[center]Closed[/center] [center][img]http://oi58.tinypic.com/20kodtz.jpg[/img][/center] --- [center]Character Templates are to be PM'd for approval before being put up in the OOC, and to avoid blatant "counter characters"[/center] --- [b]Information of The World[/b] [hider=Speculations of the Current Sate of Affairs, 5th Rumas] [b]Speculations on the Current State of Affairs, 5th Rumas:[/b] [indent]Imagine a land, much like any other. Divisions of religion, politics, and social etiquette; which bring about unavoidable wars of ideals. Where the soldiers die in foreign lands, or defending their own. Where disease plagues those who are unfortunate, and liars as doctors make a living selling fake tonics and cures that do more harm than good, provided they do any good at all. Not unlike manner other lands, yet, it had been this way for a long time. A king passed down through generations from a royal family, their position solidified as long as their legacy lasts, surrounded by silver tongued snakes who wrestle each other for favor and power. Even those of a more magical nature were subject to everything a normal man is, love, desire, greed, wrath.[/indent] [indent]Unfortunately, this world, is not that world. No, this world is plagued by something much worse. Over 500 years ago, a great war was waged, but not between the common man. When a purple hued fire spread across the sky, so did a horde of the same color stampeded across the ground. It's unknown how, or why, they came to this land, yet they were incredibly hostile. The war of the void shook every man to the core of his soul, filled with such a terror that entire battalions of men would not sleep. These creatures have no specific characteristic other than they are usually black and purple colored, as most things subject to void energies are. Wave after wave of these creatures spilled across the land, heading east and devouring everything in their path. The entirety of the land's collective empire's armies rallied forth, making a valiant stand in front of the widest bulk of the horde. The proper way to describe this was not a battle, but a massacre. Hundreds of thousands of men were engulfed in such a way that the horde didn't even pause in it's war path.[/indent] [indent]Entire cities, fortified from edge to center, fell within a day. Winged beasts tearing men from walls, snatching children from the street. Larger, giant voildings crashing through stone walls as if they were make of wood. Even the forces of magic were powerless to stop them. Every man, woman, and child were slaughtered, every beast that crossed paths with the voidlings were eradicated. The areas following the wake of the horde were barren, nothing but dirt and ashe, trees remained as dry, broken stumps. Nothing survived in the blighted lands, at the time, there was nothing to stop the violet horde, or the blight. Any areas the creatures missed, quickly turned to corruption and a blight would begin, poisoning all of the plant life, in turn killing the herbivores that fed from them, and the carnivores from them. It seemed the horde unstoppable. But it wasn't.[/indent] [indent]The remaining masters of magic debated their ideals on how to stop the blight, how to combat the voidlings. Each made a point, and each point was argued, and each argument was picked apart, and even those pieces were discussed. Even when they creatures were on the very doorstep to the great tower, it's guards slaughtered like helpless children, they erected a great barrier to hide underneath, as they discussed and hypothesized. It was one revered woman who came up with the most favorable idea, Arch Magus Nylphi. She proposed something akin to earth magic, but on a much grander scale, with the aid of alchemy and enchantment. After much discussion, and only when the barrier began to wane, and those who maintained it in shifts began to tire, was it accepted. A potion was brewed, enchanted and distilled into an elixir. The collective knowledge of Master Magi in a single vial.[/indent] [indent]The empty vial shattered as it fell to the floor, released from Nylphi's grasp as she fell back. The magic coursing through her much too powerful for her body. A bright light shot from her lips, her body arching into the air as pain tore through her. She blinked and her eyes became two luminescent beams of energy. More of the beams erupted from her body, sporadically. As her mortal body burned into nothing, a single spell fell across the land. Nylphi screamed as she was burned away, until only the glowing form of her soul was left, and that too began to burn away. Dark clouds swirled above the tower, and just before Nylphi burned away completely, when she was nothing but a small glimmer of light, the magic erupted from the smoldering spot where she had been laying. This ray of energy grew in size, the Magi were helpless as it enveloped them, instantly turning them into ash. The power shattered the tower, and shot in massive shock waves from the impact point, spreading out across the land.