[Hider=Priscilla Duran][center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjY2LmU3ZTM5Yy5VSEpwYzJOcGJHeGhJRVIxY21GdS4w/royal-serif.regular.png[/img] [color=LemonChiffon]✦[/color] Character Theme | [url=https://www.youtube.com/watch?v=EX8tFvInN3Y][color=LemonChiffon]Gypsy[/color][/url] ✦ [hider=Appearance][img]https://i.pinimg.com/564x/f6/75/48/f67548dd9c69510e8880482e7e6a6618.jpg[/img][/hider][hr][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjQ0LmU3ZTM5Yy5SR0YxWjJoMFpYSWdiMllnU0dWallYUmwuMAAA/royal-serif.regular.png[/img][hr][/center] [b][u][color=LemonChiffon]Full Name[/color][/u][/b] [indent][indent]Priscilla Rose Duran[/indent][/indent] [b][u][color=LemonChiffon]Age[/color][/u][/b] [indent][indent]38[/indent][/indent] [b][u][color=LemonChiffon]Gender[/color][/u][/b] [indent][indent]Female[/indent][/indent] [b][u][color=LemonChiffon]Species[/color][/u][/b] [indent][indent]Human, Witch[/indent][/indent] [b][u][color=LemonChiffon]Personality[/color][/u][/b] [indent][indent]Priscilla exudes regality and strength, her grace and poise evident in her subtle, unassuming mannerisms and polite yet confident tone. She isn’t one to have her voice left unheard, using her platform and authority to speak for those who are not privileged enough to do so themselves. She often seeks to first understand before being understood herself, to show respect before demanding it. Despite her position, she has always made herself emotionally available for her Guild members and their needs. She is an advocate of self discovery and learning, guiding those under her care to becoming their best selves. Priscilla is the kind of person who doesn’t let her emotions rule her. Her wrath is cold and unassuming, her sorrow composed and dignified. The exception to this generally manifests in situations where she feels as though she has failed in her duties. To protect those under her wing, to uphold the legacy of her ancestors and to face a world filled with hateful bigots. The weight of these burdens can often be too much for her to bear alone, but bear it she must. The future of her Guild and culture depends on her being strong. To be perceived as weak is one of her greatest fears. Priscilla has no heart for violence, but she is anything but a pacifist. To protect what is yours, sometimes you must take what belongs to someone else. There is not always a question of good or evil, there is only what is necessary. Make no mistake, Priscilla will do whatever is necessary to see her goals come to fruition.[/indent][/indent] [b][u][color=LemonChiffon]Strengths[/color][/u][/b] [indent][indent]✦ Master Pyromancer. Her ingenious displays of fire magic are a wonder to behold. ✦ Restraint. In both her behaviour and fire, Priscilla keeps a cool head and rarely makes impulsive decisions. ✦ Witchcraft. Priscilla has spent her entire life absorbed in the Dark Arts. She possesses knowledge on all manner of potent reagents, tantalizing hexes and ritual practices.[/indent][/indent] [b][u][color=LemonChiffon]Weaknesses[/color][/u][/b] [indent][indent]✦ Caster. Priscilla is not very durable nor is she particularly skilled in any martial talents. ✦ Restraint. Fire is chaotic by its very nature, possessing a will of its own. Priscilla must always keep it suppressed when using her magic to avoid harming her allies or the surrounding environment. The effort required to do so impacts the potential of her spells. ✦ Protective. Priscilla cares deeply for her guild members and can be easily manipulated if one were to exploit her relationships. There is nothing she wouldn’t lay down to keep her loved ones safe.[/indent][/indent] [b][u][color=LemonChiffon]Guild[/color][/u][/b] [indent][indent]Wolven Pyre[/indent][/indent] [b][u][color=LemonChiffon]Mage Rank[/color][/u][/b] [indent][indent]S Rank, Guildmaster[/indent][/indent] [b][u][color=LemonChiffon]Magic[/color][/u][/b] [indent][indent][i][u][color=LemonChiffon]Witchcraft[/color][/u][/i]: The term given to practitioners of Dark Magic who identify as Witches. As broad as the term ‘Magic’, a Witch’s power can manifest in a multitude of practices. The commonality between them all is that a Witch’s magic is gifted to them through a deeply personal and sacred relationship with their Deity. Deities are entities whom a Witch learns to make contact with through the streams of Ethernano that bind the world. Their natures are as diverse and unpredictable as us mortals, each with their own goals and alignments. Witches work to hone their craft in the same way a Mage does; through dedicated training and perseverance. However this journey is also supplemented through their worship and reverence of their