[hider=The White Scarab] [center][img]https://i.pinimg.com/564x/27/8b/04/278b044b95c4a48f14d34cbd075ce901.jpg[/img] "Ignorance is an abomination to the Illuminated."[/center] [h3]History:[/h3] An enigmatic conclave of mages. Their history is as shrouded in mystery. Hidden behind half truths, misdirection and even outright lies. In order to discover the true history of this secretive cult, one would be hard pressed to discover it without being a member. Some of their detractors say that they're hardly an organized religion at all - saying they're nothing more than madmen spewing nonsense to lure in others. Others say they're just fools with too much free time. Who can blame them, really? The Church of Existence frowns heavily upon them - indeed, the members of this society are welcome openly in no lands, even as though they themselves claim to be harmless seekers of truth. What is known, is that it was first founded by a woman by the name of La-Zha, the first and the holiest of the Illuminated, said to have ascended to be placed beside the holy being. This pure white, enigmatic being was said to have descended from the holy Moon, bringing with it a gift of fire and incomprehensible knowledge to her. This knowledge was said to change her into a both a Gate of knowledge, a key to mysteries and secrets to those willing to bear the burden of knowledge. The way the Church of Existence tells it, if she bought any knowledge, it was nothing but chaos and destruction. The way they tell it however, is far different. The Gate traveled the world. Taking in everything with her own eyes. Writing journals, meeting new cultures, seeking the world and all the mysteries in it while educating and bringing her knowledge to others. Should she have been allowed, she'd have bought understanding to the entire world...and yet, the people were frightened. Terrified of having their blissful ignorance taken from them. So they imprisoned the Key, before executing her. She became the first Illuminated - a Venerated Ancestor that is considered to reside in a White Palace upon the moon. And she, was given the special privilege of being the gate that locks it from the unworthy, and the key to ultimate knowledge. After her execution, the others fled into hiding, deciding that if the masses did not want their illumination, then they would have it to themselves, sequestering themselves away in small cells, content to study the world around them. and as such, they have survived to this day despite many a trial. [h3]Religion:[/h3] The religion of the White Scarab is simply put, the discovery of knowledge no matter the cost. A religion not every could find palatable, and they would be the first to admit, not everyone who joins their society has the best of intentions, and they would say that they do not care for those outside of their conclave. After all, why should they care for the ignorant masses who reject them? Some have caused many a trouble for Venedig, in pursuit of their own lust for knowledge. Those of the Scarab worship two beings - The Illuminator, the primary deity, and the Illuminated. Venerable members and ancestors that contributed greatly to the knowledge stores of the Scarab. However, while they praise these beings, there is no formal worship of them. No masses, prayers, or other such arbitrary things. After all, the most pleasing thing to them would be to further knowledge or make a discovery - but every year, during the Summer and Winter solstice, they hold a secretive meeting where a grand debate and exchange of knowledge takes place. Where one can show off their progress to their peers, should they wish. Upon becoming a Neophyte, those entering must forgo their past. Let go of everything and devote their entire lives from that point on to their new cause. To cement this fact, they are stripped of their old name and after a ritual they are given a new one. These names are kept by a most trusted member of the group, the 'Keeper of Names'. Some believe these names hold power over their holders. Some merely believe its something to exert more control and loyalty. As well, upon their left breast is tattooed their loyalty in silver ink. A depiction of a torch above a crown, back dropped by a rising sun. This is the key one needs to enter into any den of theirs. Failure to produce it along with several secret and key words, will be met with nothing but death - or worse, imprisonment. Human experimentation can lead to valuable insights to the physical human nature... The journals and works of the Gate, as scant few that still exist, are treated as the holiest of texts to them, even if they are written in almost undecipherable code. [h3]Internal workings & Hierarchy:[/h3] The hierarchy of the Scarab is divided into four ranks. Neophyte, Adept, Cipher, the Illuminated. They have no formal leader, not officially at any rate, but a council of the most learned and respected members known as the Illuminated are often the ones who make the decisions for the group. At any time, there is only ever five such people, but most have it for many, many years, and sometimes a seat is left unfulfilled for a lifetime - but there is always at least, someone upon the throne of knowledge. There is a general understand that one can practice and do whatever he likes within the group, so long as he does not endanger the whole. That said, they are hardly united. The pursuit of knowledge can often make one blind. Obsessed, some might say. Some would put their own ego above others. While officially outlawed - if one has a rival within the group...destroying his work, so long as you are not caught is an accepted practice. Murder, is a common outcome of such plots as well. After all, if you weren't clever or