DONE!! [hider=Aldrych] [b]Name[/b] Aldrych Eastaughffe [b]Gender[/b] Male [b]Age[/b] 51 [b]Personality[/b] There are numerous ways one could describe the man known as Aldrych. Some could call him a sadist, a rapist, a murderer, a villian. One could even call him an evil man. But in the same breath, one could call him a saint, a martyr, a loving father, a knight and a honest man. He is a man not defined by any one side of him, but more by the dichotomy of his blood and upbringing. And while one might think that these things could not exist within one being, it could be nothing further from the truth. Aldrych is the perfect blend of saint and monster, good and evil and everything in between. One can't hope to understand him unless they know that he is equally motivated by lust as he is by pure maiden like love. In fact, it could be argued that no human, alive or dead, could understand him seeing as he acts in a way so dissimilar from humanity that he might as well be alien. For Aldrych it is almost impossible to relate to the mundane going ons of human morality and by extension he has a hard time relating to normal human beings as a matter of course. He is a pridefully and conceited man, as one would expect of a man who has ruled over others his entire life. He knows without a shadow of a doubt that he is better than anyone found among the endless throngs of humanity. To him, humans and magi alike are nothing more than serfs that deserve nothing more then to serve him and his kind. In some sense, he could be compared to a certain golden king. [b]Appearance[/b] [IMG]http://i1211.photobucket.com/albums/cc427/WhatCaMaHoZit/image_zpsbz7xlgua.jpeg[/IMG] [b]Biography and Family History[/b] The Eastaughffe are a Magus clan that reside near Amesbury and possess ownership rights over the spiritual site of Stonehenge. Founded sometime during the 1800's, they were originally a lineage of Druids who possessed a strong bond with nature and eventually managed to mix their bloodline with the faeries of the forests. They would marry into a lesser magus family not long after, adding their abilities with theirs and becoming an established part of British mage society. Aldrych is the current head of the clan. Born the son of Gerwyn and Nalani, he was an only child. His training started at a young age, spending days at a time in the forests that surrounded his home. His unique heritage meant his childhood was harsh. The fairy blood in his vines meant he unable to interact with the other children of the town, and caused him great pain as it made itself known. At the age of ten he had already lost all color in his hair, and his skin began to darken. His training progressed well, and eventually he was sent to study at the Clock Tower. He spent several years there, before returning to his family's estate. A valuable experience, though his Origin meant it was difficult to learn 'traditional magecraft'. Time passed and Aldrych's training expanded to include swordsmanship and botany. He built his own greenhouse and started his own garden. His father's conversion reached the third and final state, and at this point Aldrych would inherit the clan's leadership. The Magic Crest passed to him, as well as the forests and vast garden of his clan. Gerwyn would disappear not long after. An arranged marriaged to a woman of a respected lineage ensured the Eastaughffe bloodline would continue. True be told, it was love at first sight. Aldrych was smitten with the woman Alysandra from the moment he saw her. It was difficult at first, their relationship strained by Aldrych inability to correctly express himself and Alysandra fear of his strangeness. However, they overcame that and a loving couple was born. She bore him too children, Baldur and Gwenna. His ancestors had known of the Holy Grail War of the Far East for a while now, though they have never bothered to compete. Aldrych is the first, and he has never disclosed why he want to take part. In truth, it is born of fear and love. The human side of him, what remains of it, dreads reaching the final stage of his conversion. The idea of losing his humanity absolutely terrifies him. For this reason, he desires the grail. To halt the progression of his blood [b]Origin and Elemental Affinity[/b] Faerie [b]Number/Quality of Magic Circuits[/b] Aldrych possesses 12 Magic Circuits, each capable of outputting 50 units of prana. The Eastaughffe clan have a below average circuit count but exceptional circuit quality, most likely due to the faerie blood that runs through their veins. Additionally, the Magic Crest of the Eastaughffe possesses 35 Circuits, capable of outputting 25 units of prana. [b]Magic Circuit Switch[/b] The mental image of Fairy dashing through the trees. [hider=Magecraft] [i]Sorcery Trait - Faerie Tongue[/i] All families with Faerie Blood possess some form of this Sorcery Trait, but the execution of it varies in the form of 'accents'. The Fae Folk are a very isolated people. They see themselves as being superior and have therefore, since the dawn of time, worked to keep their secrets safe from humans that might try to steal and degrade them. The most prominent way they do this is with their language. The Faerie language can only be spoken by those with Fae Blood. Normal humans and Magi cannot hear the correct sounds, let alone speak them. Even if one lacking Fae Blood were to consciously know how a word was meant to sound, their mouth could never form those sounds. Because all Faerie Spells and abilities must be activated using Faerie speech, it makes them completely unavailable to outsiders. Even the most powerful magus in the world could not mimic Aldrych's skillset without any Fae Heritage. The Eastaughffe Clan's unique 'accent' allows for a deep, almost spiritual bond with the creatures and plants that make their homes in the Wyld. [i]Cud Sidhe[/i] Three Spiritual familiars belonging to Eastaughffe, whom serve the current head of the family. Aldrych only has two with him at the moment, as he has left one in England with his wife and children. The Cud Sidhe