organic warmth. She has a silvery-blue light running through her veins under transparent sections of her skin, indicating her advanced technological components. Latra often wears functional but stylish gear: a fitted utility jacket with various tools and interfaces embedded in it, and a pair of high-tech gloves that allow her to interface with and manipulate complex machinery.
  • Personality: Latra is calm, collected, and highly logical, but there's a level of quiet curiosity that separates her from the more emotionless or purely mechanical androids. She's a little more self-aware than some of her kind, but not to the extent of someone like Bram—who often grapples with the "dog" aspect of his programming. Latra is more comfortable with her identity as an android and approaches her work with a no-nonsense attitude. However, she does express a soft spot for the crew, particularly in her own unique way: through practical support, offering advice, or lending a hand with repairs.
  • Skills: Latra is a highly skilled technician and cybernetic specialist, able to interface with machines in ways that others can't. She excels in diagnostics, hacking, and data manipulation, often helping the crew with technological problems beyond the scope of traditional mechanical engineering. In addition, Latra has some combat functionality, though her primary focus is on tech support and information gathering. She can serve as a secondary line of defense if necessary, though her strength lies in keeping the ship's systems running smoothly and handling tech-based challenges.
  • Background: Latra was created as part of a series of experimental androids, designed to serve as elite technical experts and field operatives for a research corporation that focused on advanced AI and cybernetic enhancement. She was decommissioned when the project was shut down under mysterious circumstances, and the remnants of the project were abandoned. Latra was rediscovered by Lyra and brought aboard the Blackthorn, though she didn't immediately reveal her full capabilities. Over time, Lyra and the rest of the crew came to realize how invaluable Latra was to the team's technological needs. Though Latra doesn't often speak about her past, it's clear she carries a sense of lost purpose, having been created for a specific function that no longer exists.
  • Role in the Crew: Latra's role on the Blackthorn is multifaceted. While she primarily focuses on maintaining the ship's internal systems, assisting Lyra with the more complicated engineering tasks, and handling cybernetic enhancements for the crew, she also serves as a liaison for information gathering, hacking enemy systems, or bypassing high-tech security protocols. Her calm demeanor and methodical approach make her an excellent problem solver during tense moments, and she's often the one who finds the quickest, most efficient solution to tricky situations. She acts as the team's primary tech specialist, often stepping in to work alongside Lyra to ensure the Blackthorn runs like a finely tuned machine.

Rith'kar (Rith)

Species: Korgari
Role: Tactical Officer / Combat Specialist
Appearance: Rith'kar is a large, imposing figure—standing at nearly seven feet tall with a muscular, reptilian frame covered in textured scales that shimmer with dark green and black hues. His face has sharp, angular features with a pronounced jaw and a row of retractable spines along the back of his head. His eyes are yellow with vertical slits, adapted for low-light vision. Despite his intimidating appearance, his movements are surprisingly graceful. Rith wears a lightweight, combat-ready suit made of flexible material, allowing him freedom of movement in tense situations.

Personality:
Rith'kar is stoic and direct, often speaking in short, clipped sentences. He comes from a warrior culture where honor and strength are paramount, but he has a sense of inner discipline that allows him to control his aggressive instincts. While he doesn't waste words, when he speaks, it's with clarity and purpose. He tends to keep his emotions in check but has a deep respect for those who fight alongside him. Although intimidating at first, his loyalty and protectiveness towards the crew are unquestionable. Rith'kar is particularly protective of those he considers "his own" and has a strong, almost fatherly bond with those who have earned his respect.

Skills:
Rith'kar is a highly skilled combatant, excelling in both hand-to-hand combat and with a variety of weapons. He has an innate ability to sense danger and read body language, making him an excellent tactician and strategist in high-pressure situations. His species' advanced senses also allow him to detect threats from a great distance, whether physical or psychological. Though his primary role is tactical security, he's also a versatile crew member who can provide invaluable assistance in combat situations, whether on the ground or aboard the ship during boarding actions. His loyalty is unwavering, and his battle-hardened mind has seen him through many conflicts.

Tessa'ra (Tess)

Species: Eyrvani
Role: Diplomat / Cultural Liaison / Medic
Appearance: Tess is a humanoid, but with slight avian traits—large, sweeping wings that fold neatly against her back, and feathered limbs that shimmer in vibrant hues of green and gold. Her eyes are bright, multifaceted, and almost insect-like, capable of seeing across a wide spectrum of light. She has a tall, willowy frame and moves with an elegance that makes her seem as if she's gliding rather than walking. Her attire consists of flowing robes woven with adaptive materials that react to her surroundings, helping her blend into various environments.

Personality:
Tessa'ra is serene, empathetic, and perceptive. Her species places a high value on communication, whether verbal or non-verbal, and Tess excels at understanding and navigating social dynamics. She is deeply attuned to the feelings of those around her, able to sense tensions or needs before they become apparent. Despite her ethereal demeanor, Tess is a skilled diplomat who can smooth over disputes, broker deals, and negotiate with hostile forces. She has a calm presence and often serves as the voice of reason, defusing situations before they escalate. While she is kind-hearted and compassionate, she is also capable of fierce loyalty to the crew, particularly when their well-being is threatened.

Skills:
Tess is not only a skilled diplomat but also an adept healer, using both natural remedies and advanced technology to mend physical and emotional wounds. She's highly trained in xenobiology and can diagnose and treat ailments from a variety of species. Her experience in dealing with interstellar politics and cultural misunderstandings makes her an invaluable asset when interacting with alien civilizations, especially in tense situations. In combat, Tess uses non-lethal tactics, relying on her ability to subdue rather than kill, often using her wings to create diversions or to help with escape.
 