deity, which can take many forms. Ultimately, a Witch must appease their deity in order to keep their connection strong; lest they risk having their gifts taken away. These rituals are unique to each practitioner. [u][i][color=lemonchiffon]Familiars[/color][/i][/u]: Witches may choose to bond with one or more animals linked to their deity, gaining a magical companion who acts as a conduit for her spells. The extent of this connection depends on the Witch. Caring for a familiar may be a requirement to maintain their bond with their Deity. Familiars can also take the form of a favoured animal, wherein the Witch shares a connection with a specific type of animal rather than an intense bond with a single creature. In this form, Witches are always perceived as a friend to these animals and can be communicated with - but they will not inherently listen to a Witch’s orders given their temperament at the time. Higher calibre Witches may also take the form of their familiar or favoured animal, though this is purely an illusory effect and none of the physical/magical attributes are shared [hider=Spell List][b][i][color=LemonChiffon]Path of Hecate[/color][/i][/b]: Priscilla’s Deity bestows upon her the power of primordial flame. Gifted with pyromancy, Priscilla is able to shape and manipulate fire in ways beyond imagining. She is unable to produce her own flame, instead using fire in her environment or from her staff as a conduit for her witchcraft. Hecate is a demanding Goddess, but she is not punitive. Priscilla may keep her gifts from her provided she dedicates herself to her own evolution - to stand in complacency and no longer dictate the path of one’s life is considered anathema to Hecate. However, she will not remove her gifts provided Priscilla takes ownership of her own agency. Hecate is also very fond of regular offerings, usually by burning or by arranging them on an altar. [i][u]Greater Pyromancy[/u][/i]: Priscilla’s control over fire is legendary. With thought alone, she can fuel the tiniest spark into a raging inferno or simply tame and snuff the most intense blazes. She may choose who her fire is harmful to, rendering it cool to the touch if she wishes. She can twist and shape fire into physical constructs that may even be animated similar to that of a maker mage. She is able to bestow fire enchantments upon her allies, rendering them immune to fire or enhancing their attacks with her own magic. [i][u]Warmth[/u][/i]: Priscilla is able to tap into the aspect of life that flows through all fire, allowing her to use her flames as a source of healing magic. While by no means a master healer, Priscilla has shown great aptitude in using fire in this way. [i][u]Divination[/u][/i]: By casting salt into flames, Priscilla is able to ‘see’ through the fire to divine signs from Hecate. Priscilla may enchant salt to be given to members of her guild to be thrown into any fire source and establish long distance communication between them and Priscilla. [i][u]Flame Walker[/u][/i]: Priscilla may engulf herself in flames, disappearing from view temporarily before reappearing in a burst of fire anywhere in a medium radius. In doing so, she does undertake some harm from the fire as a blood price. Priscilla may bring up to two additional people with her, but they will also be burned by the flames. [i][u]Self-Immolation[/u][/i]: Priscilla engulfs herself in hellish flames, dealing significant damage to herself but greatly empowering her spellcasting for a short while. [i][u]Infernal Gate[/u][/i]: Priscilla and her allies are able to travel great distances through one source of fire to another, provided the flames are burned inside a waypoint that has been magically connected to another. Someone on the other side must keep their waypoint lit for travel to be established. Priscilla may create an additional waypoint by participating in an extensive, in-depth ritual that spans over three days. This process involves rare reagents and the aid of several other highly skilled witches. As a last resort, Priscilla may sacrifice one of her limbs as an adequate offering to Hecate to produce a one time link to any existing waypoints - allowing her to quickly teleport herself and nearby allies to safety. This technique was developed by Beatrice Duran, who used it to connect the Daughters of Hecate to their Sister Covens. With Priscilla’s decision to establish Wolven Pyre and open her home to Mages, all of the Coven’s once aligned with her have since snuffed the flames inside their waypoints. [i][b][color=LemonChiffon]Wolves (Favoured Animal)[/color][/b][/i]: Priscilla has a deep connection with wolves, particularly the packs that roam the