Stats & Facts Name - Carter Dawson Race - Human Age - 19 Height - 6'1" Appearance - Carter's ebony hair is pulled back in a perpetual pony-tail, with the exception of a few errant strand which seem determine to provide some sort of frame for his otherwise round features. His yellow eyes and winning smile are both just a little wider than is common among the populace of Bakara, making him seem a little more expressive than he actually is. He has the physique of an active academic, soft around the edges but not weighed down by any particular bulk. Apparel - Black cotton shirt and trousers go relatively unnoticed in Carter's wardrobe for an obvious reason, his arms, shoulders and chest are bound in a grey silk that seems to form a sort of fabric armour about him, the folding of the silk even gives the illusion of plate and chain from a distance. His ensemble is finished off with simple black leather boots and matching gloves. A black silk bag can usually be found slung at his side, the strap hidden somewhere within the folds of his silk armouring. Background - Carter Dawson suffered no formative tragedies in his youth. His parents are alive and well, running trade caravans between Epicrin and Ash. He was given leave to study in Epicrin's Academy for Mages when he was younger due to his apparent talent for plant and body magics. After several years of enjoyable academia Carter decided to follow the example of his parents and make something for himself. He determined he should put his arcane and alchemical studies to a practical use. Affiliation - Society of Mages
Skills and Abilities Valuable Education - Education is an investment in your own potential. Carter's parents always say this is the case and he for one believes them. Carter has dedicated years of his life to scholarly, alchemical and arcane studies. He is a member of the society of mages with all the benefits and responsibilities that implies. He is also fully capable of following the recipes of a Student alchemist. Gifts of Nature (Dualmagery - Strengthen and Blossom)
Take hold of a nearby plant and channel a combination of body and plant magics into it. The plant will bear an edible fruit that unlocks a natural power in those who eat them, chosen by the caster. Unless otherwise stated, the chosen effect lasts until the end of the encounter in which the fruit is consumed. Cast only once per encounter.
>>Level 1 - You may create a fruit that grants increased strength, equivalent to the effects of the Strengthen spell.
>>Level 2 - You may create a fruit that grants increased durability, lessening pain and causing the eater's skin to harden to the toughness of leather.
Spells and Magics Body
2 - Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity. Plant
2 - Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface. Dual Magics
2 - Gifts of Nature - By touch, cause a plant to bear a fruit that grants the gifts of nature. (See above.)
Weapons Mage's Machete - A gift from the Society of Mages to those who specialise in plant magics. Crafted from ironwood with an amber inlaid hilt, the machete's edge can secrete a mild acid that withers plants and burns flesh.
Armour and Accessories Silk Like Steel - Carter's preferred armourment of choice is a series of grey iron silks that drapes over his shoulders, chest and arms, crossed over the chest and tied at the back. These silks are a special blend of spider and worm silks which act as steel armour to slashing and piercing attacks, while providing no relief against the force of an attack. Healer's Bands - A collection of emerald green silk straps that can be wrapped around the hands to grant the wearer enhanced healing powers. Once every three posts, the wearer may place their hands directly upon the skin of an injured person, purging harm with the effectiveness of the spell Heal. Poisons and toxins can be drawn out of the target and into the straps, which can be wrung out afterwards to collect them.
Tools and Miscellaneous Alchemists' Almanac - A small but sturdy leather bound volume which contains the techniques and recipes used by alchemists. Carter's copy is scuffed, dog-eared and filled with annotations in its margins. Shadow Hibiscus - An uncommon flower that adds a sour taste to various herbal mixes. It also serves as an agent of regulation. Its unnatural way of surviving in sunless lands causes the plant to be very receptive to subtle changes to ambient magics in its environment. One use. Always Prepared - A black silk bag with numerous folds and pockets that allow almost any number of small items to be stored safely and separately from one another.
>Alchemical Supplies - 6 Foot Silk Strips, 6 Foot Cotton Strips, 2 Paradise Seeds
>Currency - 15 Gold, Enough Silver, Too Much Copper
Name- Theran "Ignis" Liyan
Average Strength Age- 23 Height- 6 foot 3 Weight- 210 lbs. Appearance- As far as humans go, Theran is a large one. While he has tanned skin, its usually coated black in soot and ash from the forges. He has quick green eyes and short black hair. He wears a simple leather blacksmiths apron and has a loop on his belt for his trusty forging hammer "Hephaestus". He's muscled and large from the work of his trade, while maintaining a sharp mind from his magic studies. Apparel- Just basic brown and white tunic/pants, and his leather shop apron. He wears brown boots with a multitude of burn marks on them from wayward metal and coals. Affiliation- Mechanists and Mages(Artificer) Background- Theran was born in a mixed house. His mother an accomplished tinsmith, and his father a mage, specializing in Spirit magic. He loved to watch his father work with enchanting and would help his mother around the forge. When he reached the age of 13, he joined both the Mages guild and Mechanists as a student. While there, he pursued knowledge of a metal strong like steel, but mage friendly. While pouring over a textbook in a library of the mages, he found something referred to as "Dragon Tin". This metal is an alloy of tin and magic itself(with some extras). He has since played with this metal, hoping to eventually make a breakthrough on doing the same with other metals.
Skills- The Red Tin Smith – Theran has long studied the art of finding strong metals that can safely be used in the hands of mages. He has not yet succeeded, but he HAS become an expert with a material some know as “Dragon Tin”. A red, mod 2 mage-friendly metal with the curious property of being able to bear up to three enchantments instead of the usual two so long as at least one of them is of the fire art. An ingot of dragon tin costs Theran 20g to make, utilizing his unique magics and several secret ingredients.