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Aurelia "The Midnight Tide" Saltsong

Race/Species:

Mermaid-Selkie-Vampire Tribrid

Appearance:

  • Height: 5'9" (in her humanoid form)
  • Skin: Pale, with a subtle blue-gray tint that deepens to a dark, almost iridescent blue along her arms, legs, and neck—reflecting both her underwater origins and her vampire heritage. Her skin occasionally shimmers with a bioluminescent glow, especially at night or when she's near water.
  • Hair: Long, cascading hair that's a deep, midnight blue with strands of silver-white that seem to reflect the moonlight. When in water, her hair flows like liquid, almost blending with the ocean itself. In her vampire form, her hair sometimes shifts to a more blood-red hue during moments of intense emotion or hunger.
  • Eyes: Her eyes are a striking combination of sea green with golden flecks and a gold ring around her pupil, giving them a hypnotic, ethereal glow when she's under duress or using her supernatural powers. When in her vampire form and hungry, her eyes become blood red, reflecting her thirst for blood.
  • Teeth: When she's in her vampire form, her teeth sharpen into predatory fangs, more pronounced than regular vampires. Her teeth can retract when she's in her mermaid or selkie forms but still carry a hint of sharpness, a constant reminder of her vampiric nature.
  • Body: Her build is lithe but strong, her muscles toned from her life spent in the water and her vampire-enhanced endurance. Her scales are embedded along her sides and the lower half of her body, which forms a mermaid tail when she is fully submerged, shimmering like a sleek fish. On land, however, her tail becomes a pair of sleek, webbed feet with small, sharp claws, reflecting her selkie heritage and her legs are toned and elongated, resembling a graceful but deadly predator with her fingernails becoming sharp claws as well. Leathery bat wings can appear due to her vampire heritage with finned ears due to her merfolk heritage and she has webbed hands which retain the ability to grasp, hold, move and manipulate objects due to the webbing allowing full flexibility.
  • Markings: Her mermaid scales are mostly silver, aquamarine, and dark teal near her lower body, around her shoulders, lower arms and patches across her torso, while the selkie markings appear as faint tribal tattoos of seals and oceanic symbols that appear on her arms, neck, and upper chest. These tattoos come alive in the presence of water, glowing faintly and giving her a spiritual connection to both the sea and the animal world. Her scales are also embedded in her upper body as well.
  • Voice and Perspective: Aurelia's voice is like the soothing lullaby of ocean waves, ethereal and enchanting yet also haunting. She speaks a reverence with poetic for nature and beauty, infusing words her with deep emotion and insight, drawing others in with her eloquence and imagery. She sees the world through lens a of empathy understanding and, always striving to find common ground among those who are different. Her perspective is one of resilience and determination, never backing down in the face of adversity.

Powers and Abilities:

  1. Mermaid Abilities:
    • Aquatic Control: Aurelia has the ability to manipulate water, control tides, summon storms, and command sea creatures. She can breathe both underwater and on land, and when submerged, she's at her strongest, able to heal wounds with the ocean's magic.
    • Enhanced Swimming Speed: She can swim at incredible speeds, her tail making her an agile and powerful creature in the depths of the ocean.
    • Hydrokinesis: She can create water-based projectiles, form water shields, and even alter the currents to create whirlpools or tidal waves.
    • Siren Song: Aurelia can enchant and manipulate others with her voice, luring them into a trance or compelling them to obey her will. Her song can calm storms, summon creatures, and even induce deep sleep in those who hear it.
  2. Selkie Abilities:
    • Shapeshifting: Aurelia can transform between her vampire form, a mermaid form (with her tail), and a seal form at will. In her seal form, she can move quickly across the sea and evade danger. She can also call upon other seals to aid her in battle or navigation.
    • Emotional Empathy: As a selkie, she has an instinctual connection to nature, particularly the sea and its creatures. She can sense emotions in others, especially when they're close to water or near an emotional nexus, like a beach or harbor.
    • Water Healing: She can heal herself and others when submerged in water. The water rejuvenates her, making her nearly immortal in oceanic environments.
    • Watercloak: Aurelia can conjure a cloak of living water around herself, which grants her the ability to move silently and blend into her environment like a predator in the sea. The cloak can also act as a shield, deflecting incoming attacks—particularly those involving fire or heat—by hardening into an icy barrier or dissipating into mist. While cloaked in water, Aurelia can travel swiftly across the surface or even walk on water, her movements leaving no trace behind. This ability allows her to evade detection or escape from dangerous situations by merging with any nearby body of water.
  3. Vampire Abilities:
    • Vampiric Strength and Agility: Aurelia possesses supernatural strength, speed, and agility, even more enhanced in her vampire form. She can easily overpower most beings with her vampiric strength.
    • Bloodlust: As a vampire, she has an insatiable thirst for blood, but she can control it through sheer willpower. When she feeds, her senses heighten, and her powers are amplified for a time.
    • Hypnosis and Mind Control: She can mesmerize her prey or anyone she desires with her gaze, compelling them to do her bidding, though her mind-control abilities are weaker in her mermaid or selkie forms.
    • Night Vision: Aurelia's eyes allow her to see in total darkness, essential for hunting in both the deep waters and during the night.
    • Immortality: Like most vampires, she is ageless and can live for centuries unless killed by a specific weakness, like a silver weapon or a stake to the heart. However, her immortality is tied to the moon and tides, meaning her powers fluctuate with the lunar cycles and the ebb and flow of the ocean.
    • Shadow-Ice Manipulation: Aurelia has the ability to manipulate shadow ice, a dark, ethereal form of ice that embodies both cold and shadow magic. This power allows her to create sharp, deadly weapons made of shadow-infused ice, such as daggers or blades, which can freeze anything they touch, leaving a lingering chill that saps the life force of her victims. When in her vampire form, her control over shadow ice becomes more precise and potent, allowing her to form intricate ice constructs and unleash blizzards of shadowy frost that obscure vision and disorient her enemies. Additionally, she can meld into the shadows, her body temporarily becoming like ice and darkness, making her nearly invisible or undetectable to the naked eye. The shadow ice also amplifies her vampiric strength, making her even more formidable in combat.
  4. Unique Tribrid Abilities:
    • Moon-Bound Powers: Aurelia's powers are at their peak during certain moon phases, particularly the blood moon and full moon, when the tides and lunar forces enhance her abilities.
    • Blood-Moon Transformation: On nights of the blood moon, she can fully embrace her vampire nature, gaining immense power and the ability to blend seamlessly with the shadows. During this time, her aquatic and selkie abilities are still intact but enhanced, giving her a perfect balance between her vampiric and oceanic strengths.
    • Tidal Call: In extreme moments of emotional distress or when she's near water, Aurelia can call forth a tsunami-like wave or summon sea monsters (like giant squid or krakens) to defend her or attack enemies. Aurelia can summon and control the power of the ocean. She can call upon the tides to rise and crash around her, creating powerful waves that can overwhelm her enemies or shield her from attacks. When in proximity to water, she can manipulate its flow, shaping it into protective barriers or deadly whirlpools. Additionally, she has the ability to communicate with marine creatures, using them as scouts or allies in her battles. The deeper her connection to the sea, the more potent her control over its currents and waters, allowing her to command the ocean as a weapon or escape route. This ability also strengthens her vitality and healing, as being near water restores her energy more rapidly.