[/indent] [indent]This event has been named the shattering. Less than a year since seeing the voildings, and humankind's desperation drove them to shatter their own lands. Each empire, every kingdom was broken a part. Islands of varying sized drifted away from their mother landmass, some broke apart and sank into the water. The earth trembled as the magic destroyed fault lines, volcanoes erupted into the air, and then fell in on themselves. The upheaval destroyed all that humankind knew, but it worked. Many areas of refuge remained for the surviving races, separated by vast bodies of water. The real danger didn't exactly end, as the creatures that could travel by air or sea still wandered to the safer shores where the remaining populations began to rebuild. But it was enough. It is rumored that the shattering widened whatever it was that let these creatures in, sightings of behemoth class creatures were seen, some in the water, some on the land. That was before control of the sea turned over to the voidlings, making it too dangerous to sail.[/indent] [indent]Now, we come to the Island of Arkarell, or just Arkarell to the common folk. A larger island lucky enough to avoid most of the voildings, incident had been few and far between as they began the arduous task of rebuilding. For almost 500 years they prospered, learned to fight whatever washed upon their shores, or descended from the sky. Yet, they remain the only population known to themselves. The sea to dangerous to sail upon, each that wanders to far from shore, never comes back. And without the ability to fly, it is unknown if any other civilizations remain, or the state at which they are in. Yet the fields are ripe, the mines are rich, and the people had worked together, back then.[/indent] [indent]Now a host of problems plague these once simple lands. The sighting and reports of attacks from voidlings are on the rise, more of the beasts are finding their way to the island, which is ill-equipped to deal with them at the present. Civil strife plagues the main city of Aelholt as the King remains away from public eyes, bed ridden by a crippling sickness which threatens to claim his life. There are only rumors of his sickness, but his lack of appearances before the public, or the royal courts themselves are concerning to those who remain in the dark about his condition. Even worse still, the heir to the throne, the prince, remains firm on his desire to travel across the sea, chasing a rumor of a healing artifact, his father; though some say he only desires fortune and glory.[/indent] [indent]In the city of Olnesse a man is garnering support, claiming to be the rumored-to-be-dead bastard child of the king, half brother to the prince. In light of the failure to govern the people, he promises to step forth to his rightful place on the throne, and bring order back to the chaotic lands of Arkarell. That rumors does not sit well with the six royal houses, who are each using their connections and favors to put in place a path to the throne themselves, once the opportunity arises. Through whatever means, while a smile in the front and a knife in the back, it's even more uncertain who are actually your friends these days.[/indent] [indent]And none of that flies well with the south, where the city of Highmill as requested medical aid for a man who has washed ashore, upon the wreckage of a ship of foreign make. He lies in critical condition, and no help as arrived. With their own problems, medicine has been in critical supply as of late, and the very little that remained has disappeared. Large groups of highwaymen and bandits have been plaguing the town for some time, and no forces have arrived to assist them.[/indent] [indent]Even Sylwynn, the city of the south, is unable to send help as a sickness runs rampant in their streets. A fisherman had fallen ill, coming home one day with a high fever and coughing blood. Days later hues of purple and black mottled his skin, and his eyes became as dark as night. He fell to the street, writhing in pain, before he died outright. He became claimed by the void, his purple and black body rising back up and attacking those who had been attending him. Each person scratched or bitten became infected with the plague, and in six days, they too became a part of the claimed, becoming warriors of the void and spreading the infection. It is rumored that cultists, devoted to the Dark God of the Void, released the sickness, but truth to the rumor has yet to surface. The plague has taken the loving name of "The Blackness". The city of Sylwynn is having a hard time fighting off the infected abominations, monsters twisted by the void. The longer the infected individual lives (well, after dying) the more mutated it becomes. [/indent] [indent]Now doesn't that world I described first sound like a pretty nice place? At least the crops aren't failing right? They get plenty of water from the rainstorms that continually plague the island, some for weeks at a time. Which doesn't sound so bad at first. Except voildings are most active a night, or on an overcast day. They aren't weak to the sun, they are just... displeased by it. But when night falls, the smallest of the creatures venture out, the most problematic are the void spiders. Palm sized critters that can devour a man before the night is even half over. Fortunately the infestation of void spiders is only really bad in Arclight, where a previously collapsed tunnel was mined out ,revealing a large nest of them. That's not to say that voidlings are not present anywhere else. A pack of mutant wolves are said to be killing the animals of the farmsteads in Stoneshire and Rivendale.