Mark of Flames – Theran’s mastery of flames and magic extends to the heat of the forge, allowing him to manipulate his craft in ways others cannot. By expending a bag of ruby dust during the forging process he may channel magical fire into the item, altering its appearance and intrinsic abilities to reflect the characteristics of the flame. Items forged in this way can be swiftly repaired by exposing them to non-magical flames, extinguishing the flames in the process.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Gunsmithing - Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Alchemy (Student) - Student alchemists learn the very basic essentials of what elements in the world combine with and oppose each other, and how to use those to proper effect. They gain access to an alchemists tool kit, which contains all manner of tools for collecting and manipulating reagents and catalysts in addition to the all important alchemist's almanac.
Weird Science- You have exclusive access to rare enchanted augments and components that will occasionally be available from the Mage's Society.
Field Inhibitor Augment - A school-less augment. All Artificers are given one to start with as was the blueprints to allow them to build more. They inhibit the field put off my metal objects that interfere with magic, allowing Artificers to carry their devices without detriment. These augments are fragile however, so they cannot be used on items that sustain violent shock such as melee weapons or armor. This does not prohibit them from behind used on devices with internal components that sustain shock, such as engines, so long as they are attached to the outside.
LSS- Lord of Flames
Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held.
Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat.
Lvl 1. - Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Lvl 2. - Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Dragons Tooth- An iron-like kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass.
Hephaestus- Self-cleaning, iron strength ceramic forging hammer.
Flintlock Pistol - Standard machinist pistol. Single-round. Muzzle loader. Uses 1/10 bag black powder per shot. (Via Taste of the Future. Also not carried, but left at home)
Leather forging apron.
Misc Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
Welp, most of that is just stuff from the guilds/societies. We already talked about the minors over aim (and the need for niche protection in the cutthroat EW PC Smithing market). Counting smithing as being a part of the other two.
Hrm.. 40+80+70 = 170g. Where did the other 15g go? Also, the font color the gold is using is physically painful.
Name- Orin Julsai Race- Human(Mostly feral) Age- 19 Appearance- Orin stands 5'9", with long black hair and piercing blue eyes. He wears a green tunic and pants, with a brown leather vest over it. He looks very athletic, but also usually like hes been out on the road for a long time, with tears in his clothing and holes in the soles of his leather boots. Background- Orin was taken in by the sentinels as an infant, found in the wreckage of a wagon along with two bodies by a sentinel on a hunt. He learned quickly the use of bows and basic swords play, as well as playing with throwing knives. When he was 16, he went out to find his Bondmate. After searching high and low through woods and jungles, the mountains and plains, he came across a newborn black wolf pup, suckling on its dead mother. He took the pup, which he named Asena and nursed it back to health. He spent the next three years caring for it, and mostly living in the woods, living off the land. It was during this, that Asena found a strange kitten, with six legs. Returning to the Groves of Danu, it was recognized as a Aslanyr. Later that day, the Aslanyr spoke to him in his mind. It was his bondmate. Affiliations- Sentinels.
Nemea, the Bondmate/Aslanyr.
Asena, a wolf with a high intelligence.(Minor 1)
ASLANYR - A six legged kitten with white fur and golden eyes. Will grow into a large, loyal lion. Starts 4" tall to the shoulder and 9" long not counting its tail.
Lvl 1. It gains an immunity to dark magics. (1'1" tall, 2'3" long)
Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (1'10" tall, 3'9" long)
Lvl 1. Glare - Cause a target to become extremely shiny and eye-catching.
Lvl 2. Blind - Scatter the light before a target's eyes, momentarily blinding them.
Quiver of arrows
Two paired iron short swords
Nature's Gift- A magically sharp skinning knife that produces skins of slightly more value to Hunters and Sentinels.
50ft of rope
Complementary Four Seasons Mug
Name – Locke “the Whisper” Nemo Keye Race – Human Age – 18 Height – 5'11” Affiliations – Mages and Thieves (Oathbreaker)
Appearance – A spry and limber young man of average build, Locke is surprisingly pale due to working in the shadows and the later hours of the day. His unkempt brown hair usually hides his chocolate brown eyes hidden from view when his hood is not on.
Apparel – A sturdy gray tunic and trousers accompanied by a set of leather boots and gloves. This is usually covered by his leather armor and a well worn cloak with which is used to weather the elements and conceal what lies beneath it.
Personality – Slow to trust and loyal to a fault, Locke has never been strong in character. Introverted is a word best described about him, along with being quiet and shy. Despite his profession and abilities, he is actually quite squeamish and dislikes killing for that same reason, only doing so if no other option is available.
Background – For as long as he could remember, Locke has lived the lonely life of an orphan on the streets of Elexia without even a name to go by. Scavenging for food, finding safe shelter, and avoiding the many other dangers were a part of daily routine for the young boy. This all changed the day he met the “Nice Lady”, as he came to call her. During the dead of night, dangerous people in a strange cloaks abducting many of the street orphans, and had the misfortune Locke of being cornered by them after accidentally knocking over a liquor bottle while he hid. Things were bleak and he was fairly certain he was all but doomed until they suddenly fell dead as a woman stepped out from the shadows.
