I think this is what I will go with. [Hider=Character] Based on Garth Nix's Abhorsen. [color=2e3192][center][h3]Ezra Damascus[/h3][/center] [/color] [b]Age[/b]: 24 [b]Gender[/b]: Female [b]Appearance[/b]: Standing at 5’6”, Ezra is of average height and weight, with her build being considered somewhat lean. Her eyes are a brown dark enough to be black, a color matched by the thick dark hair that falls in wayward waves down her back, just barely passing beyond the waist. Her skin is not merely pale, but is leeched of all color save for the rare blush. A faint [URL=http://img.sparknotes.com/content/sparklife/sparktalk/sabrielsymbolonthebook_LargeWide.JPG] mark [/URL] is always visible upon her brow, but when touched flares to life and emits heat. She is more or less dressed in practical clothing, but the bandolier of bells strapped across her chest is a signature of what she is and is seldom removed or far from reach. A sword lay against one hip and a dagger against the other. [Hider=Inspirations] [img]http://i.embed.ly/1/display/resize?key=1e6a1a1efdb011df84894040444cdc60&url=http%3A%2F%2Fpbs.twimg.com%2Fmedia%2FBkGSdU_CYAAiopj.jpg[/img] [img]http://imageprocessor.websimages.com/width/409/crop/0,0,409x302/tolkienite2.webs.com/160389.jpg[/img] [/Hider] [b]Items[/b]: A spelled sword, a dagger, and seven bells. Both of the blades are made to disrupt magic, particularly that which relates to necromancy and the undead. The bells lay across her chest in a bandolier. They are encased upside-down in fitted leather pouches that still the tongues, ranging from the size of a pillbox to that of a jar. They have ebony handles and are each named thusly: [i]Ranna[/i]; the sleepbringer - smallest of the seven, it sounds a sweet, low voice that brings slumber in its wake. [i]Mosrael[/i], the waker; a harsh, rowdy bell, this bell throws the ringer further into Death as it brings the listener into Life with a seesawing sound. [i]Kibeth[/i]; the walker, a bell of several sounds, difficult and contrary; it can give freedom of movement to one of the Dead, or walk them further into Death. It can turn on the ringer if not controlled. [i]Dyrim[/i]; a musical bell of clear and pretty tone, Dyrim can return the voice to a dead tongue, or still one that moves too freely. [i]Belgaer[/i]; more tricksome than Kibeth, Belgaer seeks to ring of its own accord. The thinking bell and the least used, it can restore independent thought, memory, and all the patterns of a living person or, slipping in a careless hand, erase them. [i]Saraneth[/i]; the deepest, lowest bell – a tone of strength, the binder shackles the Dead to the wielder’s will. [i]Astarael[/i], the sorrowful; the largest of the seven, this bell is the banisher, the final tone. Properly rung, it casts everyone who hears it far in Death, including the ringer. [b]Abilities[/b]: [i]Necromancer[/i] - Ezra can enter Death at will and can utilize the seven vaguely sentient bells, though she can also whistle, sing, and clap the correct tunes in an emergency. She can control the Dead in all its forms and can create forms for spirits to inhabit. [i]Mage[/i] - She can wield two forms of magic: one that is raw, and the other that has been organized and hemmed in. The first and original magic is powerful and can corrode the user, acting much like an addiction as the user becomes dependent on the power and inevitably succumbs to the darker whims. This particular magic is simply an application of will and strength of character, lest the user be killed in the process. The second form prevents this, but is only available to those baptized into the magic - a matter which requires some purity and judicial use of the free form, since they do not easily blend. With the second form of magic, symbols are whistled, spoken, etched into life, being plucked from the internal stream of magic and formed via vocal cords or sketching them in the air via hand. [b]Background[/b]: Ezra was raised in a monastery whenever her mother wasn’t around to take her on travels. While the place was mostly cold and remote, it was a lovely dream to a child – the haunting melodies, the labyrinthine corridors that led to too many curiously locked doors to ever ignore, and the grand gardens beyond; grand to a child, anyway. Despite being from a long line of voodoo practitioners, Ezra was graciously accepted at the monastery. The hard, rigorous routines taught control and patience enough to master her abilities, though little beyond that was capable of taking root. The music of the monastery was a part of her, though she could rarely partake. Melodies from a necromancer, by the voice, clapping, or some other tool, all led to very specific ears: those of the Dead. While at first this affinity was amazingly boring because of her surroundings, Ezra was soon allowed her freedom as an apprentice to her mother. She was a blade, sharpened with mage abilities – a clean magic based off an endless vortex of symbols that encompassed life, and a darker one that burned the tongue and charred the spirit if not carefully used. They took jobs, which surprisingly leaned more often towards benevolence where they put the dead back to rest. Although Ezra’s mother was something of a conservative, the younger necromancer was lean and hungry. Controlling the dead wasn’t merely raising mindless zombies – she could build beautiful constructs of earth and blood and bone, far less prone to harm than a corpse, and fill it with a spirit. She could, she soon realized, control vampires. Being a necromancer is usually a solitary profession, so Ezra was fairly shoved out the door to make her own way in life. Her mother passed on the torch, so to speak. Since then, the young necromancer has been testing her limits more and more. She can’t help but boast that she has made numerous treks into Death, all the way to the last gate – at which point she stopped, not desiring to terminate life prematurely. There’s something utterly wonderful about taking control of what is too often considered a nightmare, like a vampire, and forcing them to walk their way to eternal sleep. Unfortunately, they rarely agree and tend to put up a bit of a fuss. Other: N/A [/hider]