[/indent] [indent]It's seems the only mildly pleasant place to live these days is in Estersage. At least their only bordering an uninhabitable forest filled with regular monsters, which usually keep to themselves with infighting and territory disputes. The occasional forest troll does wander out, or rather burst through the trees, but they are much easier to kill than voildings...[/indent] [center]------[/center] [center]Written by Amer'ik The'el, 187th Sun, 2nd Cycle, 5th Rumas.[/center] [center]------[/center][/hider] [hider=A Brief Overview, and the Rules of Magic] [b]A Brief Overview, and the Rules of Magic:[/b] [indent]In our world, magic is one of the most powerful forces known to mankind. It is rumored that our loving watcher from above, Humanis, bestowed this gift upon those who were exceptional. Worthy of the highest praise. As we all know, everybody is capable of magic. But, just as one man can run faster than another, so can a man be more potent in his magical ability. Each of us is born with the ability; from creating the smallest spark, to creating a towering inferno that reaches to the heavens itself. As all things, practice makes perfect. Some people never improve, reaching the limit of their magical ability. It is also rumored that this is just a mental block, and that the potential for an individual is limitless. Which brings us to our next subject.[/indent] [indent]After the shattering, after the Magus Nylphi broke the limit and tore our land asunder; potentially saving more than our tiny island of Arkarell, magic became a thing to be feared. Not all of us fear it, some of us are less sensitive. Yes, magic is very dangerous, but also miraculous. Despite it's benefits, it is now along the same lines of taboo as cannibalism. Grave digging is less of an offensive than some of the rules imposed upon our Magi. It's hard to realize, through all of the problems in your life, your community, in the kingdom, and in the rest of the world; That magic was what saved us. Yes, a destructive force broke our lands, killed a great number of us, but at least there is an us left to refer to. [/indent] [indent] If you are proven to be a mage, you are subject to worse than a beggar. If you are spit upon in the street, nobody will bat an eyelash. If a man steals from you, the guards are likely not to come. There are exceptions to this however, should a magi be showing no violent intent and is currently having his life subject to ending, as the gift of life is worthy of defense to all but the murderous. For it is only those who are lower than a user of magic; murderers, heretics, and the like. Unaccepted by common society, magic is a well kept secret among individuals who know of each other's practice. Wrongful accusations against a man of being a magi however is an offense comparable to intent to murder. Believe me friends, the guard have devices to nullify magic, and prove if you are a magi or not.[/indent] [indent] That which is used to prevent the magic of one, is actually magic itself. Runic shackles, fashioned from iron, which completely negate any magic in the unfortunate forced to wear them. With the exception of “The Rod”, a small metal rod that when placed in a Magi's hands, glows, imitating the power from within them. A man of little magic may not activate the rod, but a man of immense magical aptitude with make it glow brighter than any torch, wearing the Null Cuffs or not.[/indent] [b]Rule One:[/b] [indent] As written in the royal archives: An individual who practices magic may not do it in a public space, where the common eye can gaze upon them. It must be done a reasonable distance, in direct relation to what is currently being, shall be, and intended to be practiced, from any settlement containing a gathering of individuals for settling, temporary or permanent, purposes. This offense is comparable to public nudity, public displays of perversion, being a public nuisance, and the promotion of anarchy against The King.