[hider=Serafina Julial Emeri Archangrad] [center][img]https://fontmeme.com/permalink/190802/d749f5fc267767b11d9e3912a940d9f5.png[/img] [img]https://i.pinimg.com/564x/fc/ea/e5/fceae59cf99c02185365863495698066.jpg[/img][/center] [h3][colour=Plum]Basic Information[/colour][/h3] [hr] [b][colour=Plum]Full Name:[/colour][/b] [indent]Serafina Julial Emeri Archangrad[/indent] [b][colour=Plum]Nicknames/Aliases:[/colour][/b] [indent]Sera, The Lady Honourable Seraphina[/indent] [b][colour=Plum]Age:[/colour][/b] [indent]16[/indent] [b][colour=Plum]Gender:[/colour][/b] [indent]Female[/indent] [colour=Plum][h3]Characterisation[/h3][/colour] [hr] [b][colour=Plum]Description:[/colour][/b] [indent]A girl on the shorter side, rounding to around five feet and three inches in total, Serafina is scarcely an imposing figure. She's lithe, physically demure, and closer to a child than someone halfway into their teenage years, with a cascade of white-blonde hair, often braided in places, that tumbles to the small of her back. Her wardrobe does no favours to associating her as anything but a little girl - her clothes aren't formal, though they aren't necessarily casual either, thus creating an odd dichotomy, comprised of dresses, skirts, blouses, jackets, and cardigans. The only evidence to the contrary would be her face - pale skin, framing a pair of inquisitive and piercing violet eyes, just above an almost omnipresent, wry smirk - and a set of bandages, wound around her left hand at all times. As a core of her Runic prowess, Serafina's body is dotted with numerous white ink tattoos, specially inscribed by the Archangrad Patriarch, for the purposes of physical enhancement. Core and Active Ermas Runes for stamina and endurance, Active Phorin Runes for physical strength, Active Ullun Runes for better hearing and eyesight. She also possesses a special Penumbra, personally designed by Serafina, consisting of two Core Ennad Runes, and a Core Phorin Rune, with a trigger set to activate only when in physical contact with a living creatures flesh, inscribed on her left palm, which electrocutes the target for as long as the Rune is in contact. Each of these Penumbra has a specific trigger, usually touch, though some use keywords in German, and are devised to last exactly one minute before deactivating.[/indent] [b][colour=Plum]Brief History:[/colour][/b] [indent]The Archangrad family itself is an old English family, stemming back over a thousand years, to the times of the Viking Raids on England. A Noble line, and friends of the royal court, who took to adapting the Scandinavian Runic system of Futhark into something more usable. Their status in England at the time, and over the years, granted them safety in magical pursuits, despite the practices and research going against the Catholic worship rooted in society. At one time, the system that would become Dunama closely resembled the symbols, translation, and casting methods of Elder Futhark. With the years, the family took to recreating the script from the ground up - establishing new symbols, new definitions, and new inscription methods to improve upon the original. By the time of the war, the Dunama system of Runecraft was at its most refined in a thousand years. On the frontlines of the conflict, as offence based Runesmiths, were the Patriarch of the House, Alistair Manstein Rentramar-Ostinn Archangrad, and The Lady Olympia Emeri Archagrad. Over the course of the three years, new Penumbra were developed, Antan, the Rune of Expansion, was devised, and through Dunama some of the most complex Runic Tapestries were created, and turned on the Cult. By the end, though, The Lady Olympia was killed, leaving behind three children. Serafina Archangrad, first born child to the Archangrad Patriach, Alistair, and his Lady, Olympia, could be considered the favourite child of the family. With the course of the war, and the untimely death of The Lady Olympia, only a single child to act as heir to the family legacy could be born. Alistair, uncertain about teaching his daughter the same magic that led to both his and his wife's involvement in the war, initially attempted to keep her ignorant to magic as a concept. His parents, though, members of the family who had continued to refine the Dunama System, pushed against his reluctance, to strong arm him into continuing the legacy of the families Runecraft. As compromise, Alistair placed Serafina under the personal tutelage of his mother, Alessandra Emeri Archangrad, and former Matriarch to the House. The regiment placed upon Serafina was a difficult and gruelling one. As the sole child to inherit the family name, and magic, it was expected of her to both master the art, and continue to build upon it over the course of her life. Days were spent studying, honing her logical reasoning and memory, with intermittent, brutal combat training, to test the extent of her skill. She had to memorise Runic Equations, and create Penumbra from scratch, without references, to ensure her fundamental understanding of the symbolism to each Rune. All the whiles, Alessandra kept the nature of the training under wraps from Alistair, as a form of punishment for his former refusal to teach his daughter. Defence and Healing magics were applied to keep her wounds at bay from combat, while she was forbidden to speak of the training outside the confines of Alessandra's home. Sometime down the