Though she gave neither her name nor reason why, but she fed the young boy and gave him shelter in what was one of her safe houses, even giving him a name (based off of a pun much to his chagrin). As Locke later found out, the “Nice Lady” had been following the cloaked kidnappers and had not even noticed the boy until she heard him cry for help once the strangers had cornered him. The woman admitted to having saved Locke solely for his ability and her desire to use it, but the orphaned boy only cared that she was the only person he had met that did not try to beat or kill him, gaining his absolute loyalty from that day on. Time pasted as the woman trained the boy in the ways of a thief and used him as a living bug, placing him places where individuals thought nobody else was listening and going completely unnoticed. As his prowess in thievery grew, he began to exhibit an aptitude in magic that was unusual for one so young and was sent to study with the Fraternity of Mages at the Pender's Arena to harness his latent talent.
After years of training, Locke one day woke up to find a playing card placed by his side stating a welcoming to the Thieves' Guild in a generic font and handwriting. A shy smile adorned his face as he flipped the card to see a familiar chicken-scratch informing him of where his first job would be. Skills Out of Sight, Out of Mind (Minor) – Even as a child, Locke has had the strange trait of lacking any presence. So long as he is not seen sounds that he may make, such as knocking over a vase or stepping on a squeaky floorboard, are usually shrugged off as part of the hearer's imagination, a stray animal, or something else.
Silent, But Deadly (Minor) – As the result of years of practice with the Mages' Guild and the necessity to remain unnoticed, Locke has learned the art of infusing a small amount of magic into his hands to silence what he touches, whether is be to open a squeaky door or unsheathing a blade without a sound.
Alchemy (Student) – Student alchemists learn the very basic essentials of what elements in the world combine with and oppose each other, and how to use those to proper effect. They gain access to an alchemists tool kit, which contains all manner of tools for collecting and manipulating reagents and catalysts in addition to the all important alchemist's almanac.
Eye of Avarice - Ability to sense items with strong magics within your visual range, give off an orange aura.
Sneak – Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person.
-Void - Free Oathbreaker Exclusive Spell - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
Lvl 1. - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Lvl 2. - Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
-Silence – A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.
-Sap – A small, easily-concealed club consisting of a leather-wrapped weight attached to the end of a leather-wrapped rigid shaft, with a lanyard or strap on the end opposite the weight.
-Short Bow – A shortbow is made up of one piece of wood, about 3 feet in length. Fires arrows with non-metal heads, such as obsidian. Some are blunted to for non-lethal combat.
Leather Armor – A light weight armor designed to provide protection and flexibility.
15 meter rope
Leather Bound Journal
Bottle of Black Ink
Hello! That's a very nice first character. I am not a mod an unable to approve your character, but I want you to feel welcome! As to your minors, the first seems ok...might need more specification. The second seems good as well, but as far as I know the spells have never really included verbal components so it's probably a close to useless one.
Overall, I agree with Udo that this is a very nice character.
As for the minors:
Out of Sight, Out of Mind: This is very much like having the level 7 mind spell Perception active all times, with the drawback that it is active at all times. As written it could possibly be much stronger than that, but the effect itself could be tweaked if that was the only issue I had with it. However, I think it would end up being a very annoying drawback for people working with this PC (NPC or otherwise), and although friendly fire probably wouldn't come up that often it would likely be quite terrible when it did ("Sorry I set you on fire/stabbed you through the back/shot you/etc").
I think having (a tweaked version of)it without any drawback would be too strong... but any reasonable drawback would likely be very strong as well and strong penalty-to-self drawbacks tend to be harmful for long-term interest in a PC. Especially if they hinder the ability to be interact with others/be interacted with. Hrm..with this in mind, would you prefer toning it down (both benefit and drawback), or working out some way to mostly achieve that sort of effect?
Silent, but Deadly: Outside of most spell-songs verbal components aren't really a thing spell-wise. Physical motions are more common, perhaps an ability noting he is skilled at making such motions without it being obvious that he is casting a spell.
Apologies for not responding for so long, but I have not had the time to be on my laptop as of late. Regardless, thank you both for your compliments and criticisms as I have taken them to heart and made some improvements on his abilities. I do hope they are not too powerful so that I may start RPing with you all very soon.
Silent but deadly now looks cool to me. The presence one is better, but I think its power level is a bit too vague. That kind of balance is better left to the mods, though.
I look forward to you RPing with us as well. If you have nothing that is available to join that you want to jump into, let us know. I can probably get you into the current thing I am running since people are busy with school and life and not able to run everything very quickly.
I am mostly fine with both updated abilities, although changing the first one to "are usually shrugged.." would be appreciated. It would be about the same in practice, but at some point I think anyone would check - if only to find out what stray animal keeps knocking over stuff. Assuming that addition is made, approved.
Running swiftness: Yeah, Trabant has a family medical issue and Magikeeper's PhD qualifier is coming up. And DAK seems very busy.
Let the mad poets say whate’er they please
Of the sweets of Fairies, Peris, Goddesses,
There is not such a treat among them all,
Haunters of cavern, lake, and waterfall,
As a real woman, lineal indeed
From Pyrrha’s pebbles or old Adam’s seed.