[/indent] [b]Rule Two:[/b] [indent] As written in the royal archives; An individual who practices magic may not wield his power against the common man with the intent to harm, murder, or otherwise affect their well being in any manner of ways, such as; cursing, charms, polymorphs, enchantments, subtle influences, mind control, any anything of similar effect. This includes anything with a latent affect to cause any of the above at a later date. None of these may occur even in the defense of one's life. This offense is comparable to the intent to murder, maim, torture, humiliate, rape, blackmail, and coerce an individual, and the promotion of anarchy against The King. [/indent] [b]Rule Three:[/b] [indent]As written in the royal archives; An individual who practices magic may not solicit services magical in nature. This includes advertisement, visual displays, and through religious context; as in the founding in a prefecture of worship, the writing of a texts of praise, or worship, and any likeness to those of the Holy Church. This offense is comparable to being a public nuisance, displays of perversion, public nudity, blackmail, and coercion, and the promotion of anarchy against The King.[/indent] [indent][b]*A Magi found guilty of breaking the three Laws of Magic are subject to the apprehending guardsman's Knight Captain, who holds sole discretion over punishment of the detained, in accordance with the punishments for the corresponding common laws.[/b][/indent] [center]------[/center] [center]Written by Amer'ik The'el, 255th Sun, 18th Cycle, 1st Rumas.[/center] [center]------[/center][/hider] [b]Resources[/b] [hider=Map of Arkarell][img=http://oi62.tinypic.com/2zsd012.jpg] [hider2=Travel Times] It is roughly two days travel, on horseback, between each of the major cities and towns, following along the coast in a connect-the-dots fashion. This excludes Highmill to Arclight, which takes roughly a day of travel. This time is doubled for carts, caravans, and travelling on foot. Three days from Sylwynn to the Greycoast ruins, and two if coming from Aelholt. [/hider2] [/hider] [hider=The Cast] [hider2=Sianna Blackwood (Aeonumbra)] [center][img=http://oi58.tinypic.com/28l66w.jpg][/center] Name: Sianna Blackwood Race: Kelapei Age: 23 Social Position: Noble Job: None (Assassin) Appearance: Sianna is the opposite of what you would call Talk, Dark, and Gorgeous. In reality she's short, at an even 5'0, she's as pale as birch, and pretty at best because of it. She's inherited her mother's bleached white hair, with flows long and nearly wild across her light gold eyes, framed by pale cream cheeks which are easily alight with the bright, contrasting pink of a blush. Her lips narrow the threshold, a light pink outline beneath her small button nose. Many find her face kind of startling, if not awkward, to maintain a gaze with. That may also be due to the four small horns located on her head, two above and behind her ears, and two above her temples, all residing around the crown of her skull. The rest of her also pretty much comes into a fun-sized package, she doesn't share the voluptuous breasts of other girls, nor the childbearing hips, or the full thighs, or even a desirable figure. Sianna is almost like a board, broken just slightly by her petite womanly curves. As a package, she could be called dainty, porcelain, or even fragile. Special Gear: Shade & Shadow: Sianna's favorite twin daggers; Two short cross-guard daggers, the pommel wrapped in black leather and held together by bronzed studs, which promote good grip. The blades are double edged and fashioned from steel. At the base of the blade, a hair above the cross-guard, there is a single runic etch...? Embroidered Wristcuffs: These circlets fit snugly around Sianna's wrists, and are embellished in fine hues of her house colors, gold and black. Adorned with ruby gemstones,..?[/hider2] [hider2=Evelina (Kapuchu)] Name: Evelina Race: Human (presumably) Gender: Female Age: 24 Social Position: Royalty/Common (Bastard) Job: Healer Appearance: Evelina can best be described as an anomaly. Even among the diverse appearances of elves, dwarves, humans, and whatever else you can find, she stands out. She looks human at first glance, but if someone looks closer they’ll notice differences both subtle and incredibly obvious—should she drop her cloak, that is. Evelina is a mix between a cat and a human, standing on two digitigrade legs covered in light brown fur, and ending in a pair of paws each with a set of sharp, deadly claws. She doesn’t have normal human ears, instead having a pair of light brown-furred ears poking through her hair atop her head. Adding to this cat-like look is a long, agile tail which is used both for balance as well as utility. It is strong enough to lift small-to-medium sized objects, but isn’t for much use outside of that. Finally there are her canines which are all elongated, giving her a toothy grin and decidedly dangerous bite. Aside from this, Evelina is actually a very attractive young woman, with long, fiery red hair, green, slitted eyes—which sometimes seems to glow, especially in the dark—and fair skin. From her mother she inherited a very curvaceous body, with wide hips and a large bust, although the latter of the two is often mostly hidden thanks to bandages she wraps around her chest. Her build is slender both strong, making her assets even more noticeable, as well as giving away the fact that her life has not been an idle one, but one with extensive amounts of activity and training.