Silverbranch Glade. They act as her eyes and ears in the forest surrounding the coven, keeping tabs on anyone who enters the woods. [i][b][color=LemonChiffon]Nigel (Serpent Familiar)[/color][/b][/i]: A cream coloured boa constrictor with a brown swaddle pattern that intensifies near his tail. Nigel is Priscilla’s faithful companion and is very protective of his mistress. He and Priscilla are able to communicate telepathically with one another, Nigel often sharing his instinctual feelings with her. [i][u]Hellish Conduit[/u][/i]: Priscilla is able to consume flames from her torch at her current location and channel them somewhere else with Nigel acting as the medium. Usually in the form of him unleashing it as a breath attack. [i][u]Molt[/u][/i]: When in a dangerous situation, Priscilla is able to teleport Nigel back to her side - leaving only his shedded skin behind. If Priscilla has consumed fire, she may use [i][u]Hellish Conduit[/u][/i] to have Nigel erupt in an intense blaze as he sheds his skin.[/hider][/indent][/indent] [b][u][color=LemonChiffon]Equipment[/color][/u][/b] [indent][indent][u][i][color=LemonChiffon]The Unyielding Flame of Hecate[/color][/i][/u]: A relic passed down from Beatrice Duran, Priscilla’s Great Grandmother. This staff bears a mighty, iron torch in which an eternal flame burns. Priscilla may draw upon this fire as a medium for her spellcasting. Hecate’s Flame has burned for centuries, unable to be doused by non-magical means. In essence, the flame is fueled by Priscilla’s devotion to Hecate.[/indent][/indent] [b][u][color=LemonChiffon]Fighting Style[/color][/u][/b] [indent][indent]Priscilla is a dedicated caster who can fulfill many roles on the battlefield. If needed she can bombard enemies with fiery artillery, enchant and heal allies or control an area with her supreme fire manipulation. She has decent mobility with spells such as [i][u]Flame Walker[/u][/i] and ultimately wants to keep on the outskirts of a fight. Fighting in melee is not a strong suit of hers, but her plethora of flame sorcery is more than suitable to keep her pursuers at bay. Nigel, Priscilla’s familiar, also fights alongside his mistress. Unassuming in nature, he can often skulk about the field until an opening presents for him to strike. With [i][u]Hellish Conduit[/u][/i] he can even aid in spreading infernal carnage.[/indent][/indent] [b][u][color=LemonChiffon]History[/color][/u][/b] [indent][indent]Priscilla comes from a long, proud heritage of witches that spans far back before even the Daughters of Hecate. Her mother, Agnus Duran, enriched the young girl with the stories and teachings of her culture. Despite all the wondrous things she heard, Priscilla could not help but notice how isolated her family was from the world. Relegated to a life of secrecy, the Daughters of Hecate were victims of prejudice surrounding their magical practices. Priscilla came to accept this as her reality for a time; until she made contact with Hecate Herself. The Three in One, the Keeper of Keys, the Torch Bearer - Hecate was the patron Deity of Priscilla’s own coven and the progenitor of Witchcraft. Beatrice Duran, the coven’s founder and an ancestor of Priscilla’s, also walked the path of Hecate. It was Her guidance that led Beatrice to separate from her own coven and form the Daughters of Hecate. Now, centuries later, the Three Headed Goddess re-emerged within Priscilla’s bloodline to help guide the coven into a new age. When Priscilla succeeded Agnus after a long life as a well respected leader, she would use her position to invoke a drastic shift in the Witches’ lifestyles. She opened her doors to Mages seeking refuge during a time when they could not practice openly under the current government. This was simply outrageous to many within the coven. Witches had been hunted down as Dark Mages for many generations and now they were to break bread with their very hunters. It caused a huge divide in the coven that led to many Witches abandoning the Daughters of Hecate. While it saddened Priscilla to see her sisters cut ties so easily, she was steadfast in her vision; to create a home in which Mages and Witches could live together as one. Breaking down centuries of prejudice wasn’t an easy task; yet those she had offered sanctuary held such gratitude that it wasn’t long before those long standing walls began to crumble. Many of the Mages continued to stay with the Daughters of Hecate even after the new council was formed. They had created a home among the trees of the Silverbranch Glade, one they would not abandon so easily. Priscilla was proud of what she had achieved, but knew deep down it wasn’t enough. She could feel