line, Alistair came to be aware of the treatment his daughter had been subjected to. Furious with his mother, he dragged Serafina from their home, and severed her tutelage with them. It had been one thing to brutalise his enemy combatants on the fields of war, but to understand that his daughter had been put through a similar suffering, at no choice of his own, reawakened the intense reluctance to involve his daughter in anything magical. That reluctance grew into sheer over-protectiveness, to moments where Serafina was forbidden to leave the grounds of the family homestead, in fear that she may be assaulted whilst away. The invitation to The Marchand Academy of Sorcery forced something within the Patriarch to rekindle. The anxiety and fear never left, but the desires of his wife returned - before her death, one wish she had always longed for was the chance to teach her daughter magic. Still not yet comfortable, but now equally ashamed to be letting down The Lady Olympia, he elected to have her educated. He himself couldn't do it, and only over his dead body would Alessandra lay her hands on Serafina again. Thus, he chose to send her to the Academy - along with the offer of a hefty donation, to ensure his daughters safety.[/indent] [b][colour=Plum]Personality:[/colour][/b] [indent]Serafina is an arrogant girl, though not without good reason. Although she seldom undervalues the prowess others in the magical field possess, she always believes her own to be either at an equal or greater level. The backing of an accomplished family, and the ability to wield a well regarded and powerful system of magic, allow that confidence and arrogance to sustain itself. Serafina has spent a great deal of her life, studying and training, all to reach the spot on which she stands. Stereotypical though it may seem, it is as such that she bears a minor grudge towards those that came into using the Primary Magic naturally, like a small wound ever present on her pride. In equal amounts Sera's social skills are below average at best. As part of a Noble House that has persisted for a thousand years, keeping its status both impeccable and respected, she was educated formally and properly on acting as a Lady. However, with the majority of her life spent training, studying, or locked inside thanks to her father's paranoia, she never received a workable opportunity to develop her conversational skills. She's poor at making friends, bad at reading subtle signals in body language and speech, brash in her own dialogue and insensitive at the best of times. Her efforts have always been spent developing the skills she lacked, but with no chance to recognise the error in her own attitude, she has made no such effort. Serafina also bears an infallible drive to learn. What time she has, if possible, is spent researching, studying, practising, and developing. She looks down on those that are lazy, and those that don't seem to care, as a scorn to her own ambitions. Work and effort brought her to her level of skill, and for no one does she intend to deviate from her course.[/indent] [b][colour=Plum]Crush:[/colour][/b] [indent]Open[/indent] [colour=Plum][h3]Dunama, Runecraft of Potentiality[/h3][/colour] [hr] [b][colour=Plum]Primary:[/colour][/b] [indent]Runecraft[/indent] [b][colour=Plum]Secondaries of Interest/Secondaries:[/colour][/b] [indent]Levitation and Magical Infusion[/indent] [b][colour=Plum]Skills:[/colour][/b] [indent][list][*]The Dunama Runic System is especially geared towards quick and efficient inscription, with the exist of its Penumbra system. Serafina was trained extensively in Penumbra inscriptions, which consist of usually no more than three components per Penumbra, and her speed is seldom matched. [*]As first born of the Archangrad family's next generation, it was imperative that their heir be not only astute, but rational. To deal with the great workload that she was set upon with, Sera had no choice but to learn quickly - to memorise every Rune, and the Chains they created, as well as the logical ability to create a working Penumbra without an example. She readily picks up new concepts as a core of her education, and is a rather intelligent young girl. [*]The name of the Runic game has always been variety. With access to nearly the whole repertoire of her system, the sheer number of magical effects she can generate are astounding. [*]Paired with varying physical enhancement Runes, such as Ermas, or Phorin, Serafina is a force to be reckoned with with close quarters combat. If anything, she favours it, over the other potential combat methods available to Rune Casters. [/list][/indent] [b][colour=Plum]Weaknesses:[/colour][/b] [indent][list][*]Though versed in them, Sera is hardly as adept at more utility based Chains as she is at combative ones. She lacks the proficiency with the various support and enchantment based inscriptions, which she aims to improve upon diligently. [*]Without Runic empowerment, Serafina is hardly the strongest person out there. Her physical enhancement Runes take time to activate, and usually aren't triggered at the start of a fight to conserve her energy, and while she has other skills to deal with sudden, head on assaults, somebody who can make it past that defence may find an easy time in defeating her. [*]As a Lady though she was raised, Sera's people skills leave something to be desired. There is more than a certain