[/hider2] [hider2=Hancone (Callthecops)] [center][img=http://bulk2.destructoid.com/ul/207620-header.jpg][/center] Name: Hancone (Formerly: Araphen Ravenstone) Alias: The Keeper Race: Human Age: 32 Social Status: Noble Family (Estranged) Job: Wanderer/Mercenary/Monster Hunter Special Gear: The Keeper’s Blade- This dark steel bastard sword ...? Astren’s Ring- (Hancone wears this).[/hider2] [/hider] [hider=The Six Houses of Nobility] If a Royal House of Nobility does not have a Male heir, one shall be conceived, or one shall be appointed. [hider2=The House of Onamor (The Roman07)] [center][img=http://fc02.deviantart.net/fs70/f/2013/364/6/c/the_retirement_ceremony_of_an_old_knight_by_tahra-d7001rv.jpg][/center] Name: Sir Richard Onamor VI Age: 48 Occupation: Kings guard and House Onamors second in command. Father of Richard VII Summary: Second only to his now retired father, Sir Richard is a loyal servant that pledges his life to the king along with twelve others in which The king himself trust wholeheartedly. A bit out of his prime but still able to weild a sword with the best of them, there are stories of his deeds written on the walls of the castle halls themselves. You cannot pass them by without him narrating them all to you wether you want him to or not. [center][img=http://4.bp.blogspot.com/-ALa2qSUK85w/UCMfFCaCxSI/AAAAAAAAAQs/xA9_gVxQZ-E/s1600/The+Succubus+Stock+image.png][/center] Name: Lady Rina Onamor Age: 19 Occupation: 2nd wife to Sir Richard VI. Rumored to be a Succubus due to her beauty and undeniable lust for power. (Or people in power) Summary: Richards father remarried two years ago to Rina after she was found during one of Sir Richards missions. Held captive by bandits who used her as a "toy" and planned to sell her to the highest bidder afterwards. Luckily Rina seems tougher than she looks, once Richard VI found her it was love at first sight.... or so it seems. [center][img=http://2.bp.blogspot.com/_0RZ7ypiljgo/TRTZcbWqckI/AAAAAAAAALw/sHv0O61tW8E/s1600/Medieval_Knights.jpg][/center] Names: Jack and Jillian Onamor (The Twins) Age: 22 Occupation: Jack is younger brother and candidate to the kings guard. Jill is a Shieldmaiden as well as quite the healer and alchemist. Summary: Although they are considered twins, they are nothing alike. Jill is tough, battle hardened, spit in your face while passes you a drink type of girl. Her father always calling her the boy he never had. Jack on the other hand would rather polish his armor than fight in it. Not quite as good with a sword but always seems to win. Some say magic, others say coin but both fail to realize what a great tactician Jack is. when these two are seen together there's no telling what trouble is being plotted.[/hider2] [hider2=The House of Pyre] [center][img=http://img2.wikia.nocookie.net/__cb20090628180718/dragonage/images/4/4f/Humans_-_Noble.jpg][/center] Name: Sir Gregith Pyre Occupation: Lord, harbor master. Summary: Lord over the House of Pyre, Gregith knows more than any what it feels like to fall on hard times from within the noble houses. As master of the kings fleet, his job is almost nonexistent due to the dangers of the waters. He would do anything to restore the wealth he feels he deserves to his family, and become strong once again. Without the need for building ships and docking them, his house is on the bottom of the political food chain. Viscous, cunning, and without hesitation, Gregith has made a name for ruthlessly trying to claw his way up to the top, back into power. He needs but a moment in the darkness, an opportunity to strike. He has maintained his near-bottom position only by outsourcing his warehouses for storage, and conversion into workshops for which he charges rent and fees for guarding. Gregith stands tall and toned at 5'9, fit from keeping practice with woodworking, should the time ever arrive when his skills are needed for the waters to be braved. [center][img=https://kazukiocan.files.wordpress.com/2012/09/vampire-girl-wallpaper_thumb.jpg][/center] Name: Ami'lynn Pyre Occupation: Mistress of the House of Pyrse, Wife to Gregith Pyre, Mother of Gwenifere Pyre. Summary. Ami is everything her husband is, and more, with only the graceful viciousness that a woman can have, subtlety of course. Her job is literally that of politics and intrigue, a watchful eye, and a keen ear. She never directly makes a move, rather she's more of an information broker of sorts. She is popular, beautiful, and manipulative. She's the one who will be having a polite conversation with your, while her husband sends an assassin to stab you in the back. She has not let the hard times of her family's name keep her out of the games, and she shares her husband's