the weight of Hecate’s gaze upon her; it was a sign that she needed to push even further. Emerging from the shadows, Priscilla held an audience with the Magic Council to make her case for the Daughters of Hecate as one of the Light Guilds as Fiore. Though going forward, she wished to establish her Guild as a symbol of unity between her people and the mages. Thus, Wolven Pyre was born. As the first official Guildmaster, Priscilla has been met with many challenges in the short few months since the Guild’s inception. She continues to tackle them head on while offering guidance to those who grace her halls. [/indent][/indent][/hider] [hider=Bullet (Post Time-Skip)][center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjEyOC5hNzAxMDEuUW5Wc2JHVjAuMAAA/bering-sea-personal-use.regular.png[/img] [color=FireBrick]✦[/color] Character Theme | [url=https://www.youtube.com/watch?v=-cUnUgtbBxU][color=FireBrick]Yoru wa Nemureru Kai?[/color][/url] ✦ [hider=Appearance][img]https://i.pinimg.com/564x/c5/5d/72/c55d721dc57836ee334c4d8f2863f150.jpg[/img][/hider][hr][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjY2LmE3MDEwMS5WR2hsSUVKbFlYTjBJRXRwYm1jLC4wAAA,/bering-sea-personal-use.regular.png[/img][hr][/center] [b][u][color=firebrick]Full Name[/color][/u][/b] [indent][indent]Nicholas Ark[/indent][/indent] [b][u][color=firebrick]Age[/color][/u][/b] [indent][indent]Nineteen[/indent][/indent] [b][u][color=firebrick]Gender[/color][/u][/b] [indent][indent]Male[/indent][/indent] [b][u][color=firebrick]Species[/color][/u][/b] [indent][indent]Human[/indent][/indent] [b][u][color=firebrick]Personality[/color][/u][/b] [indent][indent]Bullet, savage and unruly, lives up to his moniker of ‘Beast King’. The young man is blunt, arrogant and rough as guts. Often preferring to solve his issues head on, Bullet doesn’t think twice before leaping into the fray. He isn’t one for social etiquette or polite mannerisms – believing his best self is his honest self. His brutal honesty is harsh at best, deeply offensive at worst. Bullet was once the kind of man who would let his rage control him – an unpredictable force of chaos only sated by the comfort of his closest friend Isabella. During his time in isolation, Bullet has definitely learned to control his anger and harness it during battle without being overly reckless. His rambunctious and larger than life persona may indicate someone who is laid back and easy to get along with, but Bullet often finds himself distancing him from others before they can get too close.[/indent][/indent] [b][u][color=Firebrick]Strengths[/color][/u][/b] [indent][indent]✦ Exceptional physical strength. ✦ Keen reflexes and instincts. ✦ Survivalist. Bullet knows how to fend for himself in many different environments.[/indent][/indent] [b][u][color=firebrick]Weaknesses[/color][/u][/b] [indent][indent]✦ Straightforward thinker. Strategy doesn’t come easily to him. ✦ Lacking raw magical ability, relying more on his physical prowess. ✦ Feral temper. Whilst he has improved since his youth, it’s still quite easy to get under his skin.[/indent][/indent] [b][u][color=firebrick]Guild[/color][/u][/b] [indent][indent]Wolven Pyre[/indent][/indent] [b][u][color=firebrick]Mage Rank[/color][/u][/b] [indent][indent]B Rank[/indent][/indent] [b][u][color=Firebrick]Magic[/color][/u][/b] [indent][indent][i][u]Requip: the Brawler[/u][/i] Bullet has access to a plethora of fist weapons such as gauntlets, claws and cestus. Stored and summoned from his own personal pocket dimension, Bullet can call upon his weapons when needed. All of his weapons come in pairs that can be equipped on both hands, but he may also choose to summon one of each different type to mix up his combat ability. Weapons summoned in this way are not nearly as effective individually, but allow a degree of versatility in how Bullet approaches a fight. [hider=Spell List][b][i][color=Firebrick]Mountain Busters[/color][/i][/b]: These oversized gauntlets are made from the enchanted body of a rock golem. They have a significant weight to them that slows Bullet’s movements but packs a mean punch. They specialise in devastating, crushing blows and grappling maneuvers. As their name suggests, even solid earth will crumble under the power of these gauntlets. [i][u]Titan Crusher[/u][/i]: A powerful, slow winding haymaker that deals massive damage to physical and magical defences. Easily avoidable, but absolutely crippling if not evaded. [i][u]Titan’s Grasp[/u][/i]: Requires both [b][i][color=firebrick]Mountain Busters[/color][/i][/b] equipped to use. After successfully grabbing an opponent with his gauntlets, Bullet is able to magically lock him and his victim together for