[b]{Name}[/b] Sessamaru [b]{Age}[/b] 23 [b]{Species}[/b] Dearmadta/Spirit Fox [hider=Dearmadta]Dearmadta are descendants of the Dragons of Creation, and arguably the oldest race in the multiverse. They have been revered as gods by "mortals" and had a long-standing empire that spanned over the oceans of time. Admired for their otherworldly beauty, the Dearmadta swiftly became idolized and feared. They are most closely linked to the source of all energies, the Nexus, which had spawned life and gifted many talented people since their birth. The Dearmadta are masters and scholars of magic.[/hider] [hider=Spirit Fox]Kitsune are fox spirits whose powers were revered, respected, and even feared. They control fire, can shapeshift into humans and other races, and are well known for their realistic (and perhaps harmful) illusions. As they age, they grow more powerful. They're most well-known for their mischief.[/hider] [hider=Hybrid]A half-breed does not quite inherit the full powers of their race, though they are quite clever in utilizing their birth rights as well as their natural talents.[/hider] [b]{Gender}[/b] Male [b]{Appearance}[/b] Though of average height and weight, Sessamaru is plenty agile. Slender, yet toned, and a natural acrobat, he appears as a traditional swordsman. His hair, long and milky white, is held in a high horsetail with the front free flowing, the bangs brushing his high cheekbones whilst the sides grace his collarbone. He possesses fox ears, the same color as his thick mane, which are sensitive to sound and twitch quite often. His eyes are almond-shape and pupil-less, with only glowing green irises. Like the rest of his race, he is clean shaven by nature, incapable of growing facial hair and body hair. He has smooth, alabaster skin, giving him a marble-like appearance. In the end, he appears prominently as what one could equate to an "angel" with a bestial deformity (his ears). [i]Body build:[/i] Slender/Athletic [i]Hair:[/i] Long [i]Hair color:[/i] White [i]Skin color:[/i] Alabaster [i]Eye/Iris color:[/i] Green, pupil-less [i]Height/Weight:[/i] 5'7"; 135lbs [i]Notable Features:[/i] He possesses fox ears instead of the typical ears of most humanoids. Sessamaru wears an amalgamation of traditional clothing from Japan and China, giving him the appearance of an expert martial artist. Arms/hands: [url=http://www.eurokendo.co.uk/image/cache/data/Products/Protection/Velcro%20Kote%20Pad/Velcro%20Kote%20Pad-900x900.jpg]Yellow Kote[/url] Torso: Green [url=http://s3.amazonaws.com/readers/2012/03/25/glg10014main_1.jpg]Changshan[/url] Waist: Yellow Obi (a sash/belt used for kimonos) Legs: Yellow Changshan pants Feet: White Tabi (socks), [url=http://fc04.deviantart.net/fs70/i/2010/262/1/b/waraji_1_by_emjean-d2z2ijb.jpg]waraji[/url] [b]{Power/Ability/Other}[/b] [i]Basic Illusions[/i] Capable of using harmless visual illusions, Sess can employ this tactic to trick his foes into thinking he has a larger repertoire of magic and abilities. He can use this to summon a ball of flame that does not burn which produces a realistic light, for example. However, the illusions he conjures are incapable of any tactile or psychological influence (which greatly differs from a fox spirit's ability to produce illusions). [i]Enhanced Speed and Reflexes[/i] A trait he inherited from both parents, he is naturally swift as a Dearmadta from the Halcyon Tribe, as well as the offspring of a kitsune. He is faster than even the most practiced martial artist. With the aid of Aeromancy, his speed is well above superhuman and is his greatest strength (coincidentally, he is not physically stronger than a physically peaked human). [b][u]Abilities[/u][/b] [i]Longevity[/i] Sess's Dearmadta ancestry allows him a long life and eternal youth. Old age to a Dearmadta is similar to humans, in which the body starts to shut down after long use (age). However, Dearmadta never age physically and are prone to disease and poison much like any normal mortal. However, mortals who are familiar with the Dearmadta assume they are god-like simply because of their vast lifespans and their inability to show wrinkles. [i]Heightened Senses[/i] Sessamaru's Kitsune ancestry gives him enhanced senses, such as sight, hearing, taste, smell, and touch. His instincts are also heightened, allowing him to be much more aware of his surroundings. Though strengths, they are also a weakness. High pitched whines harm him and his sense of touch makes him far more vulnerable to pain. He can hear full conversations from a fair distance and can even select a particular conversation from a room full of crowded people. He can easily differentiate people simply by smell and can tell the difference between fabrics and subtle changes in weight. His sense of taste is heightened to degrees where he can enjoy foods more and even tell the chef if he used too much salt. [i]Resiliency (Will Power)[/i] Unlike most martial artists who are resilient due to constant training, Sessamaru derives his resilience through sheer will power. Due to his strong character, he refuses to give up even if he is in immense pain. His bones can be easily broken like a normal humans, but his will power alone keeps him from giving into pain. Despite his stubbornness, too much physical damage can surpass his pain tolerance and force him into submission via unconsciousness. [i]Metamorphosis[/i] Sessamaru's appearance changes slightly. He becomes taller (6'4") and becomes more slender, all of his muscles tightened around the bones. His hair takes a silvery sheen and his fox-like ears