ruthlessness, if only by listening here, bribing there, and all the while wearing a snake's smile. Ami is shorter than her husband, standing around 5'6, but she has the graceful beauty of a swan with a snake smile and a shark's teeth. [center][img=http://media-cache-ak0.pinimg.com/736x/03/9b/db/039bdb8584672ad33a3093c84b0e76b6.jpg][/center] Name: Gwenifere Pyre Occupation: Daughter of Gregith and Ami'lynn Pyre, Court Maiden. Summary: Gwenifere, while not living up to her parents personas, has a more mild nature about her. She cares deeply for her house, and her family, and for their coffers. Yet, she's not so ruthless, less eager to kill of her obstacles. She's the family tactician, she's smart, and she can see ahead to the bigger picture. Slowly forming alliances and building friendships, she's making her way in the political game through love and friendship. The more men that fall in love with her, the more people she has to do her dirty work. She's a key manipulator, without ever really telling you what it is she wants you to do. She doesn't report to her father, as her mother does, rather he stands by the sidelines proudly watching his daughter swim through a snake infested pond. She stands just beneath her father at 5'7, with a coy smile that could stop a man's heart. Her smokey eyes match her soft, freckled face well, and her body is that of an object of desire. She is in no lack of suitors, never bored at a dance. She's a social butterfly, but she has her sights set much higher than just marrying a suitable man.[/hider2] [hider2=The House of Veshan] [center][img=http://img3.ak.crunchyroll.com/i/spire1/06142008/4/6/a/c/46ace7a81da7e0_full.jpg][/center] Name: Tul'Veshan Occupation: Lord of the House of Veshan, Lord of the Huntsmen, Master of the Rangers, Second General in the King's army. Summary: Tul enjoys his status as being one of the top families, which really rubs people the wrong way his being an elf and all. Yet he is a master marksman, and with his natural communion with nature, a master huntsman. He commands the huntsmen, the largest grouping of hunters in the kingdom, and nearly out matched in their skill. Few resist the opportunity to join the hunt, yet even fewer are willing to brave the Mystwood, nearly always blanketed in fog. The risk is great, the reward is great, and Tul feels that his men's skill is mucher greater. Tul's men work as contractors, when they are not feeling the meat stores with game. A rogue troll, a baby dragon in a barn? No problem. He also commands the king's marksmen, archers, and crossbowmen in times of war, or rather when a greater void beast comes ashore. Tul is straightforward and can be abrasive. He doesn't really care about anyone outsight of his family, his command, or his allegiance. If someone is in his way, he will move them. If someone is a problem, he will solve it. He tends to handle everything himself, while enjoying the life of luxury and the fancies of royal concubines. He also holds the kings favor, and when Tul rarely asks for a favor, is it usually duly granted. Tul stands tall at 6'2, even for an elf as tall as they are. Yet his body is like a trangle of taut whips, all corded together in a slim frame packed with toned muscle. His strike is like a whip, and his feet move even faster. While elves normally command magic, Tul is not known to use anything but forest sense, using it to track his prey easily. When he's feeling bored he will track his pray the hard way. [center][img=http://fc03.deviantart.net/fs71/f/2014/095/2/1/213a4456e769c8b3457ffffca4b01668-d7d3my8.png][/center] Name: Nyth'Veshan Occupation: Mistress of House Veshan, Mistress of the Huntsmen, Mother of Mia'Veshan, Eri'Veshan, and Tyr'Veshan. Summary: Nyth commands the respect of the king, if not the favor her husband has, due to her skills, which do not fail in comparison to Tul's. She shares his abilities when hunting prey, and together there is rarely a goal they cannot achieve. Nyth is as likely to go hunting with her husband, as she is to “solve a problem” with him. Yet, she is hardly violent in nature. She enjoys the sport, of hunter vs prey, and occasionally hunter vs hunter. She is a bit shorter for an elf, standing at 5'7, yet her beautiful face, crested in autumn colored hair, commands an appealing nature. She also enjoys the lavish life of luxury when not on the hunt, enjoying concubines herself, sometimes even with her husband. She's not much for the politcal games, sharing the straightforwardness of Tul. For this, both of them are feared within the courts. The never make a move that would anger the king and bring about his wrath, yet they remain the furthest away from the game. [center][img=http://digital-art-gallery.com/oid/27/640x761_6276_Face_study_01_2d_illustration_face_girl_woman_portrait_fantasy_picture_image_digital_art.jpg][/center] Name: Mia'Veshan Occupation: Daughter of Tul'- and Nyth'Veshan, Court Maiden. Summary: Mia is another of the courts more beautiful