a brief moment. This allows just enough time for him to begin a throw, hold or slam before the binding wears off. All attempts to escape the magical hold, including the use of spatial magic, will fail. [b][i][color=firebrick]Hellforged Gauntlets[/color][/i][/b]: A pair of magitek gauntlets that were once fashioned by Isabella Pinelli, but have had some crude augmentations added since. These gauntlets each have three [i][u]Gauss Pistons[/u][/i] that can be individually loaded to add an increasing blast of explosive flames to Bullet’s next strike. [u][i]Pile Bunker[/i][/u]: Quickly loads a single piston into each of Bullet’s gauntlets, empowering their next strikes with a blast of magical fire. Up to three pistons can be loaded, each significantly increasing the power of the eventual attack. [u][i]Explosive Javelin[/i][/u]: Bullet can unload the built up power in his gauntlets as a long ranged blast of fire that erupts on contact. [u][i]Broken Bunker[/i][/u]: Requires both [b][i][color=Firebrick]Hellforged Gauntlets[/color][/i][/b] equipped to use. Plants an explosive charge on the target with Bullet’s next [u][i]Pile Bunker[/i][/u]. The attack has little impact, but will ready the charge for any subsequent [u][i]Pile Bunker[/i][/u] that Bullet connects with the target. When ignited, the charge will erupt to deal additional damage to the target based on how many [u][i]Gauss Pistons[/i][/u] were loaded into the charge when planted. [b][i][color=firebrick]Stormrazors[/color][/i][/b]: Steel claws imbued with an electromagnetic lacrima and grappling hook. Lightweight and favouring fast, slashing attacks. Bullet forgoes raw power in exchange for speed and agility. Their greatest strength lies in their mobility, hookshotting around to zip in and out of a fight as needed. [i][u]Magnetize[/u][/i]: Striking a foe charges them with electromagnetic energy. Once imbued, the target feels a significant pulling force whenever they attempt to move away from Bullet’s current position. [i][u]Hookshot[/u][/i]: Bullet fires his grappling hook, latching onto any surface or target within a moderate range. Bullet can either propel himself towards the impact point or reel in his target provided the object isn’t too heavy. Hookshot will automatically track onto [i][u]Magnetized[/u][/i] targets. [u][i]Steel Cyclone[/i][/u]: Requires both [color=firebrick][i][b]Stormrazors[/b][/i][/color] equipped to use. Unleashes a spinning slash charged with electricity. Rips and tears anything too close, but cannot move during the attack. Bullet can utilize the momentum from [i][u]Hookshot[/u][/i] to direct the path of Steel Cyclone, but otherwise cannot control where he ends up.[/hider][/indent][/indent] [b][u][color=firebrick]Equipment[/color][/u][/b] [indent][indent][u][i][color=firebrick]Knuckledusters[/color][/i][/u]: A set of simple brass knuckles kept on Bullet at all times. They offer no magical benefit, but significantly improve the power of his strikes. When requipping isn’t possible, Bullet can still rely on his own strength to give him an edge in a fight. [/indent][/indent] [b][u][color=firebrick]Fighting Style[/color][/u][/b] [indent][indent]Bullet is a ruthless brawler who likes to get up close and personal. Utilizing every part of his body in a series of brutalizing blows, he tends to favor an overwhelming offence that forces openings in his opponent’s guard. He relies on wrestling techniques to bring his foes down to the ground to continue his assault - or to simply throw them around like ragdolls. Utilizing every manner of throw, slam or crushing hold available to him, Bullet tends to fight by getting his hands on his victim and sticking to them like glue.[/indent][/indent] [b][u][color=firebrick]History[/color][/u][/b] [indent][indent]Hiding behind names like ‘Beast King’ and ‘Bullet’ is a young man named Nicholas Arc – son of the infamous wizard Relius Arc who was renounced by the Council for his barbaric experiments. Even Nicholas and his family weren’t safe from his father’s mad hypotheses and tampering. It was such disregard for their wellbeing that cost the life of his mother and older sister. ‘Such a waste,’ Relius would lament, though his grief was more directed at the loss of his precious subjects rather than his own family. Nicholas would not share the same fate as his family – eventually escaping Relius’ clutches and going into hiding. On the streets he heard through the grapevine that the Rune Knights had confronted Relius on charges of unethical practices, but were only met with the mad wizard’s lifeless corpse. Suspicions arose around the boy; had he murdered his father and escaped? Was he dead? He may as well