Stats & Facts Name: Leukothèa Nereusia Galatine Titles/Aliases/Nicknames: Thèa Sex: Female Race: Mer/Atarin Age/Height/Weight: Early twenties/5'7"/136 lbs. Appearance: A slyphish face of enchanting beauty, Leukothèa is pure warmth. A girl of nineteen or twenty, with a pleasingly gentle demeanor and an elegance that are refreshing; grace itself seems to permeate her every movement, down to the most minute flick of an eyelash or the simplest gesture. Thèa's possession of unparalleled charm was said to be her's from birth; her attractiveness an inherent part of her spirit. When still a toddler, she would run her mother's household without the ability to yet speak, only using her gentle little arms and the ease of command in her expressions to indicate her needs. The mixings of atarin and dryadic heritage, along with her Mer bloodline has given Thèa a complexion that is wholly unique, and remarkable; with the sheen of a pearl tinged a pale icy-blue, but yet remaining nacre and white, always shifting in a constant undulation of different hues when caught in a certain light. Voluminous and wavy hair, glittering electric-blue, her tresses fall down below her shoulders. Big, pastel-green eyes which shine faintly with a luminescent light; a membrane of protective film occasionally flashes over her eyes if she blinks rapidly enough, this protection keeps her eyes from drying out when out of water, and also allows her vision when underwater even with limited light. A small but well-formed nose, bone straight except for a slight upturning at the end; lips and mouth of supple pliancy, easily forming into smiles, they are full and womanly, cupid's bow top and an ever so slight bottom that tends to pout every so often. A body of curvaceous lines, sinuously S-rounded hips and a demoiselle waist perfectly hour-glass. Thèa smells like the tropics, faintly of salt air on the sea, and a minor base note of white grapes. Apparel: Background: Affiliations:
Skills/Attributes Boundless As The Sea Is Infinite, As The Soul Is Deep
Thèa's spirit is a completely unique union of magical nature, the mixing of mortal and immortal being alike to form something wholly new. Her spirit is a mass of the deep endless waters of the Elexian Sea, where thus far, amongst its endless depths, only myths and legends were born. Leukothèa is the embodiment of this world, her grace and charm a representation of Bakara's hidden beauties, and she possesses twice the natural charisma as normal. Galatèasian Splendor: Through the constant pulse of her inner spirit, whenever Leukothèa gains a Charisma effect, she immediately is empowered in the process, gaining new traits and benefits which empower her current level of Emergence. The maximum number of Charisma effects Thea may possess is 1 + the current level of her Emergence, where 1 is her natural Charisma. However, this unique relationship with her spirit is a part of her physiology, a perculiar symbiosis that limits Thèa's ability to cast spells, resulting in her ability to only learn and cast Spirit, Mind or Water magics. (While employing Charisma effects, either passive or active, additional Emergence traits become active relative to the amount of Thèa's current Charisma level.) Iridescence(Lvl. 2; Charisma Score: 2)
Leukothèa's beauty is unquestionable. Her spirit is a force of primal Bakara, natural and immense. Her entire being is made up of elemental forces, from deep within her heart to the very surface, her life-force is volatile like the tides. This glamour envelopes Thèa in pristine iridescence. Her body and skin are encrusted all over with shimmering microscopic jewels a veritable cornucopia of rainbow hues. Her spirit exudes incredible spiritual pressure like the pull of the oceans, the volatility of her heritage crashing like waves to the ebb and flow within her, all pulsing to reach the surface, bringing out her inner nature and turning Thèa into the very embodiment of her Mer spirit. Lvl. 1 - The crystalline scaling on Thèa's hands can be engorged to giving her control over ice and water, her hands are water tight and may slide through solid ice as if it were warm water. She has a natural flow effect over water she lifts in this way. Splendour - The crystalline scaling on Thea's hands can be made to shimmer in the light, drawing closer attention to her hand movements. Lvl. 2 - The crystalline scaling on Thea's arms can be imbued with the strength of waves, her pushes and pulls are made with an additional strength level and her bare-handed blows are slightly disorienting. Splendour - The wave like movement of Thea's arms increases the potency of any effect (such as bardic dances) based on her movement.
1 - Mark - By contact you can mark a person's aura which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time.
2 - Peer - You are able to see and decipher other people's auras, revealing their emotions. Water
1 - Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effects would be unpredictable. Mind
1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
> Fathom - A pearl encrusted coral mirror, gilted gold and heart-shaped. Its surface is roiling, always filled with under water scenes, and in someway tied to the waters of the Elexian Sea.
Weapons Magical Mundane
>>Ogygia - Thea's glass dagger she received as a gift from her mother on her 15th nameday. A duo of snakes make up the guard with a serpentine blade and smooth coral hilt ending in a pommel capped with a stone of sapphire. - Modifier 2 -
Stats & Facts Name - Damit Race - Greel Age - 24 Height - 4' 1" Appearance and Apparel - Grey skinned and wiry, Damit is a fairly unassuming looking greel. His piercing blue eyes always seem to be focused on something, even if that thing is not the person he is talking to. He always seems to be covered in dirt, soot or grease, even when there is none around for him to come in contact with. Damit wears a simple set of garb, a loose fitting 'white' cotton shirt and a leather jacket and trousers that seem to made of a hundred pockets rather than actual lengths of hide. Background - Damit used to be part of a garr tribe, serving under a cruel band that valued him and his kind little. He was able to learn a smattering of earth magics to keep himself amused and somehow managed not to draw too much attention to himself when beatings were being handed out. Damit came down from the mountains when the clan of garr were slaughtered in a border dispute with another village. He soon took to the freedom offered by the lowlands and occupied himself with anything that drew his attention. Affiliation - Artificer (Mage/Machinist) Accomplishments
> Survived this long.
Skills and Abilities Distracted Conversationalist - Damit is 'fluent' in a handful of languages, though his understanding and vocabulary are sometimes strange. These languages are common, garrish and kindirin. A Little of This - Damit is a passable Smith and a talented blower and temper of glass. He is trained in gunsmithing, tinkering and has a basic understanding of alchemy. A Lot of That - Damit's eclectic interests led him down the path of the artificer, crafting with both magic and machinery. He is possessed of a host of diverse skills due to following this path, not least of which are a scholarly approach to invention and the ability to utilise spell-bound crystals in his work. (Apprentice Clockworks - 1 Built) Quakelord - Your mastery of earthen materials (dirt, sand, stone, metal, glass, crystal) causes them to calm and quake at your command, allowing you to perform feats that others cannot. Lvl 1 - You may command the earthen materials beneath your feet to either soften or magnify your footfalls, allowing for a stealthy or intimidating approach. Lvl 2 - You may cause any earthen object you alone are holding to vibrate at a specific frequency, effectively increasing its modifier by one in clashes with other materials.