maidens, yet many do not approach her because of the point of her ears, the way flowers seem to slightly bend towards her. Still, those who would look past the fact that she is an elf, and would pollute their bloodline, are but terrified children before her father. He commands an air of respect that would make a young man soil himself. Mia does not hunt or prey upon unfortunate monsters, rather she enjoys toying with others in the great political game. With her family's position quite secure, she is rather amused by the game, and plays it for sport. She also practices magic, openly. As most know, the laws of normal men, even for mages, hardly apply to nobles unless invoked upon the wrath of the king. And with the castle's gardens in full, beautiful bloom all year long, he could hardly be mad. She practices druidism, healing and communing with nature. She could as easily make a fully grown tree from a seed, as have a pleasant conversation with the birds that roam the gardens. It's the latter skill that lets her enjoy such amusement from the noble's games. She perhaps knows the most, yet keeps it to herself, unless the provision of information would serve her amusement, or her father requests it. Continuing the decline of height in her family, Mia stands petite for an elf at 5'5, yet her smallness makes her beautiful, and her smile could thaw an assassin's heart. Most anyways. [center][img=http://www.blacklibrary.com/Images/BL/blog/2010/12/Elves1.jpg][/center] Names: Eri'Veshan and Tyr'Veshan; Respectively. Occupation: Sons to Tul'- and Nyth'Veshan, Master Huntsmen, and skilled bladesmen. Summary: Eri' and Tyr'Veshan are twins, and share a bond that most twins do. Though, technically born first, Eri holds the title of Heir, yet Tyr holds no jealously towards him, it is the way of things. They both practise just enough magic to maintain their communal with nature, yet do not delve any further. Rather, the blade and the bow are their weapons of choice. Following in their parent's footsteps they joined The Hunt, and their skill is just underneath their parent's, yet they are still considered masters. They can often be found in the sparring yards when not on the hunt, dueling each other, or others. The enjoy fine wine, and fine women. Even in their bedding of women they do not separate. Many joke that they are married to each other, and they are not far off. They feel they don't need anybody else but themselves. The mother says they share the same soul, thus their attachment. Both of them stand near there father at 6'2, and share his whip like muscular build.[/hider2] [hider2=The House of Earnheart] [center][img=http://fc08.deviantart.net/fs70/f/2014/075/f/0/dwarf_cleric_by_butttornado-d7aikow.jpg][/center] Name: Agamond Earnheart Occupation: Lord of House Earnheart, High priest of the Millennium Hand Summary: Agamond is the High priest of the Millennium Hand, a church devoted to the god Humanis, lovingly referred to as “The Maker”. A bit fanatical in his zealous purification of the sinners, demons, and things of unholy nature, he is a fierce warrior. Though he belongs to the noble courts, the first dedication of his life belongs to The Maker, through the Millennium Hand. He wields holy magic, smiting away foes and cursing their souls to oblivion, or perhaps sending them down the path of righteous redemption, for everybody sins. He is as likely to pray for your forgiveness, as to strike you with the back of his hand. He can be quite temperamental, and on the battlefield he goes into what can only be described as a divine blood lust, to save or condemn souls that is. When he isn't shielding is brethren from corruption, mending the wounds of his allies, or wrapping the vulnerable in protective barriers, he is in the fight, blasting his way through hits foes with purifying columns of white fire. When all else fails, he will blungeon is way to victory with his family's mace, passed down from generation to generation. Agamond is a bit of a small behemoth, standing around 5'6 and having the muscular body of two men, Agamond's armor always takes twice the material. Yet he walks as solid as a moving stone, with a chest as strong as iron. He is kind, yet stern, to his friends, his wrath better used on the filth of Arkarell, the lowly, the weak. He believes The Maker intended them to be Strong, and forthright in their convictions. That fact that not everyone follows this disgusts him. [center][img=http://hextcg.com/wp-content/uploads/2013/07/Human13.jpg][/center] Name: Darket Earnheart Occupation: Son of Agamond Earnheart, Heir to House Earnheart, Apostle of The Millennium Hand Summary. Darket is a man of solid convictions, a will tested by the teachings of his father. Though he has no scars to show for it, he had been shaped and molded into a forthright, honest man. Since they are hardly threatened by the political games other noble houses play, as they are hardly around to be played up, Darket became an apostle and ventures between