have been. He felt that in order to escape the shadow cast by his father’s misdeeds, he would need to leave that life behind. Years passed for Nicholas, now simply a nameless street rat. He stole what he needed to survive and lived wherever fate deemed right. It wasn’t much of a life, but it was simple. Until Isabella showed up. Young and afraid, she had been running from her own difficult home life. Their meeting was by chance, but Nicholas recognised in her a kindred spirit and offered to help her stand on her own two feet. The two grew up together and built a bond like no other, joint at the hip and ready to take on anything. Isabella knew very little of his past – not even his name. Rather than pry into a sore subject, she gave him one. ‘Bullet – because nobody will want to get in your way.’ Once they found themselves joining Phoenix Wing, the pair of street rats would eventually flourish into first rate Wizards. The adventures they shared throughout Fiore would become precious memories to fondly remind them of what’s really important in life. Yet even their time together would eventually come to an end. Isabella left Phoenix Wing to pursue her own goals as a wizard. Bullet cared too much for her to try and stand in the way of her future, but without her the guild hall just didn’t feel the same. When he had first met Isabella, he was the one to comfort her and make her feel safe. It seemed their roles had reversed somewhere along the line. He didn’t want to stop moving forward either, always reliant on someone else to make him feel complete. With that, Bullet also departed from Phoenix Wing. Bullet took to a life of solitude, living in the wilds and travelling Fiore to offer his aid as a Wizard to any in need. His savage fighting style and rough attitude garnered him the name ‘Beast King’ – though he insists he earned that title by wrestling a particularly enraged Vulcan. After some time, Bullet would find himself in a bit of a pinch when a fight with a Chimera began to go south. He had clearly overestimated his ability to deal with the beast without back up and paid dearly. The Chimera might have finished him off if not for the aid of a group of women garbed in black cloaks. The Chimera flinched under the extreme pressure of their combined magic, whimpering in pain before retreating into the wilds. Bullet wasn’t conscious long enough to see the faces of his saviours. Bullet came to after what felt like ages. He found himself in a strange bed with a woman garbed in black watching over him. She introduced herself as Priscilla Duran, the leader of Wolven Pyre - a wizards guild that had only just been registered with the Magic Council. He was free to leave when he chose, but Priscilla hoped he would stay so she could continue to monitor his rehabilitation. He didn’t see any reason to rush off. For the past month Bullet has frequented the halls of Wolven Pyre, assisted with chores and gotten to know a few of the Witches and Mages that call it home. With his rehabilitation almost at its end, he’s beginning to wonder if perhaps it’s time to settle into a new home.[/indent][/indent][/hider] [Hider=Henri Baptiste][center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjk2LjQ0NzI0MC5TR1Z1Y21rZ1FtRndkR2x6ZEdVLC4w/american-label.rough.png[/img] [color=DarkSeaGreen]✦[/color] Character Theme | [url=https://www.youtube.com/watch?v=g6ixq1O7eLQ][color=DarkSeaGreen]Hybrid Rainbow[/color][/url] ✦ [hider=Appearance][img]https://i.pinimg.com/564x/5f/30/7e/5f307edd74b02aba6dcfd2d674050e03.jpg[/img] [sub][i][color=silver]6’3” 270 lbs[/color][/i] | [url=https://i.pinimg.com/564x/ce/1c/32/ce1c32af81ece6bc5ac5ca596287e7cd.jpg]Outfit[/url][/sub][/hider][hr][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjY2LjQ0NzI0MC5WR2hsSUVSeWIzZHVaV1FnVjJsMFkyZywuMAA,/american-label.rough.png[/img][hr][/center] [b][u][color=DarkSeaGreen]Full Name[/color][/u][/b] [indent][indent]Henri Baptiste[/indent][/indent] [b][u][color=DarkSeaGreen]Age[/color][/u][/b] [indent][indent]27[/indent][/indent] [b][u][color=DarkSeaGreen]Gender[/color][/u][/b] [indent][indent]Male[/indent][/indent] [b][u][color=DarkSeaGreen]Species[/color][/u][/b] [indent][indent]Human, Witch[/indent][/indent] [b][u][color=DarkSeaGreen]Personality[/color][/u][/b] [indent][indent]Henri is an old soul who enjoys the simpler things in life. His quiet stoicism often makes him appear disgruntled, but he really just doesn’t have a whole lot to say. Pragmatic to a tee, Henri knows when he’s out of his depth and doesn’t often seek to rise above his station. This isn’t to say he’s lazy; far from it. Henri is one of the most reliable, hard working men you’ll ever meet. He