UserName: Rtron Character name: Aramir Ryk(generally does not give her last name) Age: 22 Mageblood type: Lux Favoured Magic Class: Pyromancy Previous Magic training: None. She's amused herself by making sparks or small balls of fire, but that's about it. Race: Snow Elf Appearance:![img]http://lh3.ggpht.com/-R-tvnafQXlI/Tk-ngnyFOJI/AAAAAAAAD6w/5zOFljsZHRg/s800/Elf%252520Girl%252520Snow%252520Archer%252520-%252520Magick%252520Warriors%2525201.jpg[/img] Standing at two feet 11 inches and weighing 45lbs, Aramir considered herself on the taller side for a Snow Elf, and she was a little bit proud of that height...until she finally met others than those in her tribe that is. She has [Ice blue eyes](http://content.photos-room.com/previews/Cold_as_Ice_by_lorency.jpg), and matching tattoos on her left and right arms and on the left and right side of her face(seen in appearance). The golden tattoos(marking her tribe) stretch from below her eyes down to the edge of her collar bone, while the tattoos on her shoulder(marking her place in the tribe) go down her arm(occasionally splintering off in a jagged pattern, in a likeness to cracking ice, but still following a major path), till they split into five smaller line tattoos that end just behind her fingernails(with that same, but much smaller, occasional jagged pattern). The design on the back of her vest identifies her family in the tribe. Most of her hair is usually in a long plait. She has a scar on her side, as if someone had stabbed her with a knife and twisted, and half a dozen of scars on her back, right over where her vest is sewn, as if someone had slashed at her back with a sword. Short Bio: Aramir's earliest memories are that of struggle. Struggle to survive, to not be one of the ones yearly claimed by the Plains. To become a useful member of her tribe, She was taught from a young age how to handle a bow, her path as a hunter already predetermined by her family. She would have to earn her arm tattoos, straight lines that extend down to her wrists and stop on her upper shoulders in a hook, to mark her as an apprentice hunter before she could earn the additions to her arms that marked her as a fully fledged hunter, and then the golden tattoos that marked her as a full member of the tribe. However, she nearly never got the chance to earn those tattoos with a stupid mistake that she made when she was 8. She had been practicing her archery(at a snowman hastily constructed while the family prepared the camp for the freezing night), when the howling wind suddenly changed, sending her arrow far beyond and to the left of her her target. Instead of telling someone where she was going, and keeping the camp always in sight, she set off to find the missing arrow. She couldn't afford to leave it, wood wasn't cheap to come by. She got caught up in her search, wandered too far, and by then it was too late. The eternal blizzard worsened, till she couldn't see her hand in front of her face. It was still largely day time, and all she could see was white. That didn't bother her. She saw unending white all the time. For what seemed like hours she walked in what she was hoping the direction she came from, towards the camp. Then, night fell. Aramir had always had an irrational fear of the darkness. Now it came straight to the fore. Time ceased to have meaning, and she couldn't have told you how long she walked. All she was aware of was sheer terror, sobbing, and frozen tears on her cheeks. She finally collapsed from exhaustion, and the snow began to pile over her. Though she didn't know it at the time, her pyromancy was the only thing that saved her from freezing to death, though it nearly killed her in the process, as she instinctively overused her mageblood to heat the snow cocoon she had made. When she next awoke, it was to complete darkness once more, and she began to panic again, trying to claw her way out of what she thought was a snow tomb. Which is exactly when a pair of feet crashed through her 'tomb' and nearly landed on her head. Her heat had weakened the snow above enough that a snow elf from her tribe to fall down into her cocoon. After the joy and relief that she was alive was over, the scolding and punishment began. Aramir was too relieved to be alive and back with her tribe to be ashamed. She never did recover from the sheer terror of darkness she possessed. At the age of 19 she finally gets her golden tattoos, three years after finishing her hunter tattoos. The year had been bad for the tribe. More members had died, all were hungry, and Aramir's group for the tattoo ceremony was the smallest that anyone could remember. There were mutterings that the tribe leader was leading them into disaster. Only from one or two members, the ones who felt the worst of the year. The next two years were successively worse and worse. The mutterings became talking. Then the talking became agreement. Finally the agreement became demands, shouting. The tribe began to divide into two camps. One still supporting the tribe leader, the other wanting him gone. Tension rose in the tribe, and shattered one night when Aramir and her friends went out hunting. They came back with a good catch, and were in high spirits. This would be the turning point of the succession of bad luck that had plagued the tribe for years. They could feel it. The Tribe leader himself came to congratulate them. As he was doing so, violence erupted. An arrow sprouted out of the Elf's chest. For a moment that seemed to stretch to infinity, there was nothing but silence. And then the killing began. Aramir had thought her friends calm, cool headed. She herself had disdained from picking either side, urging the two sides to reconcile in the face of the harsh Plains, and had thought her friends had done the same. They proved her wrong immediately when the fighting broke out. Before Aramir could even attempt to bring order to the chaos, someone tried to kill her, for nothing more than the markings on her vest. The howling of the blizzard masked the screams of the wounded and dying, the falling and overturned snow covered the blood and bodies quickly, and the nature of the Glacier Lands froze the hot blood that was spilled almost immediately. Aramir and a few others were the only survivors. The tribe had been destroyed. Her family, killed.Sometime during the fighting she had set fire to something with a blue ball of flames. Heedless of her wounds(a deep gash in her side, and half a dozen cuts on her back), she left taking only her bow, a quiver full of arrows, what supplies she could scavenge, and a couple of hunting knives, taken from the corpse of a friend. She had heard of the Twilight College, down to the far south, out of the Frozen Plains. Maybe they could teach her to control her flames. Maybe they could help her forget. It took her another year to find her way through the strange lands to the College. And while the physical wounds of her tribe's self-destruction healed, the emotional ones were only scabbed over, ready to break and bleed again at the slightest hint of over stretching. Good Attributes: Small:Though this can also be a disadvantage, she's very light, allowing her to go where heavier people are unable to follow. Archer:She's a master with her hunting bow, having used it from the time she could draw it to hunt in the harsh Plains(though, it is considerably weaker than a war bow). Hunter of the Plains:Aramir is also perceptive, a necessity when one is a hunter in the Glacier Lands, where the animals are all white in an unending white plain. Agile:She's nimble and quick(quite handy when one needs to climb quickly, or dodge an oncoming snow ball). Cold Blooded: She's comfortable in colder climates, used to the freezing temperatures of the Frozen Plains. Bad Attributes: Weak:Obviously, she won't be any good in terms of strength(which stretches from simple tasks that require brute force to fighting in prolonged melee combat, and everything in between). Silent is the Night...:She's also [i]very[/i] uncomfortable with silence or quiet places, used to the howling winds of the Frozen Plains. ...and the Dark hides it's terrors:She's terrified of complete darkness, barely tolerating shadows. Cold Blooded:She's uncomfortable in hotter climates, used to the freezing temperatures of the Frozen Plains. Peacekeeper: She dislikes arguments, and while not going out of her way to stop them, will either stop the arguers if they carry on for too long or leave abruptly. Insomniac:She sleeps very little willingly, haunted by nightmares of her tribe tearing itself apart in front of her. Secret Word: Rebirth