Spells and Magics Earth
1 - Etch - Your index fingertips can carve through stone as if it were lose clay.
2 - Erode - With the touch of one hand, you gradually weaken the strength of stone over the area touched.
Weapons, Machines, Contraptions and Gadgets Slip Blade - A steel-like billao dagger with a marble hilt, gifted to him as a member of the mage's brotherhood. Can pass through stone or metal as if it were not there. Windup Aslanyr - A small six-legged contraption that can be wound up and released to move forward in a mostly smooth line. The aslanyr is painted white with flecks of gold. Clockwork Tool - A geared crank tool designed to magnify force and movement, has saw and drill attachments.
Notes and 'Blueprints' Death from Above - A series of notes and drawings that resemble a giant clockword bird with eight wings, three seats and what appear to be large mounted guns. Spider Pack - Rough outlines for a metallic pack with numerous compartments and four mechanical arms. Most of the drawings show a crude likeness of Damit scaling tall buildings.
Stuff and Junk Two Spoons, One Cup - Damit's essential cookware, includes a burner stone for heating up whatever her can mash into a soup. Clockworks for Dummies - A book containing the basic guides for how to have clockwork devices not immediately fall to pieces. Alchemist's Almanac - Contains a number of basic recipes for potions, poisons and poultices. Gods or Gas? - An in depth analysis of the approach different Bakaran cultures take to explaining the night sky. Dusklight - A trashy romance novel about teenage sylvanites. Accurate At Times- A collection of tapes, rules and other equipment for accurate measures or drawing.
Now I am quietly waiting for
the catastrophe of my personality
to seem beautiful again,
and interesting, and modern.
The country is grey and
brown and white in trees,
snows and skies of laughter
always diminishing, less funny
not just darker, not just grey.
It may be the coldest day of
the year, what does he think of
that? I mean, what do I? And if I do,
perhaps I am myself again.
—Frank O'Hara; Mayakovsky
Stats & Facts Name: Alvina Adaeze (aH-dai-ZEY) Titles/Aliases/Nicknames: Vina Sex: Female Race: Ogofta (Nzumbe) Age/Height/Weight: 30/6'0"/143 lbs. Appearance: Beauteous teak skin, the color of melted chocolate. Alvina is an exotic ogoftan beauty, her entire body is a wash with a golden sheen, her skin burnished by numerous scented oils. Almond-shaped eyes that are like generous jewels; they are filled with a pregnant aura that speaks of a marrow deep loss in her life; they contain a constantly haunting erudition, which is mesmirizing but also quite unsettling; their color is most peculiar--pale orbs of pearl, banded by veins of a rainbow color, a natural result of light refraction. A nose that is prominent, aquiline yet straight and quite attractive. Lips that are full and the color of warm honey, they are banded by an outline of glittery olive powder. The strangest snowy-white hair, though it's not prematurely aged, whether natural or dyed, it is impossible to tell; the top is a lone mane of tenuous tresses, wavy and falling back to her shoulders; however the left side is completely shaved to a fuzz, where a number of melanistc leopard spots can be seen along her scalp. Alvina smells of cherry and spices of cinnamon, strong notes of amber intermingled with cocoa, and lasting undertones of incense smoke. Apparel: A thinly braided-circlet of silver and ivy adorns her head, coming to a single peak just below her hairline in the front; a single trillion-cut diamond sits. The most gorgeous silk gown of lavender, with a pleated skirt and train, and belted by a yellow silk overlay. A tremendous cloak of giant black leopard, which hugs her body tightly, the hood is a fearsome and regal panther's head. Golden arm-bands and jewelry around her biceps, silver and gold bracelets around both wrists. Practical and plain, but well-kept nails. Sandals of corded brown leather that have seen much use but are still in good repair. Background: Yejide the panther, a dream within the dream. Alvina honors this person. It is what drives her. Her reason for living so that others may live. Alvina is Nzumbe. To the Ogofta, she is both respected and feared. What is a life that serves no purpose, which is itself purposeless? It is an unnatural thing, a crime, and a wrong. Life should possess meaning, and drive, even the wildest and lowest of animal-kind are not without purpose. However, while theirs is pure instinct alone, sentience demands that man and woman serve as they so choose. This is what Alvina lives for, she searches and seeks out those Ogofta who have lost their purpose in life, but have not become Nzumbe, such as she. Her calling has imbued her for this, with a certain vocation as she calls it, named Ennui. Alvina may perform an emotional transference and bestow it upon a person. This is her calling, as she sees it, her one and only duty. Affiliations: Mage
Skills/Attributes Snows and Skies of Laughter
Alvina exists because Yejide is no more. She has no memory of this, or her former shamanistic and warrior life, and the need to hunt has left her spirit forever. But as to why that is, even she could not fain to tell you even if it was within her power to do so; Alvina is Alvina, and has always been naturally herself. Ogoftan culture still being young amidst the Eastern cities, a mysterious and many layered world yet to be deciphered by the people's of Bakara, this might seem odd, but to Alvina it is perfectly clear. Vina couldn't tell you anything even if she wanted to; what she would tell you, is based on experience alone. Her life is driven, and it is life itself that is the basis for this drive. She feels protected, blesséd even, by a force both outside and within. Her spirit is fueled by a higher purpose, and life's fulfillment to is to help those who have none; Alvina was endowed from her earliest memory with the power to drive others towards something else; amongst her people, they have said her eye is the light of the Moon, illumining the beauty of the world in silvery light amidst the darkness of their jungle home. Vina is painfully and sensitively aware of the brevity and impermanence of all things, beauty in endless hues; her eyes are effortlessly discerning, able to penetrate the very fabric of things, and peer behind the veil to see the truth in things. Her light is that eternal light of the Moon, always awake, forever observing, life and its unpredictable infinite patterns. Infinite Tsukuyomi: Alvina is able to see the veil between the waking world and the Spirit world effortlessly, her eyes she both at the same time, though to her it is never confusing, it has always been this way. She can naturally discern between living beings and spirits, though she as yet cannot speak with the dead. Alternatively, she can see through physical illusions created by spells or abilities, and they have no affect on her eyes. Mental or Mind magic affect her as normal.