Backstory and History:


Aurelia was born long ago in the dark, mysterious waters off the coast of a forgotten island, where the mermaid, selkie, and vampire bloodlines met in an ancient, powerful convergence. The Tidal Coven, a vampire family that ruled the seas for centuries, discovered a hidden secret—the ability to bind themselves with oceanic magic and shape-shift into mermaids and seals. Aurelia's parents were part of this secretive society, where their union created the first true tribrid child—a being with the essence of all three creatures.

Raised by her mother, a renowned selkie and her father, a powerful vampire lord who controlled the ocean's tides, Aurelia was taught the ways of the sea, the blood, and the shadows. However, her parents' violent and tragic end at the hands of a rival vampire faction led to her exile from her oceanic home, leaving her stranded between the realms of the sea and the night.

For centuries, Aurelia has wandered the world in search of answers, driven by the dual hunger for blood and the call of the tides. She has become a reclusive figure who resides at the edges of the world, moving between the dark depths of the sea and the dark alleys of the land. She seeks balance between her natures, trying to reconcile her thirst for blood with the emotional need for connection that comes from her mermaid and selkie sides.


Personality:


Aurelia values her autonomy. As a creature of the water, she's used to navigating both the ocean's vastness and the isolation that comes with it. She finds solace in solitude but is also capable of working with others when the need arises. When her loyalties are tested, Aurelia can become obstinate. She has a fierce temper when her principles or loved ones are threatened. This impulsive nature can lead her into dangerous situations, especially when she refuses to back down from a confrontation. She also struggles with feelings of isolation and loneliness, often pushing others away to protect herself. She will fiercely protect those she cares about, especially if they are in danger. This loyalty can lead to moments of deep emotional vulnerability. Despite her protective nature, Aurelia can struggle with showing vulnerability or truly letting others in. She might distance herself emotionally from those she loves out of fear of losing them or from the guilt of her vampiric side's darker urges. This often leaves her isolated in her personal relationships. Aurelia is naturally intelligent and observant. She can analyze situations carefully, often taking the time to plan her next move. However, this also means she sometimes overthinks things or struggles with indecision. She has a deep appreciation for beauty, art, and sensual pleasures, which can also sometimes lead to a hedonistic streak. While being near water is generally soothing for her, it can also amplify her emotional state. In moments of extreme stress or danger, Aurelia may be overcome with uncontrollable emotional surges that can manifest as tidal waves or floods. This can create chaos, especially when she's surrounded by others who aren't prepared for her outbursts. Aurelia has a weakness to holy symbols, sacred artifacts, or rituals. Whether it's a crucifix, sacred salt, or consecrated ground, these items can cause her physical pain and disorient her. This makes her particularly vulnerable in places that hold religious significance or when confronted by people with strong faith. Despite her calm, collected demeanor, Aurelia has a volcanic temper when provoked, especially if she feels disrespected or betrayed. When her rage erupts, it can be terrifying, and her hybrid nature can cause her to lash out in violent or destructive ways—sometimes causing harm to those she loves. This flare-up of rage often leaves her regretting her actions afterward, deepening her internal struggle. Aurelia's fear of losing control, her emotional guardedness, and her feeling of being misunderstood often drive her into isolation. She can spend days—sometimes weeks—avoiding contact with others, brooding in solitude. This leaves her vulnerable to loneliness, depression, and missed opportunities for support, further feeding into her internal struggles. Aurelia experiences physical discomfort in dry, barren environments. Prolonged exposure to very arid, hot land or open spaces can dehydrate her, making her weak and sluggish. The longer she's away from water, the more vulnerable she becomes—suffering from dehydration, emotional instability, and a diminished sense of self. She is also suspectible to cold iron, and though it doesn't burn her like silver does to other supernatural creatures, cold iron dampens her magic and weakens her abilities. Chains, weapons, or even amulets made from cold iron can cause discomfort or even pain and seal off her abilities. If she is bound with cold iron or in close contact with it, she may lose access to her shapeshifting or aquatic powers, making her far more vulnerable in battle or escape situations. It also makes wounds from a cold iron weapon more painful and slow fo heal or may leave lingering lasting effects tgat other metals don't and it also serves as a physical reminder of her nature, reminding her that her supernatural traits can be controlled, suppressed, or twisted by external forces as it is used to restrain her from not only turning into her mermaid and selkie forms but from using her powers and well and cause discomfit when in its presence. Aurelia is a being of great conflict, torn between the ocean's wild freedom and the vampire's insatiable thirst. Her personality is shaped by the tension between her three natures:

  • Calm and Controlled: Much like the ocean itself, Aurelia can be serene and composed, but she carries an undercurrent of danger. Her mermaid side provides her with a deep empathy, especially toward the natural world.
  • Loyal and Protective: Her selkie side makes her protective of the few she calls family, and she would go to great lengths to shield those she loves.
  • Dangerous and Alluring: When she embraces her vampiric nature, she becomes an incredibly dangerous, seductive figure, whose charm and powers can overwhelm anyone in her presence.

Weaknesses and Flaws:

  • Bloodthirst: As a vampire, her bloodlust is a constant challenge. Though she can control it, the temptation to feed can sometimes make her lose control, especially when provoked or in a moment of weakness.
  • The Ocean's Pull: When she's far from the ocean or in places where water is scarce, Aurelia feels weak and disoriented, as her mermaid and selkie powers rely on the connection to the sea.
  • Lunar Vulnerability: During the new moon or eclipses, her powers diminish significantly, and she becomes vulnerable to those who would seek to exploit her weaknesses during these times.
  • Internal Conflict: Constantly caught between her sea-based empathy and her vampiric hunger, she often feels like a split person, unsure of where her true allegiance lies—making her prone to isolation and inner turmoil.

Siren Song Ability:

Aurelia's Siren Song is one of her most enchanting—and deadly—powers, inherited from her mermaid lineage. This ability allows her to manipulate emotions and control the will of others through her voice, drawing from the ancient, hypnotic songs of the sea that legends speak of.

Description:

Her Siren Song is a haunting melody that resonates with the deep, primal forces of the ocean. When Aurelia sings, her voice carries a magnetic allure that is both soothing and intoxicating, drawing listeners into a trance-like state. The song can evoke a wide range of emotions, from love and passion to fear and despair, depending on Aurelia'a intent.

  • Entrancing Melody: When she sings, her voice becomes a smooth, melodic hum that ripples through the air like the sound of crashing waves. Those who hear it feel a deep compulsion to follow her voice, whether it be through the sea or across land. The hypnotic effect can induce a sense of calm, even if danger is present, or intense desire to obey her commands.
  • Emotional Manipulation: Aurelia can amplify or alter emotions through her song, turning a hostile situation into a peaceful one or vice versa. She can invoke a deep sense of longing, devotion, or sorrow, making her enemies hesitate, or even bend their will to her desires. In a crowd, her song could cause mass drowsiness or despair, bringing enemies to their knees or luring them into a state of weakness.
  • Lethal Charm: In battle, Aurelia can twist her Siren Song into a weapon. She can create an overwhelming emotional pull, causing confusion, paralysis, or disorientation. For example, when faced with a threat, her song can paralyze her enemies with fear or undying loyalty, making them drop their weapons or turn on one another. In some cases, it can lead them to jump into the sea to drown themselves, as the song pulls them to the water in a trance.
  • Seduction and Control: Her song is incredibly seductive, capable of drawing anyone—human, vampire, or even powerful supernatural beings—into an emotional attachment or obsession with her. If someone listens to the song too long, they might become enslaved to her will, doing anything she asks. This can lead to romantic entanglements, but also dangerous situations, as she could use the song to ensnare or manipulate people for her own goals.

Limitations:

  • Distance and Focus: The effect of the Siren Song has a limited range, and the further away someone is from Aurelia, the weaker the effect becomes. She must be able to focus on her target, and the more people she tries to affect at once, the more energy it takes from her.
  • Vulnerability: While singing, Aurelia is vulnerable. She cannot use other abilities while weaving the Siren Song, leaving her susceptible to attack or interruption. If someone manages to overpower their emotional state or resist the song's effects, they might snap her out of it.
  • Emotional Backlash: If she manipulates emotions too much, there can be a backlash—if she forces too much love or desire, it might create a clash of emotions in her target, causing them mental strain. If used in excess, it could even make Aurelia emotionally unstable, as she experiences the collective emotional energy she manipulates.
  • Vampire Resistance: Vampires are somewhat resistant to her song due to their mind-control powers, though it still has some effect. More powerful vampires may be able to shield themselves from its full effects.

Unique Twist with Tribrid Heritage:

  • As a tribrid, Aurelia's Siren Song is further enhanced by the dual forces of her selkie and vampire nature. Her selkie heritage amplifies her connection to nature and the ocean, allowing her to control the sea more effectively through song, while her vampire instincts make her song not only a tool for emotional manipulation but also a predatory lure that heightens her appeal to those around her.
  • Bloodlust Enhancement: When Aurelia's vampiric hunger reaches its peak, her Siren Song becomes even more potent. The song can cause deep emotional turmoil in others, awakening their own dark desires or fears, making them even more susceptible to her control or her bite. Those who hear it may find themselves entranced and drawn to her, ready to give her what she wants—be it blood, loyalty, or complete submission.