bright enough to see through such a scheme then you likely as well deserved it, according to them. Their only base of operations, if they have one, is a library on the northern fringes of society. Hidden in a mountainous region, deep underground, carved out by many, many years of construction. This is where all of their knowledge and research is pooled, and only those of rank Cipher and above are allowed entrance, save for the rare special exception. The library doubles as high end magical research facilities, and some rooms date back centuries - and some have been sealed for just as long. The rest of the time, they operate mostly independently as it is safer for them to do so. At times, in small cells should some agree to work for some common goal. [/hider] [hider=mage] [center][img]https://safebooru.org//samples/2251/sample_118bd2351d4e693376ba0d9de78c87820c1e5e5b.jpg?2345261[/img][/center] [b]Name:[/b] Given Name: Franziska Gwerder True Name: Iathullel (I-th-oo-lel) [b]Age:[/b] 24 [b]Physical Description:[/b] As one might expect of a scholar, Franziska is not too physically impressive. Standing at just five foot four and weighing only 122lbs, she has a slight and overall dainty frame. Her hair is generally kept in a mild state of disarray, messy and unkempt with only a few decorative beads braided into it. A mark of a madwoman who spends too much time reading, perhaps? Or just a traveler who doesn't have time or care for her overall appearance? That said, her face is kept mostly free of blemishes, thanks to a mix of makeup and clever applications of 'change' magic. With bright golden, inquisitive eyes that seem eager to take in all of her surroundings, she's fairly mundane. When traveling, she wears unassuming, warm robes over a loose, simple shirt and easy to move in pants. Wears a sapphire necklace around her neck. [b]Important items:[/b] [list] [*] Her fathers Necklace [*] A simple hunting knife in a sheathe around her belt [*] First Aid Tools [*] Journal, written in a different language [/list] [b]Short Bio:[/b] The one now known as Iathullel has been part of the Scarab since she was ten. Her parents, were traders that met their end at sea, and from then she was raised simply by her uncle, living a quiet life in their small town, until a rather curious traveler sporting tales from far off lands, and gifts of sweet honey to the people. Always the curious and precocious child, Iathullel quickly took a liking to the man, who in turn took a liking to her inquisitive mind. He stayed for three days, and during those days Iathullel became enthralled with those stories and little tidbits of information of his. It was, for this reason, she decided to leave with him without saying a word to anyone. You see, while she had a decent life, she was something of the black sheep. People in the town found her odd, or just rather difficult to be around simply because of her slightly erratic nature. So the man took her under his wing, and inducted her into the society, where she quickly studied everything from science, magitech, and the magical arts, particularly excelling in the fields of biology and mind-based magics. Eventually however, her caretaker and her had to part ways. Expected, really, of one of their natures. She was just sixteen and she must eventually follow her own path of learning, rather than follow along on his coattails. So, she has been traveling the realm since then as people of her disposition often do. Learning, often trading her healing services for payment or other things. [b]Starting Faction:[/b] The White Scarab [b]Spell List:[/b] [list] [*] [b]Slow Mind[/b] - A mind type spell that alters the perception of ones flow of time in a radius of around five meters around the user. Any target with a mind in the radius, will have their perception of time slowed. That is, the caster will appear to be moving at super fast speeds when in reality they are moving at normal speeds. It is those affected that are merely moving slower than normal. [*] [b]Erasure[/b] - another mind spell, effectively removing her presence from the memories of others. In effect, it acts as a perception blocker, allowing one to travel mostly unnoticed. Only works on unaware targets. Meaning that if someone is already aware of her presence, it won't work. If she performs an action, such as touching a person they will become aware of her presence. If said touched person alerts others to her presence, then they will also become aware. Effectively, its a sort of invisibility spell. [*] [b]Purify[/b] - a change spell with simple effects. Detoxifies the body, removing poisons and removing dirt and grime from the body. Stronger poisons and curses may resist unless applied continuously. [*] [b]Decay[/b] - An Underworld spell characterized by a mist of rot expelled from ones hands. Less effective on flesh - mostly corrodes metal, objects, and armor, weakening them permanently and making them easier to deal with, but can cause corrosive burns if exposed to flesh for too long. [*] [b]Rabid Mutation[/b] - A rather nasty spell that causes a violent, random, biological change in the target. Be it tentacles, rapid growth, or other such effect. Often causes sprouting of new limbs. The pain and sudden shock has a tendency to cause one to become mad from it. Only works on organic targets. Only can be done through a brief touch. Sufficiently willful or physically adept people will be able to resist, and of course, things protected by high magic. [/list] [B]Exceptional Skill List:[/b] Exceptional Surgery (1) - an extreme understanding of the human body. One knows how it works and understands its inner workings. Might be best to find a real doctor though. You might end up as a lab experiment. [/hider]