vanish as pointed humanoid ears appear in their place at either side of his skull (where they should have been all along). His eyes glow cyan rather than green and possess slitted pupils. Sage-like markings appear around his eyes, the color of the void and his lips and fingernails (now reminiscent of claws) become the same color. He possesses seven silver-white tails (something he did not have before) and his voice is a deep baritone. The metamorphosis is temporary and is stress-induced. Though a powerful buff to his magical talents and already-enhanced speed, reflexes, and senses, it has a devastating strain on the body and uses up large quantities of life energy (instead of magic energy), only accessible for two minutes (though accessible for longer, it is unwise as it can potentially destroy the body from the inside out). His illusions and plant magic become far more powerful due to the dominance of his Spirit; the illusions are capable of inflicting psychological pain and he is able to access the more dangerous plants of the spirit world with his chloromancy. He is far more fragile in this form and is thus forced to evade his enemies. Unlike the Dearmadta, Sessamaru is a half-breed and is thus not gifted to remain in the form due to the spiritual nature of his existence. As such, the conflicting blood refuse synchronization and limits his abilities as both a Dearmadta and a Kitsune. [b][u]Talents[/u][/b] [i]Master Swordsman[/i] [i]Expert Tactician[/i] [i]Acrobat[/i] [i]Basic Hand-to-Hand Combat[/i] [b][u]Magic[/u][/b] [i]Aeromancy[/i] Wind/Air Magic, Aeromancy is a multifaceted school of magic capable of both offensive and defensive strategies. Aeromancy allows the user to manipulate wind and air currents, as well as being able to increase their own speed by decreasing air resistance and capable of flight. Wind can be focused into a concentrated blade and can pierce steel as though it were paper, and perhaps through harder substances depending on the amount of energy and concentration used. Cyclones and whirlwinds can be conjured to deflect thrown objects or energy. Ultimately, lightning can be generated and focused, though only to a single spot, by simply causing enough friction with the air currents. However, Aeromancers are unable to manipulate the lightning due to the intricacy of electromancy (meaning it's a whole different school of magic). The use for Aeromancy is versatile, though the elements are quite fickle; especially when used to summon the fickle elementals. [i]Chloromancy[/i] Plant Magic, Chloromancy is a school of magic that uses plants as a means of misdirection, despite being used for both offensive and defensive strategies. Due to Sessamaru's unique nature as a half-spirit, he can tap into this magic far easier than the most practiced sorcerer, able to use his own magical energies to conjure otherworldly plants, becoming a metaphorical "seed" to spawn plants that do not exist in this plane of existence. He's able to create realistic clones of himself out of rose petals (for example), as well as use a flower of any sort to conjure a spirit-made weapon for a short amount of time. [i]Bindings and Seals[/i] Sessamaru knows the fundamentals of magic and how it works, the intricacy involved and how to crack it. No matter the school of magic, the principles of binding and seals follow the basic rules of magic, no matter how complex. The key is to find the "key" component of the seal/binding. Sess is able to dispel barriers by finding the overall formula that "binds" the spell together. However, he himself is not skilled in creating powerful barriers, bindings, and seals, and is thus only able to make "adequate" suppression spells to hold off an untrained opponent/ally (untrained meaning "someone with little to no experience in magic"). [b]{Weaknesses}[/b] Due to his hit-and-run nature, he is immensely weak in direct confrontation, despite having the strength equal to a human farmhand. He's also his own worst enemy due to his very nature, constantly burning away his own magical energy (though this also gave birth to his strength of being a tactician). His anti-thesis in combat is flame magic and abilities, for his winds make them stronger and his plants are simply fuel. Though a strength, his patience is a weakness, due to his need to bide for time in order to find (or make) an opening. In the end, it is ultimately his fragile nature that gives birth to his weaknesses, even his compassion, kindness, and mercy. [b]{Personality}[/b] Sessamaru is a kind and compassionate youth, revering all forms of life with a sense of joy. Comfortable as a wanderer, he does not let his own personal baggage weigh down his steps and he never looks back on the pain brought upon him. The swordsman tends to be polite and well-mannered, despite being an easily distracted goof. Sess, by his very nature, prefers his own personal freedom and despises oppression, whether it's directed at him or at someone else. Easy-going and lax, it is difficult to anger the young man and even more difficult to coax into a fight. He is quite clever and intelligent, which he uses to his advantage in order to avoid harming or killing those who happen to force him into a fight. He hates the idea of killing others, though he is quick to protect anyone in need of help. Sess is notorious for his modesty and lacks pride, though he has a realistic view of his own power when up against an opponent who either underestimates or overestimates his abilities. He is unwilling to take credit for anything that he has done or