doesn’t think twice to lend someone a hand, even if it were to inconvenience him. He’ll do anything he can to help a situation, but is able to admit that sometimes a task is just beyond him. When it comes to ambition, Henri just doesn’t see himself being much more than he already is; and that’s okay. At least, that’s what he tells himself. Deep down he wonders that perhaps he has reached the culmination of all he can be, and that terrifies him. Rather than address those fears, he’d sooner continue to plot along at his own laid back pace as if such struggles do not concern him. A delicate farce that could shatter if one were to look too closely at it. Henri grew up the eldest of four, with a lot of pressure on him to help provide for his siblings. Even though he is somewhat resentful of having to give up his own dreams; the desire to be needed has remained strong. He often acts the part of an elder sibling with the younger guild mates - unconditionally supporting them under the guise of playful jests and teasing. Despite all of his years at Wolven Pyre, Henri still feels as though he is an outsider to the world of Witchcraft. It wasn’t a heritage he was born into; fate brought him to Priscilla later in life. He often feels disconnected during his practice; as though he is undeserving of his power.[/indent][/indent] [b][u][color=DarkSeaGreen]Strengths[/color][/u][/b] [indent][indent]✦ Durable. Henri can withstand a lot of punishment. ✦ Aquatics. Henri is a fantastic swimmer and specialises in fighting underwater. ✦ Humble. There’s nary a shred of arrogance within the man.[/indent][/indent] [b][u][color=DarkSeaGreen]Weaknesses[/color][/u][/b] [indent][indent]✦ Follower. Lacking real ambition, Henri isn’t a go getter who takes charge. ✦ Stubborn. It’s hard to change his stance on something once he’s committed; even if he rarely does so of his own volition. ✦ Brute. The way he fights lacks any real grace or finesse.[/indent][/indent] [b][u][color=DarkSeaGreen]Guild[/color][/u][/b] [indent][indent]Wolven Pyre[/indent][/indent] [b][u][color=DarkSeaGreen]Mage Rank[/color][/u][/b] [indent][indent]A Rank[/indent][/indent] [b][u][color=DarkSeaGreen]Magic[/color][/u][/b] [i][u][color=DarkSeaGreen]Witchcraft[/color][/u][/i]: The term given to practitioners of Dark Magic who identify as Witches. As broad as the term ‘Magic’, a Witch’s power can manifest in a multitude of practices. The commonality between them all is that a Witch’s magic is gifted to them through a deeply personal and sacred relationship with their Deity. Deities are entities whom a Witch learns to make contact with through the streams of Ethernano that bind the world. Their natures are as diverse and unpredictable as us mortals, each with their own goals and alignments. Witches work to hone their craft in the same way a Mage does; through dedicated training and perseverance. However this journey is also supplemented through their worship and reverence of their deity, which can take many forms. Ultimately, a Witch must appease their deity in order to keep their connection strong; lest they risk having their gifts taken away. These rituals are unique to each practitioner. [u][i][color=DarkSeaGreen]Familiars[/color][/i][/u]: Witches may choose to bond with one or more animals linked to their deity, gaining a magical companion who acts as a conduit for her spells. The extent of this connection depends on the Witch. Caring for a familiar may be a requirement to maintain their bond with their Deity. Familiars can also take the form of a favoured animal, wherein the Witch shares a connection with a specific type of animal rather than an intense bond with a single creature. In this form, Witches are always perceived as a friend to these animals and can be communicated with - but they will not inherently listen to a Witch’s orders given their temperament at the time. Higher calibre Witches may also take the form of their familiar or favoured animal, though this is purely an illusory effect and none of the physical/magical attributes are shared [hider=Spell List][b][i][color=DarkSeaGreen]Path of Phorcys[/color][/i][/b]: Phorcys is the enigmatic lord of the deep, connecting Henri’s mind to the abyssal depths and the terrors that lurk within. Henri communicates to his Deity through water and Sycorax, his familiar. Henri draws power from the dark, crushing abyss of the deep sea and is most in his element when submerged in water. He can breathe underwater indefinitely, move through water like a natural predator and manipulate water to wrack foes with the intense pressure of the deep. Phorcys is the warden of the [i][b][color=darkseagreen]Drowned Ones[/color][/b][/i], spirits