1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Light
1 - Tint - Filter the light emanating from an object in order to change the overall coloration of the item to the eyes. Dual: Mind/Light Lvl 1. Tsuki no Me - Through a combination of light and mind magics, draw a targets attention and mind to a subject. If the subject is a person, the target understands words spoken by them as if they were in the target's native tongue.
If Parjev become a thing, she is specifically that kind of elf. Otherwise, another of the deceptively named dark elves. Also, this appears to be female adventurer month. But I suppose any month Quo makes a bunch of characters is female adventurer month, heh.
Name – Tanya Race – “Elf” Age – 18 Height – 5'4” Affiliations – Mages Appearance – Black hair mostly kept braided and out of the way, the few stragglers managing to frame her face without hindering her sight. Skin suitable for disguising herself as snowman (a common ploy during her years among children unfamiliar with her tribe). Amber eyes that are probably too honest. A body that clearly exercises at least twice a week but probably not three times and maybe only once if there’s a holiday. A small frame, no hips to speak of, and an upper torso that single handily kills any chance of her being an acrobat. An energetic, good spirited sort that seems well aware that it is easier to smile than to frown. Apparel– Her clothes are usually some combination of blues and whites, the young woman having yet to fall into the adventurer standard of wearing one expensive battle suit 24/7. A belt as deeply black as her hair supports the maiden's similarly colored leather quiver and void pouch. Boots that used to be white. A second strap slung diagonally over her shoulder bears the empty water canister on her back, the woman's other shoulder tasked with bearing the bow sling that in turn carries her unusual weapon. This arrangement will likely change the very moment she figures out a way to carry her all of her stuff without looking like she recently escaped from some kind of belt cult.
Tanya was bored. Very, very bored. She was beginning to think that waiting to surprise mother, father, and uncle once they left the lowest tunnel (where she wasn’t allowed) hadn’t been a very good plan. She probably should have just listened to them and gone back near the surface to play with her sister. Or maybe she could have gotten her sister in on this too; she clearly would have had the time for it! Oh well. It was what it was.
The young elf returned once more to studying the thick wooden door in front of her, lit by one of the many lights whose design uniquely distinguished her family’s area. The other families probably didn’t have doors this pretty either, although she wasn’t really one to brag about such things. She could silently admire it though. The little curves, the smoke rising through the – smoke? Tanya placed her hand on the door. It was warm. Very warm. And soon after that, it was very red as well.
The little girl ran through the tunnels, gasping for breath but unwilling to stop or even open her eyes out of fear of being swallowed by the flames. She knew the tunnels well, turning at the right spots despite her lack of vision. Which only furthered the young elf’s surprise when she smashed into a pile of rock. The tunnel to the surface had collapsed! Tanya cried out for an answer that would not come, glancing back just long enough to learn her fear was more than justified.
She ducked into the nearest door she could find; a room filled with old antiques. This room, more than any other, represented the great wealth and pride of her family relative to the others that lived in the caverns. Maybe her bones would someday be kept here as an example for others – “here lies Tanya, she should have listened to mother”. ..She hoped mother was okay. Maybe there was another way out of the tunnels, it wouldn’t make sense for there to only be one way! Uncle always said you should always have more than one escape route, and father listened to him a lot! They were probably okay. The girl shakes the thought from her head. She wasn’t dead yet. The elf begins grabbing the antiques within her reach, shaking each one in hopes of finding some kind of ancient magic before hurriedly moving to the next. She slows down for a moment after accidentally breaking a glass bunny – she really hoped that wasn’t important – but quickly stops caring as flames began to flicker at the edges of her vision.
Desperate, the girl moves to the very back to the room where two large chests lay. One of steel and the other of.. ice? It was made of ice! The girl flung open the chest, pulled out a pile of very fancy looking clothes, and got in before closing the lid behind her. This could work!
The magic ice did indeed appear to be impervious to the flame, remaining cool even as the air inside the container began to heat up. Tanya felt like her insides were burning as well, the pain prompting her to begin meekly feeling through the other objects in the chest in search of magic. She must have found some, but she didn’t want to feel like she was spiiinning anymore… was someone crying? She… what was she thinking about again? The magic! The-the ma-
The room was a wreck. Fergus sighed as he stepped over the burnt shards of some glass animal or another. The shelves had collapsed in the flames, of course. The only thing that really surprised the old elf was that the tunnels had stayed up at all; is son was probably already throwing a fit at the idea of him sifting around down here but the loaf should know better than to pass up a chance to turn a quick bit of gold. His earth magic was more than enough for some tunnel delving, anyhow. Shame about the kids though; he’d never cared for the elders but it was always sad when- well hello there! A nevermelt ice chest! That’d show his son the value of taking a risk now and then, yesserie. Not even locked, must be his lucky day. Maybe the stuff inside would be ice too, that’d be a find!
