[@PaulHaynek] - I've decided to change the second character to downplay the reanimation concept so now it's more organic in nature. The only thing missing from the sheets currently are the appearances. I'll be adding those after a short break but I felt like sharing what I've got written thus far since all of the sufficiently important details are already covered. Hopefully these two are acceptable. The appearances shouldn't take long to write. [hider=Leomund Anglehook] Name: Leomund Anglehook. Appearance: Race: Human. Magic/Abilities: His range of spells is fairly small and not the strongest by far. There are three basic fields he has shown more aptitude in than others. [u]Blessings[/u] Among the various fields he's dabbled in during his schooling one that seems to come easier than others is the ability to strengthening one's physical capabilities and other forms of aid. He can imbue himself and others with greater strength, fleeter movement and enhanced durability. He can only grant someone as many as two of these boons at once, never more. These blessings last for as long as he wants them to, the spell only ending with a conscious thought to cancel them. For every person gifted with one of his blessings the total potency of the blessings is divided by the total number of people in possession of such blessing. This is due to the active nature of the spell, taking away from his magic in a constant stream which forks with each additional individual selected. While this connection is not limited by distance magics that distrupt the flow will prematurely end the blessing. [u]Wards[/u] A magic which offers protection both to individuals and over designated areas against a wide variety of foes and magics alike. These spells form an invisible bubble either around a person or a select area, hedging out a single subject of the caster's choosing. Most wards only have one designated subject to bar from trespass, allowing everything else to pass through freely. Certain things are more difficult to ward against than others simply for the practical reason that just as the subject cannot enter a ward the owner of said ward also cannot approach the subject. For example if the caster were to ward against dirt or stone they might find it hard to walk as the ward thusly prevents them from reaching the ground. Things that are already inside a ward at the time of casting are free to exit the ward just fine but if they are the subject of the ward they will be barred from re-entry afterwards. Wards aren't even a perfect defense against their subject either. The strength of a ward's protection is based on the strength of the spell which is largely decided by the caster and what they are capable of casting. [u]Healing[/u] Exactly what it says on the tin. He's not super at it but it'll suffice. Apart from these three arts he's only really got one direct offense spell that he's able to use effectively in the middle of a fight. [u]Mine[/u] This spell deploys a small mote of white light which can detonate in a small explosion of pure force. The strength of the spell isn't very strong, the actual force of the explosion comparable to the hind kick of a large horse. The radius of the explosion is roughly five feet or so, only detonating when an enemy is within a couple feet of the mote of light itself. The mine can either be left to stay where it's created or it can be set to repeatedly travel upon a designated path, floating gently along in a steady patrol until an enemy triggers it. It cannot travel through solid objects. It can only be triggered by those the caster has designated as foes so if anyone else walks into one it will not explode or cause any other form of harm. Personality: Calm, simple and rational. He's a fairly closed in type, not the most outgoing short. Some might even describe him as a bit shy. He doesn't like talking about himself much. His ambitions aren't particularly grandiose. He just wants to graduate so he can help those close to him. Seeing as it's a fair honor to receive an invitation to study at such a prestigious academy it would be a disservice to his family not to accept. The money and position in society offered by such a scholarship would benefit his father and it gives him an opportunity to learn more about the world in general. He's a curious one, quite fascinated by things that would normally frighten normal folk. Perhaps that might be because he's fairly nervous around pretty much everything to begin with. He's not a bold soul, his shyness not helping that matter. Despite this he'll go above and beyond to do right to those he owes it to. He almost never breaks a promise and holds strongly to his word. In fact a majority of his study is centered around helping out the friend he made. Outside of that he studies but as mentioned before he has little to no ambition of his own. Power is of little interest as he has few things he'd use it for and riches would only make life harder to manage so he purposefully avoids accumulating wealth to himself. Fame has little draw for him as he's nervous around company, especially crowds. Really once he's met his needs and fulfilled his obligations left to his own devices he'd largely just read up on various curiosities largely as a hobby. He's learned to fight not out of any desire to actually see combat but rather so he can handle himself should he be separated from his friends and left to fend for himself. His natural aptitudes leave him paltry as a war magus, hardly capable of laying any degree of men to waste with any of his magic alone. He makes due with using his magic to boost his ability to fight and using brute force to fight off others. Given the chance he'd much rather let others do the fighting and simply support them with his magic but sadly that's not always an option. Background: Leomund is little more than a simple fisherman's son from a quaint fishing village off