arrogance that comes with her family name and prowess, and one that she has yet to rid herself of. [*]Over the course of her life, Sera's desire to train and hone her own skills has become an unhealthy obsession. In part due to the regiment set upon her by the Archangrad family, she [i]has[/i] to as much and more as those around her. [/list][/indent] [colour=Plum][h3]Miscellaneous[/h3][/colour] [hr] [b][colour=Plum]Other:[/colour][/b] [indent]TBD[/indent] [/hider] [hider=Dunama, The Runecraft of Family Archangrad] Dunama is a personalised Runic System, devised by the Archangrad Family as a method of setting themselves apart in the magical community, with a name derived from the Greek word [i]Dunamis[/i], meaning power, or potential. It is a Single Symbol Runic Chain system, similar to systems like Futhark, but with some key differences that set it aside. Specifically, its lack of a Merkstave exemplar, and the Penumbra system. Each individual Rune, typically, has two main exemplars associated with it - a Core, and an Active. When a Rune is Activated, by being placed in contact with a Pala Rune in a Chain, the Rune loses its Core effect, and transitions to its Active one, effectively changing the meaning of the Rune. An Active Rune can only be found in a Rune Chain (two or more Runes in sequence, activating together), directly connected to a [i]Pala[/i], or Power, Rune. It has often been stated that the system appears like a molecular structure, due to the way Runes scatter off from a centre Rune. The Penumbra system is a fluid inscription method, derived from the word Penumbra - from the Latin [i]Paene[/i] and [i]Umbra[/i], or almost shadow. It allows small Rune Chains, up to a maximum of three symbols, to be inscribed as a single symbol, by combining elements of each. This drift from rigid inscription methods makes Dunama a fearsome combative Runic System, as single symbol inscription saves a great deal of time when launching an offensive Chain. An example of this might be the combination of [i]Harad[/i], the Rune of Ice, and [i]Ermas[/i], the Rune of Progress, to create a Rune of Stasis, which can freeze projectiles in the air when they approach the caster, or halt decay and corruption for a time. Below the Rune List is a very rough sketch of each of the 15 symbols. They're a lot more refined and better inscribed IU, but I've got a fuck unsteady hand and only so much patience for repeatedly drawing symbols to find a good one. [hider=Rune List] [b][u]Pala - The Rune of Power:[/u][/b] [indent][i]Core: A state of Potential. When combined with any other Rune, Pala amplifies its effects, in turn activating them. In chains with multiple Runes, only those that are directly in contact with the Pala Rune are amplified, and thus it is often at the centre of a circle of Runes when inscribed.[/i] [/indent] [b][u]Forod - The Rune of Fire[/u][/b] [indent][i]Core: A state of flame. Inscription and triggering of the Forod Rune can cause things to combust violently, but it can be tempered to a small flame, or even just the release of heat. Active: A state of the Sun, the Activated Rune takes on multiple different meanings. It can be used to denote kind warmth and radiance, but also scorching heat, purification, light, and healing.[/i] [/indent] [u][b]Harad - The Rune of Ice[/b][/u] [indent][i]Core: A state of cold, the Rune is occasionally used to lower body temperatures, or simply cool down hot areas. It's most typical use, though, is the rapid solidification of water molecules into ice, most often offensively. Active: A state of defence, combined with protective Rune Chains to amplify the protection.[/i] [/indent] [u][b]Rhun - The Rune of Air[/b][/u] [indent][i]Core: A state of force, Rhun has its uses in creating barriers and forcefields of solid air. Skilled Chaining allows for minor telekinetic extensions, but it is most typically utilised for creating heavy blasts of air, or generating strong winds to lock off areas in combat. Active: A state of freedom. It can be used as the foil to the Cannes and Collad Runes, but also has connotations in transparency, divinity and redirection. It acts as a lesser healing Rune to an Active Forod, but can also be used for localised invisibility and intangibility. During the war, skilful wielders created Chains that allowed them and their attacks to completely bypass barriers without destroying them, though the cost of such Chains is hefty. It is also the only Active Rune that increases agility, making it much more potent effect than Ermas and Ennad.[/i] [/indent] [u][b]Annun - The Rune of Earth[/b][/u] [indent][i]Core: A state of dirt and stone. It can be used to fertilise soil, or rearrange terrain, but it is more favoured for creating obstacles, and attacking an enemy from their blindspot - below. Active: A state of foundation. It can be used to reinforce and solidify structure, and applied as a kind of "glue" in Rune Chains, to prevent the destabilisation of uncommon Penumbra.[/i] [/indent] [u][b]Ermas - The Rune of Progress[/b][/u] [indent][i]Core: A state of flow. It allows for things to be transferred more easily, and grants fluidity to the things it is inscribed upon. Among its effects are increased agility when inscribed on a physical being, as well as automation for non-living objects, like clockwork devices. Active: A state of endurance. The Ermas Runes Activation is one of the most commonly applied, as it can be used for a number of different applications. Such as, improving ones stamina, or increasing the stopping power of projectiles, or physical attacks. It can be altered with Phorin to destroy barriers, and is believed to be capable of a metaphysical effect that helps a wielder overcome obstacles.