Seal Form Appearance:

  • Fur Color:
    Aurelia's fur in seal form is a stunning blend of midnight blue and silvery-gray hues. The fur is sleek and lustrous, with the midnight blue accentuating her deep connection to the sea, and the silvery-gray symbolizing her vampiric, moonlit heritage. The fur shimmers with an almost iridescent sheen, reflecting light in subtle, watery patterns as she moves through the water. This coloration is perfect for blending into the twilight depths of the ocean, her fur blending with both the shadows and the moonlight.
  • Scales on Skin:
    Beneath her fur, Aurelia's skin is adorned with small, smooth scales, particularly around her flanks, shoulders, and neck, reminiscent of her mermaid heritage. These scales would be iridescent, shifting in color between aquamarine, silver, and deep teal, mirroring the colors of the sea. The scales give her an almost otherworldly, magical appearance, as if her skin is a part of the ocean itself and are more concentrated on her upper body, especially around her torso and arms, giving her a shimmering, mystical aura when exposed to sunlight or moonlight.
  • Eyes:
    In her seal form, her sea-green eyes still glow faintly, carrying the golden flecks from her mermaid nature. They would look haunting and mesmerizing, especially when the moonlight hits them, reflecting the colors of the sea and giving her a mysterious, almost ethereal quality.
  • Seal Paws and Claws:
    Her seal flippers are strong and webbed, allowing her to glide effortlessly through the water. The webbing between her toes has e a faint metallic sheen, subtly alluding to her vampiric essence. Her claws are sharp and capable of gripping rocks, kelp, or prey, but they would not be overly large—just enough to reflect her predatory nature.

Overall Aesthetic:

In seal form, Aurelia is an elegant, almost sylvan creature, blending the beauty of the sea with the mystique of the supernatural. Her fur and scales would make her a living embodiment of the ocean, her movements fluid and graceful, both in the water and on land. The combination of the midnight blue fur, iridescent scales, and her glowing eyes would make her a mesmerizing sight, with an aura of both serenity and danger—a true force of nature that draws people in and warns them to stay back in equal measure.
 
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Nyxalora

Gender: Genderless (though it often adopts a feminine aura, reflecting its ethereal nature). It does not conform to earthly gender norms, but in its human form, it may be perceived as female due to its appearance and behavior.

Race: Water/Darkness Elemental Hybrid

Age: Appears mid-20s physically but is 500 years, still young by elemental standards

Sexuality: Heterosexual

Appearance in Human Form:

Nyxalora's human form is an embodiment of both beauty and haunting mystery, standing at an elegant height with a fluid, graceful presence. Her skin is an iridescent blend of deep, stormy blue and translucent shades, reminiscent of water under the cover of night. Nyxalora's eyes would be an intense deep violet, with subtle shifting undertones of midnight blue and shadowy silver. The color would evoke the mysterious and ethereal nature of her water-darkness essence, like the depths of an ocean at night, reflecting both the calming and dangerous aspects of her power. The violet would glow faintly in darkness, shifting and swirling, mirroring the fluid and ever-changing currents of water and the infinite expanse of the night sky. Nyxalora's hair would be a flowing, dark silver-black, resembling the surface of a moonlit ocean at night. It has an ethereal quality, with the strands shifting subtly as if they were made of liquid shadows, sometimes shimmering with hints of midnight blue or deep indigo, depending on the light. The texture would appear fluid and weightless, as though it's constantly in motion, much like the ebb and flow of tides. Her hair seems almost alive, flowing as though stirred by an unseen current, giving her a hauntingly otherworldly presence.

Her clothing is minimal yet striking, composed of gossamer fabric that seems to flow like liquid shadows, shifting with every movement. The garment hugs her form like dark water, and the edges of the fabric flicker like wisps of mist. It is fluid, ever-changing, evoking both grace and danger. The dress is often tinged with faint, shimmering streaks of silver, mimicking the reflection of light on a dark sea.

Collar:

Around her neck, Nyxalora wears a collar that is both beautiful and functional. The collar is crafted from an otherworldly material that seems to flicker between solid and liquid, like polished onyx or moonstone. It is adorned with sigils or runes that glow faintly when she tries to use her powers. At its core, the collar holds a shifting, deep blue gemstone, which flickers with an internal glow. The collar changes shape and material depending on Nyxalora's current form:

  • In human form, it is a tight choker of dark, polished stone with intricate patterns that seem to dissolve and reform like ripples in water.
  • In wolf form, it transforms into a sleek, dark leather band adorned with subtle, rippling patterns that seem to shift like water beneath the surface.
  • In bird form, the collar becomes lighter, almost weightless, appearing as delicate silver filigree that hugs her throat, the gemstone appearing as a droplet of water suspended midair.
  • In dragon form, the collar grows large, encircling her neck like a thick chain of liquid silver, the gemstone now resembling a dark pearl that pulses like a heart.
  • In ferret form, the collar shrinks to a small, unobtrusive charm, hanging loosely from her neck as a tiny silver ring with a flicker of blue light.
  • In spirit form, the collar dissolves entirely, becoming part of the shifting mist that is Nyxalora's presence, her form no longer needing physical restraints.
Water Powers:

  1. Water Manipulation (Hydrokinesis)
    • Basic Control: Nyxalora can control any form of water, from liquid to vapor. She can move water through the air or solidify it into ice with a thought. This makes her highly versatile in any environment.
    • Fluid Form Shaping: She can shape water into forms of her choosing—such as creating weapons, barriers, or constructs like water tendrils, walls, or creatures. She can also mold it into more delicate forms, like water creatures that can act as spies or attackers.
    • Water Veil: She can cloak herself in mist or fog, becoming nearly invisible in areas with moisture in the air. This mist could be used for stealth or to obscure the environment for enemies.
    • Drowning and Suffocation: With enough concentration, Nyxalora can use her water manipulation to deprive her enemies of oxygen, effectively drowning them in their own lungs or suffocating them by manipulating the air around them.
    • Healing Waters: In a gentler aspect, Nyxalora can use water to cleanse and heal wounds or diseases. This ability is often linked to the nourishing, life-giving aspect of water but becomes more potent when combined with the darkness, where the healing process might require time, patience, or sacrifice.
  2. Tidal Waves and Water Summoning
    • Massive Water Control: Nyxalora can summon large bodies of water, creating torrential waves, whirlpools, or floods. This is one of her most devastating powers when combined with the darkness element—she can manipulate large bodies of water to overwhelm entire areas.
    • Elemental Flooding: She can summon rainstorms, floods, or tsunamis, using water to inundate an area and drown her enemies. When tied to darkness, this flooding effect might cause an overwhelming sense of despair or a feeling of being submerged, which could paralyze her opponents mentally as much as physically.
  3. Water Manipulation through Shadows
    • Shifting Water through Darkness: Nyxalora can manipulate water through the medium of shadow, guiding water through the edges of darkness. This could mean manipulating shadowed bodies of water or pulling water from within shadows, allowing her to create a versatile attack that combines water and dark matter.
    • Water Cloaking in Darkness: She can hide water beneath shadows, making it appear invisible to the naked eye until it's too late. For example, she could flood an area using invisible dark water or create a trap in the shadows for her enemies.


Darkness Powers:

  1. Shadow Manipulation (Umbrakinesis)
    • Shaping Shadows: Nyxalora can control and shape shadows into solid forms, such as tendrils, weapons, or creatures that act on her behalf. These constructs are made from pure darkness and can be intangible or physical, depending on her focus. They can be used for offense, defense, or surveillance.
    • Teleportation: Using the darkness as a medium, Nyxalora can teleport through shadows, traveling from one shadow to another, even across large distances. She can move through darkness with speed and stealth, often appearing unexpectedly in the shadows to surprise her enemies.
    • Shadow Cloaking: By merging with darkness, Nyxalora can turn herself into a living shadow, blending seamlessly with her surroundings. She can become intangible, slipping through cracks or hidden from sight in the shadows, making it nearly impossible for others to detect her presence.
    • Darkness Projection: Nyxalora can project darkness from herself to consume an area, obscuring sight and senses. This could cause confusion, disorientation, and fear among her enemies, as they are surrounded by an impenetrable void of shadow. In more extreme cases, the darkness could take on a physical, oppressive quality, smothering the light in the vicinity.
  2. Emotion Manipulation through Darkness
    • Fear Inducement: Through the manipulation of darkness, Nyxalora can amplify fear and emotional unease. She can invade minds, creating horrifying illusions based on the deepest fears of those around her, or even drag them into shadowy realms where they are forced to confront their worst nightmares.
    • Mental Manipulation: Nyxalora can enter the minds of others through the shadows and either influence their thoughts or control their actions temporarily. Her shadowy influence can create a sense of paranoia or dread, weakening her targets' resolve and manipulating their decisions.
  3. Shadow Tendrils
    • Nyxalora can conjure shadow tendrils that are capable of wrapping around and bindingher enemies, or strangling them if needed. These tendrils can extend and retract as she wills, using the darkness to restrain or incapacitate targets.
  4. Darkness Corruption
    • Nyxalora can corrupt living things with her darkness, causing them to decay or wither over time. Plants might shrivel into dry husks, while animals could experience extreme fatigue, illness, or death. Her darkness represents an unnatural, consuming force that slowly destroys everything it touches, draining life energy from objects or living beings.


Hybrid Powers (Water + Darkness):

  1. Shadow Water Constructs
    • By combining water and shadow, Nyxalora can create shadow-water hybrids, where water takes on a dark, ethereal form, making it more difficult for enemies to interact with. This can take the form of dark watersthat suffocate or overwhelm opponents, or shadow creaturesthat emerge from the water to attack.
    • These constructs are difficult to predict or fight against, as the water shifts between being solid, liquid, or intangible, while the shadows shift in unpredictable ways. For instance, a water dragon made of shadows could emerge, capable of dealing damage or trapping opponents in its dark, watery form.
  2. Dark Tides
    • Nyxalora can summon dark tides, where water becomes thick with shadows, making it feel oppressive and heavy. These waves of dark water can not only drown opponents but also carry an aura of malaise or hopelessness, making it difficult for anyone caught in it to resist. This dark tide could also erase light and vision, creating a suffocating environmentthat weighs down on enemies mentally as well as physically.
  3. Binding Water Shadows
    • Using both elements, Nyxalora can bind her enemies with water-infused darkness, wrapping them in water that hardens into shadow. This could create bindings that not only restrain physically but also weaken the spirit, causing them to grow weary, disoriented, or even unable to use their own magic.
    • She could use this to trap enemies in shadowy, watery prisons where the walls feel alive with darkness, continually absorbing light and warmth, making the air oppressive and cold.
  4. Shadowy Fog
    • Nyxalora can summon a dark fog or mist that is made of both water vapor and darkness, obscuring vision and manipulating perception. The fog can create the illusion of creaturesor threats, disorienting enemies as their senses become overwhelmed. This fog might also slowly drain the strength or will of those within it, sapping their energy as the oppressive combination of darkness and water surrounds them.
Illusion Creation (Darkness Powers)