the shore of a great sea by the mainland. His mother died giving birth to him so for the most part it's just been him and his father. The two of them fished for a living, paying their taxes and keeping what was left for food. On good months they'd have some left over to sell in the markets. The money helped smooth over some of the poorer hauls they had so in the end it was all balanced out. Of course his father wanted a good life for his son so naturally as a sort of plea to the fortunes he put forward an application for his son to join Seraph Academy. While ordinarily a fisherman's son would have little to no chance in joining a school like theirs luck just so happened to be in their favor. While going over application letters his application was mistakenly placed in the accepted pile which was then taken and issued congratulatory letters for their acceptance into their school. When the news got back his father celebrated. While this was a chance for them to make it big and strike out of the humble lifestyle of simple fishermen this ultimately meant that Leomund had a long road to walk ahead of him, both figuratively and literally. Renting out the only spellbook the village held from the village elder his father had him study hard to learn a cursory amount of magic, just enough to fake an understanding of magic that would hopefully be enough to get him by at the start. Soon enough the school year would begin so to get him in on time they set him up with a pack of his belongings and set him out to go and make a future for himself in the big city. So he set forth. And not long after he left the village after many hours of walking night fell. With night came a band of vicious bandits, armed men who waylaid his campsite and tied him up while they looted him of all his possessions. Just as they were finished robbing him they were going to leave him for dead when from the inky depths of the darkened woods a menacing figure trudged forth. Stepping into the light of the campfire the tall and intimidating figure of a dark armored foe was revealed. She towered over each and every one of them, a veritable statue of metal, and clutched in her grip was a massive ship's anchor. It might of been rusted all across but the great bend of iron was more than thick enough to hold strong ever still. With each resounding step the chains which bound the loop of the anchor to her left arm rattled, giving off this aura of dread which filled the hearts of all who faced her. Peering down at the quivering mortals beneath her the glowing yellow eyes from the yawning darkness that was the inside of the helmet cast their dread-filling light upon the terrified rogues. She needed not deliver a single blow as they scattered before she could even face them down. Little did they know that she had no clue what was even going on. She just wanted to say hi. Luckily for Leomund her approach was all that was needed to drive his captors off, leaving him now free albeit still bereft of all possessions with the exception of his acceptance letter which he cleverly hid in the dirt when the bandits weren't observing him. Despite her imposing apparel Leomund found himself more thankful to this strange ominous savior of his rather than intimidated like all the others. When she spoke it was quite clear she meant him no harm. She was a wandering mercenary who traveled the land taking money in exchange for use of her unnatural strength to crush foes with the ship anchor she wielded. He asked her what the price for her service was. She just shrugged. She had no real acumen for coin so she would just accept whatever sounded good for the job. With this in mind he basically offered her the job of guarding him and in exchange when he finally made it big as a caster of some sort he'd pay for all her expenses. She agreed to it because it sounded like a good trade and he was nice about it. And so the two of them set forward to Zauberheim. Along the way he learned that she was in fact a drowned sailor who's spent a very long time walking the ocean floor before she finally found land. Neither of them are sure how long but it was probably pretty long given how much rust her anchor had gathered. She was a strange sort with a few marbles missing for sure but given how she stepped in and helped him when he was staring at a very immediate death he's able to overlook such eccentricities. Such is the story of how Leomund got to school. The rest, as they say, is a tale for another time. Maybe soon. Probably. [/hider] & [hider=Gangraena] Name: Gangraena the Abyss Treader. Appearance: Race: Light Elf. Magic/Abilities: Having been restored by some ancient entity at the bottom of the ocean's deepest chasms she possesses unusual alterations to her body which have changed her greatly. The dark graft which keeps her alive also grants her an unnatural level of strength as well as nearly endless stamina. As a result of this unearthly change her ability to use any form of magic is completely forfeit. Even despite her heritages natural inclination she's never had any talent in casting anyhow. Perhaps the strangest thing about this are the dark creatures which confer these gifts. Her body is filled with a tightly pact network of tiny ichorous tendrils which grasp one another, forming a network capable of exerting such force. They communicate each other through the dark magic they've been fused with. There is no part of her that ceases to move regardless of how badly she's torn apart. Even in the case of decapitation her body will continue to move as if still connected to her head, albeit a bit more awkwardly given the disconnect between her head's position and her body's. Thanks to the tendrils breathing is no longer required and they are sustained by the dark magic, sustaining her in turn. Her tolerance for pain much like her stamina is no less plentiful and despite completely lacking eyes the dark magic