[/i] [/indent] [u][b]Ennad - The Rune of Lightning[/b][/u] [indent][i]Core: A state of storm. The Rune itself merely creates electricity, but combined with other Runes in a Chain, it can cast a wide array of fulgarkinetic spells, creating chaining lightning, or paralytic traps. It doubles with the Ermas Rune to increase agility. Active: A state of chaos. An Active Ennad Rune wreaks havoc on the things it is inscribed upon, and is almost exclusively used for combat, though it has demolition uses. A very common application is combining it with the Rhun Rune inscribed onto a handheld object to create improvised vacuum grenades.[/i] [/indent] [u][b]Malenn - The Rune of Energy[/b][/u] [indent][i]Core: A state of absorption. The Malenn Rune stores energy inside of itself, to be expended at a later time. Not an especially useful, or widely used, Rune, but in certain Chains, such as the Sol Stone, it has its niche. Active: A state of decay. A truly amplified form of its Core state, the Active Malenn Rune consumes the things it's inscribed upon at such a rate that it destroys them. It can be used to weaken objects, or people, and even annihilate spells altogether when used properly.[/i] [/indent] [u][b]Phorin - The Rune of Strength[/b][/u] [indent][i]Core: A state of physical improvement. One of the most commonly applied Runes due to its sheer number of applications. The Phorin Rune improves physical might, and improves the effectiveness of physical attacks. It is one of the few Runes to lack an Active state.[/i] [/indent] [u][b]Cannes - The Rune of Contract[/b][/u] [indent][i]Core: A state of binding. It typically takes the form of linking two things together, such as in the case of the Sol Stone, which attaches itself to the inscriber. Active: A state of imprisonment. Used only in extreme, or malicious, circumstances. The Active Cannes Rune creates unbreakable bonds between parties, or items, akin to Quantum Entanglement. Combined with the Collad Rune it can force people into obeying commands laid out on a signed contract, or combined with certain other Penumbra can create death pacts, or blood wagers.[/i] [/indent] [u][b]Collad - The Rune of Command[/b][/u] [indent][i]Core: A state of obedience. A rather weak Rune that requires direct inscription on a living beings body, but can make people or creatures more likely to follow orders that the inscriber gives. It is one of few Runes to lack an Active state.[/i] [/indent] [b][u]Ullan - The Rune of Fortification[/u][/b] [indent][i]Core: A state of empowerment. Unlike the Pala Rune, which strengthens other Runes, the Ullan Runes makes physical things more potent. It can enhance the strength of an object to make it more durable, or be applied directly to a living being, to improve their hearing, eyesight, or various other biological processes. It is an all purpose Rune, generally applied to a lot of enchantments to ensure the durability of the object at hand, but it has its uses in combat.[/i] [/indent] [b][u]Merrad - The Rune of Refinement[/u][/b] [indent][i]Core: A state of focus, Merrad is extremely often inscribed on the scalp of a living creature. It sharpens the mind, allowing for faster thinking and reflex speeds, as well as normalising ones mood, eliminating fear, anxiety, anger, sadness, and everything in between. In some circumstances it can inscribed elsewhere, such as on candles, to give the smoke calming properties.[/i] [/indent] [b][u]Lerrad - The Rune of Life[/u][/b] [indent][i]Core: A state of rejuvenation. The Lerrad Rune promotes growth in plant life, and represents one of the lesser healing aspects under the Sun. It can be used to fertilise soil and assist the growth of both plant and animal life, and has applications in increased fertility for both animals and humans alike. Active: A state of epoch. A relatively weak Rune, an Active Lerrad on its own acts as a death ward, to prevent one from death in the face of mortal damage. It has minor necromantic connotations, primarily in the preservation of corpses and immunity to decay, but its most common application is as a Penumbra combined with an Active Malenn Rune, to create a Rune of Death, which can be applied to numerous Chains, such as Death Bonds with the Cannes Rune.[/i] [/indent] [b][u]Antan - The Rune of Expansion[/u][/b] [indent][i]Core: A state of multiplication, the Antan Rune is an incredibly unique, specially coded Rune, devised during the War to compensate for inscription times on longer Rune Chains. The Antan Rune would be placed, encoded, and triggered, and over a period of time roughly equal to half the standard inscription cost, it would magically inscribe additional Runes into the surfaces nearby. By the end, the Rune destroyed itself, leaving behind a fully formed Runic Equation, ready to be triggered as per its specifications. The Rune itself is expensive to manage, and completely nonviable for smaller Rune Chains, but for large scale traps or grand operations, it makes production time manageable.[/i] [/indent] [center][img]https://i.imgur.com/fp588oH.jpg[/img][/center] [/hider] [/hider]