  1. Shadow-Based Illusions
    • Shifting Shadows: Nyxalora can manipulate shadows to create realistic and complex illusions. These illusions might appear as creatures, people, or objects that aren't truly there but are shaped out of pure shadow. Since darkness is tied to obscurity and the unknown, these illusions could feel unsettling or eerie, often preying on the fear of the unknown or hidden threats.
    • Distorted Reality: She can use darkness to warp the perception of her surroundings. For example, she might make a room appear to shift in shape, distort the landscape, or make objects seem closer or farther away than they really are, manipulating the perception of depth, space, or time. The effects could also cause enemies to see things that aren't there—like traps or illusions of attacking creatures.
  2. Fear-Induced Illusions
    • Nightmare Projections: Using the darkness to tap into her target's subconscious, Nyxalora can create nightmarish illusions based on their deepest fears. These illusions could take the form of hallucinations, causing her enemies to believe they are being attacked or overwhelmed by their worst nightmares, which makes them susceptible to fear, panic, or paralysis.
    • Illusions of Despair: She could also craft illusions that make the victim feel like they are trapped, powerless, or helpless, feeding into their sense of hopelessness. For example, she might create the illusion of an inescapable void or dark, endless water, making her enemies feel as if they are drowning or suffocating, even when they are not.
  3. Mental Manipulation
    • Phantom Senses: Nyxalora can affect her target's mind directly, causing them to hear, see, smell, or feel things that aren't really there. For instance, she could make someone hear footsteps approaching, see a figure in the corner of their eye, or smell something foul, when in reality, nothing is present. These phantom sensations would be rooted in darkness, often leaving her targets disoriented or unnerved.
    • Mind Warping: By combining her emotional manipulation with the darkness, Nyxalora can distort a person's sense of reality on a deeper level, warping their perceptions of themselves, others, and the world around them. This could lead to self-doubt, confusion, or hallucinations, ultimately making the victim vulnerable to her other abilities or her influence.


Hybrid Power (Water + Darkness) Illusions:

  1. Dark Water Illusions
    • Nyxalora can use a combination of water and darkness to create more complex illusions—for example, a shimmering dark water surface that reflects false images. She might create the illusion of someone trapped in a watery grave or an approaching tidal wave, blending water's adaptability and fluidity with the distorting nature of shadows.
    • Water-based Hauntings: Imagine her creating the illusion of water monsters rising from the shadows, or waves of darkness that appear to overwhelm and drown those who are caught in them. This combination could evoke an even stronger psychological response, as the tangible and fearful presence of water interacts with the terrifying uncertainty of shadow.
Healing and Regeneration (Water's Lifeforce):
Nyxalora can draw on the life-giving properties of water to heal herself and others. Water has restorative properties in her domain, and she can speed up natural healing or even regenerate wounds, making her incredibly resilient in battle. Her body can heal more rapidly when submerged in water or in close proximity to a large body of water.

Mystic Insight (Sight Beyond Sight):
Nyxalora's eyes are tied to both the darkness and the vast depths of the ocean, granting her an uncanny ability to perceive things beyond the physical realm. She can see in the dark, sense hidden emotions, and sometimes even glimpse into the future. Her connection to the elemental plane of water allows her to feel disturbances in the natural world, sensing any imbalance or threat from afar.

Blood Manipulation (Water + Darkness Hybrid Power)

  1. Blood Control (Hemokinesis)
    • Basic Blood Control: Since blood is primarily composed of water, Nyxalora could manipulate it in a similar way she controls water. She could control the flow of blood within a person's veins, arteries, or capillaries, either by thickening it, freezing it, or controlling its movement. This could allow her to halt circulation, disrupt bodily functions, or cause internal harm. It might be most effective when she targets weaker or injured individuals, but she could also use it on a larger scale to control crowds or armies.
    • Blood Weaponization: Nyxalora could potentially extract blood from living beings and shape it into weapons or constructs. For instance, she could form blades, whips, or tendrils made of blood, using them as both offensive and defensive tools. These constructs would not only be incredibly dangerous but could also siphon the life force from those they wound, draining energy or vitality.
  2. Siphoning Life Force
    • Life Drain through Blood: Drawing on the darkness aspect of her power, Nyxalora could manipulate blood to drain the life force of her enemies. She could cause blood to burst from the body, or slowly siphon it, weakening her foes over time. This might be done in a more subtle manner by drawing small amounts of blood, rendering her enemies exhaustedor weakened without their immediate knowledge, or more dramatically by causing rapid blood loss in the heat of battle.
    • Blood Bonding: Nyxalora could create a connection between herself and others through their blood. By touching a person or their blood, she could create a bond that allows her to track them, influence them, or even cause them harm by manipulating the flow of blood within their body. This could be a powerful method of control, especially if she targets someone important to her enemies.
  3. Blood Transmutation
    • Controlling Blood's Form: Nyxalora's hybrid nature could allow her to manipulate blood in more fluid and complex ways. She might be able to turn blood into a solid or vaporize it, making it difficult for enemies to predict how she will use it. For example, she could create blood mists or solidify blood into armor to defend herself. In combat, she might even use this ability to shift blood into barriers or weapons, amplifying her offensive and defensive capabilities.
  4. Blood-Based Illusions (Darkness)
    • Creating Illusions with Blood: The darkness aspect of her power could allow her to weave blood-based illusions that affect the mind of her enemies. For example, she might create the illusion of bloody scenes, where her enemies experience hallucinations of blood spilling, causing them to panic or become paralyzed with fear. This could be a terrifying experience, especially for those who fear blood, injury, or death.
    • Mind-Altering Blood Manipulation: Blood can also carry a person's emotions, memories, and life force. Nyxalora could manipulate these aspects, influencing a person's thoughts or even creating nightmarish visions through the manipulation of their blood. By altering the physical state of someone's blood, she might induce a state of hallucinations, confusion, or rage.
  5. Blood Healing (Darkness + Water)
    • Healing Through Blood: While typically associated with harm and control, blood manipulation could also be used for healing. Nyxalora could use her abilities to regenerate wounds by controlling blood flow to the injured area, hastening recovery or stabilizing someone's health. However, this would likely come with a darker edge—perhaps requiring a blood price or sacrifice to heal others.
    • Blood Revival: In some extreme cases, Nyxalora might be able to revive the dead through blood manipulation, though this could be highly dangerous and unnatural. The revived being could come back tainted or controlled by her, as their blood might be bound to her will.
  6. Corrupting Blood (Darkness)
    • Tainting Blood: By infusing her darkness with blood, Nyxalora could cause a person's blood to corrupt over time, turning it into a poisonous or diseased substance. This could lead to slow and painful decay, where the target's body deteriorates under the influence of her powers. This could be a form of curse or plague that she uses to weaken her enemies over time, slowly draining their vitality.
Personality: She values freedom, autonomy, and personal growth, and is determined to her own carve path in a world that seeks to control her. Despite her solitary nature, Nyxalora forms deep bonds with those who show her kindness and compassion. She values trust and honesty in relationships, and is fiercely protective of her loved ones. She believes that every being, regardless of power or station, should have the right to make their own choices and control their own fate. The idea of being used as a tool, whether by Vayreth, the Coven, or anyone else, is something she cannot accept. She fiercely guards her independence and resents any form of manipulation, particularly when others seek to strip her of her agency. Nyxalora's past trauma and captivity have left her with emotional scars and a deep fear of vulnerability. She struggles with trust issues and can be guarded and secretive, keeping her true feelings hidden from others. She also holds a deep reverence for the natural world elemental and forces, seeing them as sacred and interconnected. Her deep-rooted sense of abandonment and insecurity can lead her to push others away, fearing the pain of being rejected once more. She views herself as a unique being whose life and existence should not be dictated by anyone else's desires Her enigmatic nature and guarded demeanor make it challenging for others to truly understand her. She forms deep connections those who with see past the facades she presents, valuing and loyalty trust above all else.She often approaches problems from a calculated and detached perspective, preferring to think her way out of predicaments rather than relying on instinct or emotional intelligence. In moments when intuition or emotional connections would be helpful, she might find herself at a disadvantage, unable to act quickly or empathize with others. This detachment can also alienate her from potential allies who may not share her cold, logical approach. She is deeply cautious, never fully allowing anyone close to her. While this caution is understandable given her traumatic experiences, it also prevents her from building meaningful alliances. Her inability to trust others means that she often isolates herself, leaving her without potential support when she might need it most. This flaw also makes it difficult for her to form genuine connections, even with those who might wish to help her or understand her plight.