confers a special sight which allows her to see as any normal person of her former species would. These symbiotes have some other curious properties that it confers upon it's host. She is highly resiliant to dark magic and while normal methods of healing bear no effect on her some curses will actually restore her vitality. Lastly as a result of an ancient pact between her dark benefactor and the oceans themselves the water will never bring her damage or decay. While variety of aquatic beastmen can decide for themselves at large many of the true beasts of the deep will ignore her. Personality: Despite being a creature close to all would consider wholly unnatural she's pretty chipper about it all. She's a bright and sunny soul who just so happens to be a barnacle-ridden mess of dark magic who has spent several thousand years trudging the deepest reaches of the ocean in search of land. While many a mind would shatter in the fathomless length of time spent wandering in pitch black waters she seems to have come away from it rather well. Perhaps maybe that alone is it's own form of insanity. Even in life she was never the sharpest tool in the shed. She's extremely trusting and often a poor judge of character. Though she might be quite naive her experience in combat during her time ashore clearly shows. She understands violence quite well and quickly resorts to such methods in the face of most obstacles. She's nearly impossible to threaten and negative emotions run past her with plenty of haste as she flits back to a positive frame of mind quite easily. As a bit of a side effect from the whole process her knowledge of her own past is spotty at best. Bits and pieces are left floating in a gulph of darkness and not just the stretch of time occupying her memory where nothing but walking occured and darkness was all she could see. Oftentimes she can be rather addle-minded, forgetful and quite easily confused as well. She means well though and generally holds little ill-will towards most folks. Her aims are simply enough to go from day to day, surviving and spending time with good friends when she can. Quite frankly anything is better than wandering the depths of the ocean so she's quite easy to please. Background: A long time ago in a large port city run by the light elves were a family of sailors. When she was of age she'd join her father on his voyages, traveling the waters aboard their seaworthy vessel. One night however the weather was particularly stormy and the ship was overturned. Most of the sailors aboard the ship drowned that night but Gangraena's fate was chosen by a different force. As she begun to drown shadowy forces dragged her below, pulling her body well into the depths. Even as she lost consciousness her form drifted inbetween the great oceanic crags and into the great tear in the earth's face below the waves. So deep below she was pulled. She was dragged into depths which in ordinary circumstances would hold pressures too great for the soft bodies of most surface dwellers. This was no ordinary circumstance however, dark magic protecting her from the dangers of the deep until she was brought into a long forgotten temple which had sunk into the ocean ages ago. This mysterious entity took her into it's flooded halls and set her upon it's unearthly altar. Though drowned she was not wholly dead before it began the process. When she awoke everything was dark. There was only water in her lungs and there was no light to see by. Without anything to go by she started to float about without direction. As she left the temple she was starting to float away so she grasped around herself for something to hold onto. She managed to grab hold of the anchor which had fallen off her ship which was destroyed in the storm. With the anchor weighing her down she was able to set her feet on the ground and begin her long trek, dragging the anchor along behind her like it was some old oar. _ From then on she simply walked. She had no direction to follow so she'd simply walk until she ran into something and then try to walk around that. This continued for thousands upon thousands of years. Though long as such a trek might be it could of been shorter but she had a terrible sense of direction and often wound up walking in circles for many years at a time. Sometimes she would fall into pits that could swallow mountains and occasionally she'd run into mountains that make those of the surface world seem pitifully small by comparison. Being a realm vastly larger than the surface land it's features often dwarfed those that appeared above. For a time so long it beggars the imagination she simply wandered the depths, anchor in hand. Eventually she stumbled into a village of deep ones. They fled at the sight of her though she couldn't understand why. She followed where some of them went and it led her near a city by the shore. She tried to go through the city but the guards kept yelling and sticking spears in her so she went around it instead. Eventually she reached shore at long last. She walked along the beach after that, dragging along her rust crusted anchor until she eventually found a port town. There she hung around until she learned their language, the locals giving her reasonable distance given her appearance but otherwise simply assuming she's just another deep one. Once she was able to understand people she used her great strength to help people, asking very little in exchange. Most of the armor she's now owner of are pieces from warriors she's felled in her travels. One night she came and scared off a group of bandits, rescuing a young man named Leomund. As thanks he offered to pay her back later on when he was a more renown mage. She accepted, offering in turn to keep him safe until then. She didn't have anything better to do so it seemed like a fair deal. And such is the story of how Gangraena met Leomund. Also some other stuff. [/hider]