Oh. Oh. The elf stepped back. Maybe he should just.. leave. Nothing good came of messing with the dead. On the other hand, she’d probably want to have a proper funeral. Yeah, he could do her a favor and walk away with a little payment besides. “Let’s get you out of there little one.”
Hrrph! Heavier than she looked. Warmer than she looked, too. Never felt a warm corpse before, was this some sick result of dying in a heated nevermelt ice chest? The air coming out of her was warm too. Fergus leapt back as he suddenly realized what was going on, only barely managing to stop himself from dropping the child in fright. How in the great council’s name wasn’t she dead?! Right, treasure hunt over. He’d have a story to tell his boy, at least.
A week later Fergus found himself back in the antique room. The little girl, Tanya, shifted through the remains. He honestly couldn’t afford to care for her, but this stuff belonged to her. The healer had taken the contents of the ice chest as payment – thieving curr – and no one else wanted to deal with the mysterious not-dead girl. Which was stupid; he’d been scared at first as well but anyone with half a brain could figure out there must have been something magical in the chest. Simple as that. Healer probably knew what it was too, probably laughing it up right now. Gods, he hated that man. He couldn’t be too angry with the others though – anyone with half a brain would also know that no one else wanted to take her in, either. It hadn’t been a good year for anyone and being superstitious was preferable to feeling like an ass. He looked up to see the girl trying to open a partially melted steel chest in the back of the room. He called out for her to stop and let him handle it – all it took was a bit of his magic to forcefully break the thing open.
Nothing in the chest had survived the fire, although the warping of the metal had unveiled a hidden lower compartment. A little more destruction revealed some kind of wheeled bow made of silver, glass, and various smattering of other materials that had no right being in a bow. Magic. Definitely magic.
”Well kid, I- actually, keep the bow.” The girl gave him a curious look. ”But don’t I need to sell it to-“ Fergus cuts her off with a wave of his hand. ”No one’s going to pay you for whatever it’s really worth. I think you should just keep it as a memento and sell this broken stuff for scrap. There’s this human trader I know back at Greevan, I was thinking of having him set you up with a family somewhere anyhow. And don’t go telling me your family is still alive! If they are they haven’t shown themselves and if that ever changes I can send word through the trader, alright?” The girl nods. ”Fegus, can I check something in the woods before we go?”
Tanya had left Fergus behind. He had been really nice to her, but her family had told her to never reveal the secret entrance. If there had been – since there was another escape it had surely led to the secret entrance. Plus, her sister hadn’t been down in the tunnels with her the others! Fergus had checked the collapsed sections himself, her sister’s body hadn’t been found. She was still alive and.. yes! Footprints! It hadn’t rained for awhile, and nothing else had disturbed the mud since the day of the fire. Plants didn’t grow here either, not since uncle tried to “improve” them. The smaller footprints were definitely her sisters but.. the big ones looked weird. Those definitely weren’t her parent’s boots.. and uncle’s feet weren’t that big.
The trader’s boots weren’t that big either. She’d begged Fergus and the others to look for her sister, even reveled the secret entrance, but most folk claimed she was making it up and even the ones that believed her hadn’t been able to find anything. Fergus promised to send word if he learned anything about it, at least. Did big boots start the fire? Or was he just in the area when her sister escaped? Maybe she got it wrong, and big boots had walked through the mud at a different time.. but then why hadn’t anyone seen her sister?
Tanya pondered this issue as deeply as she could, occasionally incorporating those that passed by the wagon on the journey to Epicrin. The feather lady a great bird, the eyepatch man a terrible bandit (that turned out to not be that bad after all; Tanya’s imagination would come up with countless ways to explain why her missing sister was actually happy in the years to come), the little fancy creature a king of midgets.
The trader announced they’d be arriving in a few hours, and told her to get some sleep. That sounded like a good idea. The “Finest Elexian Silks” next to her in the cramped vehicle were very soft, and quite warm as well.
The trader had tried to sell her bow while she was sleeping. She’d only barely woke in time to contest the deal, a horrid shouting match that had lead to her grabbing the device and running off. She thought the trader would chase after her and they’d talk it out but he.. hadn’t. He wasn’t there when she got back either. She decided she should just wait for him to return. Maybe he had business to attend. The girl nods at the thought.
She never saw the trader again.
Days turned into weeks as Tanya tried to make a living on the streets of Epicrin. She got pretty good at panhandling, which was fortunate as the only other thing she could do with a pan was create mangled foodstuffs that were probably illegal. Or at least unholy. The last time she tried to cook something crazy Madge, one of the friendlier street people, had honestly demanded she be given the whole thing so she could try using it to summon the demons in her head.
Living on the streets hadn’t been easy at first – she was very lucky crazy Madge had warned her to hide the bow in a ripped sack (the tear allowing her to wear the bow around her waist at night) on her first night and the even greater importance of sticking near the peacekeeper building. Her stuff still got stolen, of course, but at least no one took enough time to steal her family’s bow in fear of the constant patrols. Sometimes she thought about asking the night peacekeepers to help her, but Madge was convinced they’d beat you or something. “Stay close but don’t interact long ear” she’d often say. The others didn’t like them much either, but it was until much later that Tanya learned that most of them were thieves.
At the end of her seventh week in the city Tanya awoke to the realization that hadn’t seen Madge in awhile. She had never seemed very good at following her own advice... The girl decided she should go out and look for the old woman. She’d lost enough people, she didn’t want to lose Madge too.