are spirits in the shape of large hounds close to the size of bulls, often with shaggy dark green fur. Omens of death and misery in ancient Celtic folklore, they are often associated with the spectral hunting hounds of Welsh mythology. A single of these hounds is said to herald death to all who hear its howl, and as such they make excellent substitutes for practical combat ability to otherwise inexperienced magi. Each of these massive hounds is well above an average hound in physical capability, dwarfing a humans physical capability, although those with reinforcement are capable of keeping up with them. They are unfailingly loyal to Aldrych, and are capable of communicating with him through Faerie Speech. As spiritual entities, the Cud Sidhe are capable of shifting between the physical and spiritual plane at will, and often utilize this ability to swap between forms at a moments notice during their hunts. However, the most notable aspect of these familiars is their [b]Curse of Impending Doom[/b], applied by listening to the howl they emit. The curse must be applied three times for it's effect to be truly felt, as they first two cries merely inspire a feeling of dread and worry in those who hear it. Those who hear the third howl of the hounds are struck with their curse, applying a conceptual 'doom' upon them. The curse itself is entirely harmless; it does not wound, main or incapacitate those who hear it whatsoever. But the impending 'doom' placed upon them will lower their 'odds of survival' drastically, causing any small chance of suffering misery or harm to drastically increase, effectively causing their luck to plummet. Obviously this does not work on Servant. Escaping the area of the Cud Sidhe allows one to evade the curse, as it will eventually subside on it's own over several hours, and without any other direct threat will be entirely harmless to the victim. [b][u]Fae Heritage; Aes Sidhe[/u][/b] [i]Inversion Impulse[/i] Typically the Faerie Inversion Impulse works slowly. The Faerie blood present within the body slowly infects and converts their human blood, increasing their power while robbing them of their ability to relate to others. At ALdrych's current 'level', he is almost completely out of touch with his human side. Hints of it linger, but for the most part he is unable to connect to it. He expects the conversion will be complete in the next few decades, in which he will be stripped of his humanity and his eyes will glow green. [i]Fae Tongue; Magic Words[/i] A form of self-hypnosis unique to the Fae. ALdrych can place himself into a 'casting state' in which incantations are drastically shortened. In extreme circumstances, it is possible for every spell to become single action. In return for this ability, Fae-Folk are both honest to a fault and weak to iron. [i]Perfect Contract[/i] Utilizing Faerie Speech, it is possible for Aldrych to create unbreakable contract. Any promise or oath made to him will be carried out - regardless of the victim's will. Those who enter such a contract will receive a vine pattern at the base of their neck, which will fade when it is complete. [i]Rheoli[/i] A spell that utilizes his authority as a [b]King of The Unseelie Court[/b], instantly gaining control of all plants within a 5m radius and converting them into 'psuedo-familars'. Those converted can be manipulated and controlled at will. Usually utilized [i]Bendithia[/i], it is Aldrych's main form of attack. [i]Bendithia[/i] A 'reinforcement' spell utilized alongside [i]Rheoli[/i], allowing him to turn ordinary plants into deadly weapons. Strengthening and combining are a matter of course, but things like bestowing properties and converting them into 'specialty' plants are also possible. [i]Golwg[/i] Allows Aldrych to connect his vision with any plants under his dominion, enabling him to 'see' through them. [i]Naws Sbôr[/i] A spell that releases spores over a targeted area. The actual effect of these spell varies, and is dependent on which spores are released. - Pink Spores create a sweet spelling cloud that encourages calm and relaxation. The target will be affected in numerous ways, from falling asleep to temporarily forgetting who they are, where they are and what they were doing. - Violet spores produce a toxic cloud, poisoning those unfortunate enough to inhale it. The target will continue to worsen the more they are exposed to it, eventually leading to death. - Yellow spores result in a sharp and foul spelling cloud that induces paralysis. [i]Draenen[/i] A spell that wraps the user in magically enhanced thorns. A defensive spell. They thorns themselves are incredibly durable, each comparable to titanium, with spikes as sharp as knifes. [i]Petalau Storm Eira[/i] A Three-Line spell that creates a whirlwind of reinforced razor-sharp petals that slash and shred everything in the targeted area. The storm can be likened to 'flying-knives' that swirl through the air. [/hider] [b]Mystic Code/Equipment[/b] ALdrych possesses a pure white longsword of intricate design. It is a weapon that has been passed down through his clan for numerous generations. Closer inspection reveals that the entire weapon has been crafted from bone, though of what creature is anyone's guess. It is noted to 'sing' when swung, implying a hollow interior. Despite this, it is strong as steel. [b]Non-Magecraft Related Skills[/b] [i]Honesty[/i] Aldrych is incapable of telling a lie. It is an inborn compulsion that prevents falsehoods from leaving his lips. It should be noted however, that this only applies if he knows that what he is saying is not true. [i]Cold Iron[/i] Contact with iron can severely weaken him, with prolonged contact preventing him from using his Magecraft and rendering him extremely ill. [i]Slow Aging[/i] A natural trait possessed by those with inhuman blood. Aldrych ages at an exceptionally slow place, compared to normal humans. It is why, despite being in his fifties, he has the body of a twenty year old. [i]Swordfighting[/i] Aldrych is a skilled swordmans, having trained for over forty years. [/hider]