[b]Name[/b]: Rem [b]Gender[/b]: Male [b]Age[/b]: 31 [b]Nationality[/b]: Suldan [hider=Picture] [img]http://orig08.deviantart.net/20fe/f/2012/214/0/0/call_of_the_wild_by_daroz-d59iykf.jpg[/img] [/hider] [b]Appearance[/b]: Rem is definitely Suldan. He's bronze-skinned, about 5'7 and kind of hairy to boot. He wears a well-traveled tunic and matching clothing fringed with fur for warmth. His olive cloak helps distinguish him from others. Most often he beams with a kind and gentle smile but sometimes you can catch a hint of sadness in his eyes when he isn't paying attention to the others. [b]Biography[/b]: Rem is a man of Suldan and second heir to the Adeus, a wealthy family of architects. That was not the trade he wished to ply for in his youth however. He wanted to be a mage and his mark destined him for the noble profession. His destiny seemed certain to land him in the great leadership of the city with other wise advisers and oracles. That was his destiny until he chose otherwise. What the magus professors of Suldan taught felt wrong to him. They spoke of the world's magic as something that the gods used to bind it together. This felt true but they continued to speak of it as a thing to be dominated and used like a great bludgeon against enemies. True, the gods used this power against one another in their own war but that was wrong and fate led them to their consequences. Where are the gods now? Whispers are all that remain. Magic used as such would indeed cause great backlashes. It would bring nothing but death. So he left. He had something he needed to know and there was no other way than to do the tremendous task of leaving his wealth and family behind. He would return one day but until then he wanted to know more of the true nature of magic and its involvement with the forces of Alestoth. The gods had left their whispers behind, their legacy forged into the very plants, earth and creatures they had created. This mission brought him to the boundaries of the Takari Wilds. He spent much time here despite the dangers, researching and pondering the environment. It was arguably the oldest place on the continent to be left unconquered by men. It became the source of his greatest discoveries. At the age of twenty-four Rem acted as one of the guides for a Black Order expedition into the Takari Wilds. He had joined to learn more about the Great Beasts and who better than the ones who had the guts to kill them. Ultimately the expedition failed and due to Rem's expertise on the area many lives were saved. Despite association with the Black Order he still wound up drifting back into the wilderness by himself. The purest magic of the world drew him with whispers. He has full membership in the Black Order and withdraws from them out to his wanderings as events and calls to action come and go, taking whatever time he can to continue his personal pursuits. Rem has made a name for himself as a wanderer and shady character. He does in fact always move with a goal. The mages of his home city hate him for obvious reasons. [b]Fighting Style[/b]: Rem isn't particularly strong as a melee combatant. He can defend himself against a trained soldier with the use of his cane. Magic increases his close range capabilities tremendously and most of his fighting moves are taken after watching others or from the inspiration of creatures. Rem's preference in combat is to stay at a medium range and support his allies. It's not good to underestimate him even if he seems weak because he is liable to make some very tricky moves with magic. Equipment: A long walking cane with a silver hawk at its crown with two short strands of red ribbon. The gilding distinguishes it as of Suldan making. A satchel with various herbs in it for different purposes. A pack to carry standard traveling supplies like water, a small hatchet, a fresh set of clothes, a bedroll and dried foods. His boots are very well made but on the surface appear to be in poor condition. To a skilled craftsman one would be able to notice their workmanship. Rem carries nothing that is magical. [b]Skills[/b]: [i]Herbalist[/i] - Rem knows a broad variety of wild plants that he can use to the benefit of others. For food, healing remedies or just protecting that one fool from eating the red berries. [i]Meditation[/i] - A skill Rem can use to recover more quickly when not in combat, even heal at an enhanced rate. It is also vital for him to tap into "whispers". [b]Magic / Abilities[/b]: Starting from a point perspective - 2 Earth - 1 Water - 1 Arcane. Rem has access to a variety of spells used primarily for utility and support. These in particular allow him to better adapt the battlefield to his advantage. [i]Unro Boshoth[/i] - (Source - Earth) Causes the targeted rock, stone or dirt to become fine sand. Causes quicksand when used on an already loosened surface. [i]Unro Dagoon[/i] - (Source - Earth and Water) Turns a patch of ground into thick, sticky mud that makes traversal difficult. [i]Ernal Finno[/i] - (Source - Earth and Water) Energizes the plants in a given area with power to move quickly in order to obey the will of the user. Snaring, entangling, strangling, etc. With volume and duration come more strain on Rem. Releasing power on the plants will leave them in their current position without any further drain from the caster. [i]Read Beasts[/i] - (Source - Arcane) A simple term for being able to perceive the intent and thoughts of something. In this case it is that of beasts, simple and carnal. With this he can communicate to a certain degree that language doesn't allow and issue a command if the beast isn't inherently evil. There are dangers to doing this. It can be physically draining and give him a headache depending on the creature or its intellect which is why doing such a thing on a human would be incredibly hazardous. [i]Untap Potential[/i] - (Source - Earth and Arcane) Allows Rem to tap into the latent energy of an herb after some focus in order to increase its property to heal substantially. [i]Other Information[/i] - Rem holds a lot of secrets. One lies close to his heart that few know about. Arthanus knows what this certain one is. The whispers referred to are most often places of power that few have touched. Sacred, haunted, or otherwise. These are spots that still hold bits of the legacy that Ristoth and his children left behind since their brutal war and before. [hider=Don't look at this, it's evil.] 1. Listen to the GM, If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a hunt feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC [/hider]