in things others believed that he has done, and is quick to give credit to someone else, especially if it gets him out of an unwanted bind. However, in serious matters, he will not allow anyone to be judged or punished for crimes that they have committed, never once speaking out about it, giving his opponents a chance to atone for their sins. Sympathetic, the half-breed is ruled by his own emotions, whether for a goofy act or for serious matters. He refrains from acting on his anger, keeping a cool-head in the heat of battle. Regardless of all his upcomings, his greatest downfall is his appetite and curiosity. He tends to eat multiple meals in a single sitting, as though his stomach was a black hole. In truth, he eats, not only out of pleasure and the scarceness of food in his travels, but because of the amount of energy he tends to expend during his "meditations" and "training" in the wee hours of the morning and the coming of twilight. His curiosity, too, tends to get him into trouble, often entering disputes and forced to resolve them, and then some. He tends to be an amateur philosopher as well. Though he's like a soaring bird, he lives by his own code. A highly moral person, Sessamaru possesses a sort of honor that differentiates right from wrong. He is unwilling to partake in a two-on-one battle, unless it is only him against two other people. He refuses to let anyone be harmed on his behalf and prefers to protect others, even if it isn't his affair. Though he dislikes people getting hurt, he is willing to hold himself back as an ally or friend is willing to fight a losing battle out of respect for their pride; though once his ally falls in battle, he will intervene before a deathblow can be dealt. [b]{History}[/b] [b][u]History[/u][/b] [hider=History of the Dearmadta] The Dearmadta ("Forgotten" in Gaelic) are an ancient race said to have descended from the Dragons of Creation. They are older than time and can live very long lives whilst remaining in their youthful prime. They are one of the few races that are closely connected to the Nexus, the energies of creation (Ki, Chi, Mana, Chakra, etc). They normally appear tall and slender, with features that would make men and women weep at their beauty. They are the forerunners of the Human race and were thus revered as gods. The Dearmadta possess many talents and abilities, though they have dwindled in numbers due to their longevity and perpetual youth. Currently, there are four known tribes that remained after the demise of their immense Empire: The Halcyon Tribe (Air/Wind), the Phoenix Tribe (Fire), the Dilong Tribe (Earth), and the Ryujin Tribe (Water). Each tribe possesses the elemental powers of their ancestry and are quite strong in the use of magic and other techniques, capable of even tapping into their own life energy. Their eyes are unique and they are able to see the ribbons of energy with their unique, pupil-less eyes. It is said that once the Dearmadta enter maturity, they undergo a "metamorphosis" or "transformation." It is unknown if the Dearmadta are able to revert to their original forms. [/hider] [hider=History of Sessamaru] Sessamaru was born in a monastery of the Sky Islands to a Dearmadta handmaiden and, much to the horror of the monks, a kitsune-- a spirit fox. The handmaiden died after giving birth and the spirit fox was hunted down by the enraged monks of the Halcyon Tribe. Sessamaru was the first "tainted" to ever exist in the Sky Dearmadta domain and his birth was a spit in the eye of tradition. One particular monk who did not partake in the killing (the only monk who tried to dissuade his brothers from taking such rash actions) took Sess in as his own son. Sessamaru grew up under the tradition and tutelage of the elder monk, learning the ways of the sword and purpose of meditation. Sessamaru learned hand-to-hand combat but had little talent, though he excelled in kendo. During the years of training in the monastery and much learning in the ways of Aeromancy, his "tainted" appearance marked him in the eyes of the other monks. Sess grew up alone with only his mentor as his friend and family. However, the elder monk died of old age, only leaving Sess with a journal and his most precious treasure: a katana made by the humans. Though he mourned his master's death, Sessamaru became curious of humans, wishing to know more about them and their culture. He read from cover-to-back of the journal, learning much from his former master, of his techniques and ingenuity, of his travels and of his late life. Sess learned of his mother and his father, and though curious to know more, he was more infatuated with following in his master's footsteps: adventuring into the world of the humans! Ironically, after the mourning period of the elder monk, the monastery chose a successor. The new head of the order was swift to banish Sessamaru from the Sky Islands, forcing the boy to swiftly garner his belongings and to never return upon the pain of death, his tainted nature too horrific to bear. Hurt by the sudden decision, Sessamaru swiftly left with the promise of traveling the world below at his back. It did not take long for him to find a means to leave the Sky Islands, for he had found the device used by his master to move from the islands to surface below. It was a magical ship that sailed the air and it took him low to the earth, out into the desert. He traveled from the desert, endured petty struggles and bandit attacks. He eventually wound up in Wanderer's Respite, where he took his first rest in a long time... [/hider]