the churches of The Hand. Their coffers are filled to the brim from donations and self sacrifice, disciple of being rather than having, thus they are akin to giving, usually in the form of gold. Though many of the things his father does are kept secret from him, it is no secret that Darket is a handsome man, standing at 5'8 and with the kind of face some women melt for. His appearances are often greeted with showers of petals and the screams of women full of longing. Though it is The practice of the Hand not to disrespect The Maker by confining oneself to a single being of his creation through marriage, Darket it not known for frivolous love, if believes in true love. If not one, but many. He only takes it upon himself to bed women who reach past his exterior, and interior, touching his very soul, so to speak. Though he does not favor blade nor blugeon, Darket is an exceptional caster, and being of the nobility, is not constrained by the laws of normal men. Which works to his favor. The holy magic that flows through him is a gift from The Maker himself, where the darker, evil magics of fire and corruption are that of demons possessed by jealousy. He wields the power of divine magic, even stronger than his fathers, and tends to work “healing miracles” in the towns he passes through, though many of his healing are mere child's play. [center][img=http://fc06.deviantart.net/fs71/i/2012/310/3/5/priestess_of_light_by_sycra-d5fhsf3.jpg][/center] Name: Minith Earnheart Occupation: Daughter of Agamond Earnheart, Apostle to The Millennium Hand Summary: Minith shares a similar story with her brother, even more so that their ages are not far a part. Brought up with a strong will, and even stronger convictions by her father's stern hand, Minith seeks joy from sharing her divine gift with the world. Showing them that magic is good, at least those of divine roots. Occasionally she'll travel with either her father or her brother, but she can usually be found residing over the Church of The Millennium Hand, hosting congregations, prayer sessions, divine advice, and healing within Aelholt. Though she beds more frivolously unlike her brother, she does it with tact and grace. Since marriage is frowned upon in the teachings, and procreation is not, she uses this to follow the teachings, self pleasure, and to spread the word of The Hand, all which fall well within the boundaries of the teachings. She too, favors no weapon, though her brother carries a staff, she uses nothing but her hands. The magic flows just as strong within herself, as it does her brother, and through practice neither have ever bested each other. Spared from the curse of evil and corrupted magic, Minith openly performs “miracles” with her magic, teaching that divinity is good, all else brings destruction and ruin. She is a petite girl, at 5'3 with a soft face and frail features. Yet her magic is a force of divine reckoning when it needs to be.[/hider2] [/hider] [hider=Character Template] (You may add any information brackets you feel are needed, this is just minimum required stuff) Name: Race: (You may make up a race, and a god to go with it if need be.) Age: (this includes actual, and appeared for anything that lives longer than a normal human life span) Social Position: (Common Citizen, Noble, Merchant, Outlaw, harbor master, etc.) [indent]--*Note: I tend to attempt to kill the king, governors, mayors, and nobles.[/indent] Job: (if applicable) Special Gear: (Ancient swords of flaming doom, amulets of power, spell books, wizard staffs, go here) Special Skills: (Can you do something nobody else can do? What is it.) [indent]--*Note: You can give your skills fancy names if you want, just avoid your character shouting it out rpg style. --*Note: Weapon skills usually involve magic. If you can use a sword to cause an earthquake, there is probably some for a magic involved.[/indent] Magic: (if applicable, what kind of magic does your character use. This includes all of the who's, what's, when's, where's, and why's.) [indent]--*Note: If you have an uncommon idea for magic, then make sure you hash it out fully. --*Note: Alchemy, Enchantment, etc-- Are Magical Arts. Meaning you can produce a product to be sold. (You can buy art). --*Note: Elementalism, Heliokinesis, etc-- Are Magical Practises. Meaning you study and evolve it for practical use. (You're a weapon). --*Final Note: Magicians are the lowest scum of the earth, dirt has more value. Nobody is likely to bat an eyelash if you're raped and murdered. But if a magician uses magic in self defense, violence, or in public, they are subject to anything from mutilation, public floggings, to hanging. If you choose magician, your life will be hard. Weaknesses: Backstory: Anything else you feel needs to be section into your CS, please add here. [/hider] [hider=Need Ideas?] [url=http://powerlisting.wikia.com/wiki/Category:Form_of_magic?sort=alphabetical&display=exhibition]A great source to gain ideas for magic[/url][/hider]