And that’s how Tanya found herself walking through the city asking if anyone had seen her friend. She even managed to recruit a stuffy old mage into helping her look around! Her good fortune ended there, however; Madge was nowhere to be found (and in fact wouldn’t be found until she turned up outside the city gates a good four months later, blabbering about “Adventures”). Mr. Cain had been good company , though, and he had likewise been pretty impressed with the little spell she had been working on to help wow people into giving her a little more bread. It wasn’t much, really, she’d just drawn inspiration from the way her little water-wheel like bow created light. He offered to try teaching her a few basic spells while they continued their search – if she’d like. Her squeal could probably be heard across the city.
By the time Madge was finally found Tanya had started living at the mages guild. Despite her early success with the basic scrolls her advancement proved slow. Mr. Cain said that wasn’t uncommon in children, and that she’d surely be able to master higher arts after she matured a bit. Which – he would often add – was for the best. Children that acquired powerful magic too early tended to go out and make fools of themselves (or worse) anyhow. Months, and then years passed as Tanya performed various duties for the mage guild. She managed to get back into contact with Fergus as well, although no more information on her sister was ever found – a fact that began to trouble her more and more as she grew older.
So much so, in fact, that upon graduating from her school she successfully convinced Mr. Cain to let her going on some “Adventures” of her own instead of taking one of the more academic jobs. She was sure she’d be able to progress her work with the Solar Tide spell faster with the additional funds anyhow.
Also, that’s how things usually get done in all of the really fun books (Tanya kept that bit of inspiration to herself, of course).
Tanya lost her parents in a fire, the fate of her sister unknown. She was found in an ice chest by a scavenger, along with a magic bow she still holds. A series of misadventures on the way to and within Epicrin taught her to be wary and eventually led her to the mages.
8 years has passed since then, and Tanya still doesn’t know what happened to her sister. Clearly, the thing to do is go adventuring. That’s what works in all the really fun books and waiting for others to figure it out clearly isn’t working!
Solar Tide – Draw in the surrounding moisture, infusing it with light before releasing it back into the world.(Dualmagery, Dehydrate+Gleam) Lvl 1. Pull the moisture in the area into yourself, drying the air and surrounding objects, and then release it as a wave of liquid light from your hand. The wave is a pint of liquid light that diffuses back into the environment at the end of the encounter. Liquid light waves hit with the strength of a punch, and the liquid itself counts as both light and water for spells and effects. Lvl 2. You may harden some/all of your wave of liquid light into glowing glass while it is airborne.
Lvl 3. You may draw in ambient light in addition to moisture, darkening the surrounding area to double the volume of your wave. Lvl 4. You may, instead of creating a wave, use this spell to convert non-living water into liquid light or harden preexisting liquid light, that is not touching another living creature, into glass. The amount of liquid converted/hardened can be up to four times what the wave’s volume would have been. The liquid light diffuses at the end of encounter as normal. (8 pints equals 1 gallon). Lvl 5. Your hardened liquid light can be become crystal instead of glass. Lvl 6. You can draw in and consume the light or water from any light or water spells cast by yourself or others, doubling the wave’s volume. The consumed spells’ level cannot exceed your mastery of Solar Tide – 1. This effect is only usable once every three posts. Lvl 7. You may create gallons of liquid light instead of pints, and can sheath yourself/your possessions in liquid light instead of releasing it as a wave. Lvl 8. You can increase the pull of this spell, your touch draining the moisture from creatures and dimming light sources. This effect also increases the force of the generated wave, even if not touching a target, to that of a strong punch. Lvl 9. You may, instead of this spell’s other effects, modify any preexisting or simultaneously cast water/light magical effects to utilize liquid light instead of water/light. Light transformed into liquid light is slowed down, hitting with the force of strong punch. Modification lasts as long as the effect. Lvl 10. You can, in place of this spell’s other effects, shape any amount of liquid light created by your spells this encounter into a summon of your own design. Design can incorporate glass/crystal parts, and it must include a fist-sized “core” made of fragile glass to function properly. Design can otherwise vary by casting. Your spells that manipulate light and water, but not those of others, can manipulate the summon.
Spells Light Lvl 1. (Dualmagery) Lvl 2. Window
Water Lvl 1. (Dualmagery) Lvl 2. Flow
Sun’s Wheel – A strange, unusually stiff bow of silver, hardened glass, and various other materials that utilizes a combination of pulleys and silver-coated dragongut strings to fire arrows without need of great strength. Tanya grew up with the bow, and is more than a little familiar with firing it. Effectively Modifier 2. (Both minors, yes it is basically a compound bow)
> The bow can create an arrow of light when drawn. This arrow, once fired, harmlessly enters and illuminates a 3” radius circle of whatever it hits. The lit area, which lasts for three posts, can be treated as the archer’s hand/fingers for the purpose of casting spells. The exact distribution and strength of the glow can be controlled to mimic hand/arm/finger motion.
> The bow can infuse any glass, ice, or crystalline projectiles it is used to fire with a single one of its enchantments.
Watermage Dagger - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword. (Void)
Various Items of Note
> Belt Quiver (Worn)
>> Wooden Arrows with Stone Tips.
> Silk Bow Sling (Worn)
> A bone and leather canister capable of holding a gallon of liquid (Worn, strapped to her back).
>> Currently holds about a quarter gallon of water.
> Void pouch (Worn)
Leather Bound Journal (Void)
Feather Quill (Void)
Bottle of Black Ink (Void)
Flask of Water (void)
Various empty flasks, eating implements, etc (void)