Voice and Perspective: Nyxalora's voice is haunting and poetic, reflecting the depths of her soul and the mysteries that surround her. She speaks with a wisdom born of hardship and a longing for freedom her, words the carrying weight of her experiences and aspirations. They speak in riddles that challenge others to look beyond the surface and uncover deeper truths. Her perspective of one is resilience and determination, tempered by moments of vulnerability and longing for a brighter future. She sees beauty in darkness and power in vulnerability, offering a unique and nuanced perspective on life and the nature of existence.

Notes:
  • Raven-They resemble a raven or a black crow in bird form, both creatures often associated with darkness, mystery, and transformation. Her feathers would be sleek and iridescent, dark as the night but catching glints of deep purple and silver in the right light. The raven's sharp, intelligent eyes would mirror her deep violet gaze, and her movements would be graceful yet purposeful, like a shadow crossing the sky. The raven's ability to shift between light and dark, blending seamlessly with its environment, aligns perfectly with Nyxalora's fluid, ever-changing nature. Her wings would have an almost ethereal quality, as though they were formed from shadows and water, granting her an effortless, almost otherworldly flight.
  • Her capture, binding, and eventual imprisonment were set into motion by Vayreth the Bound, a sorcerer consumed by his quest for ultimate power and immortality.
  • Collar: The collar was designed to suppress Nyxalora's elemental control, and every attempt she made to access her powers—whether controlling water, blood, or shadow—was met with painful backlash. The sensations were tormenting, like being drowned in water or suffocated by shadows, physically punishing her for any rebellion. The collar was designed to suppress Nyxalora's elemental control, and every attempt she made to access her powers—whether controlling water, blood, or shadow—was met with painful backlash. The sensations were tormenting, like being drowned in water or suffocated by shadows, physically punishing her for any rebellion.
  • Being trapped in spirit form would cause her powers to be secretly weakened, be immaterial and intangible meaning they exist as a spectral being and unable to be seen by most people yet could pass through walls, float through solid objects, or appear as a shadowy figure—but her powers to manipulate water and shadows might be limited or distorted in this state. Though she can still influence emotions, create illusions, or whisper from the shadows, and cause mental and emotional straim, causing them to feel disconnected with their elements and yet, despite not being able to physically interact with the real world could have subtle influences and psychic communication by using their etheral presence.
  • Coven of the Abyssal Dawn-The coven's high priests and priestesses were obsessed with using the elemental powers to merge the mortal world with a dark, otherworldly plane, one of eternal twilight and shadow—the Abyssal Realm. The coven, using their own potent magic, launched a ritual of capture, overcoming Vayreth and taking him prisoner. But though they could imprison the sorcerer, they found themselves unable to remove the collar or break the magical hold Vayreth had placed on Nyxalora. The coven's magic could not undo the ancient binding, and so, instead, they placed additional seals on Nyxalora's spirit, preventing her from ever fully returning to the physical world.
  • Nyxalora could use her ethereal presence to enter the minds of others, speaking to them in their dreams, planting thoughts, or subtly influencing their actions. Her voice might become a haunting presence in their subconscious, causing confusion, nightmares, or emotional turmoil. This would be one of her main means of communicating with the outside world and attempting to manipulate those who have imprisoned her.
  • Blood Manipulation has other darker abilities as well.
  • Uses They/Them and She/Her when preferring to themself
 
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