of those who lost their lives at sea. In order to maintain his gifts, Henri is to harvest the wandering souls of those who escaped from the icy depths. By consuming these souls, Henri acts as a gateway to [i][b][color=darkseagreen]Sycorax[/color][/b][/i] - who guides these spirits back to Phorcys. [i][u]Abyssopelagic[/u][/i]: Henri can blight the land around him with the power of the deep, rapidly increasing the moisture levels of the environment around him to the point it begins to bloat and deteriorate from the inside out. The air becomes dense and marginally more difficult to move through for all those standing within the affected area. Henri can move through the air as though he were fully submerged in water in these zones. The spell’s effective area is determined by Henri’s power level, but he can minimize it where necessary. At present he can command an area with a radius of about twenty-five meters. Any damage caused to the environment by this spell is reversed upon the end of its effects. [i][u]Rupture[/u][/i]: Henri focusses the intense pressure of the deep sea on a small area within [i][u]Abyssopelagic[/u][/i], causing targets who try to move through it to take damage with every motion until they leave the area or stop moving. [i][u]Kraken Wrack[/u][/i]: Whilst inside [u][i]Abyssopelagic[/i][/u], Henri may conjure the [u][i]Augur of Sycorax[/i][/u] from any affected surface rather than just his own limbs. [i][u]Kraken Shell[/u][/i]: Surrounds Henri in a layer of dense, churning waters that significantly bolsters his defenses at the cost of speed. [i][u]Abyssal Torpedo[/u][/i]: Henri launches himself at the target whilst surrounding himself in a churning vortex of water, dealing heavy damage to targets on collision. Can also be used to quickly traverse large bodies of water. [u][i]Undertow[/i][/u]: Henri dives into any solid surface within [u][i]Abyssopelagic[/i][/u], allowing him to swim through it out of sight. Rumbling tremors emanate from his location, disturbing the footing of anyone he passes under. He may choose to emerge in a highly pressurised geyser. [u][i]Subduction[/i][/u]: Henri can pull a target into the depths during [i][u]Undertow[/u][/i] - trapping them in an abyssal, dark prison temporarily. They’ll still be able to breathe as normal. [u][i]Divination[/i][/u]: Henri can receive and interpret signs and information from Phorcys by using water as a medium. Most effective when he is fully submerged. He is still relatively new at this skill, learning under Priscilla’s guidance. [i][b][color=darkseagreen]Sharks (Favoured Animal)[/color][/b][/i]: Henri can communicate with Sharks and they always consider him friendly. This does not mean he has any authority over them. His teeth are sharp, possessing an inhumanly strong bite. [i][u]Infested Waters[/u][/i]: During [i][u]Abyssopelagic[/u][/i] Henri may summon a watery effigy of a great white shark that lurks beneath the surface of the drowned area - only visible by its dorsal fin. The shark roams the area until commanded to strike, leaping from the depths at alarming speeds with it’s own variant of [i][u]Abyssal Torpedo[/u][/i]. [i][u]Sharkbait[/u][/i]: Henri fires an orb of water at a target, marking them as his shark disappears beneath the depths. At any point, Henri may activate the mark and command his shark to leap up from underneath the target in an attempt to swallow them whole. If successful, they will be pulled beneath the depths as the spell [i][u]Subduction[/u][/i]. [color=darkseagreen][b][i]Sycorax (Colossal Familiar)[/i][/b][/color]: A colossal squid who lies dormant at the bottom of the sea, but can communicate with Henri through her subconscious mind. [i][u]Augur of Sycorax[/u][/i]: Henri can conjure watery apparitions of Sycorax’s appendages from his own limbs. Acting as extensions of his own body, he can strike at distant foes as well as ensnare them in his grip. Multiple tentacles can be summoned and controlled separately, consuming more magic power to maintain. [i][u]Ink Blot[/u][/i]: Henri can spit black ink which temporarily blinds targets. Whilst inside [i][u]Abyssopelagic[/u][/i] the Ink spreads as a dark, murky cloud as if underwater. [i][u]Ink Effigy[/u][/i]: Henri can create a realistic copy of himself made from ink. When interacted with the effigy disperses.[/hider] [b][u][color=DarkSeaGreen]Fighting Style[/color][/u][/b] [indent][indent]Henri takes his lickings like a true champ, withstanding blow after blow as a bastion of endurance. Despite little formal training, his natural size and strength have enough presence on the battlefield to make Henri stand out as a heavy hitting juggernaut. He overwhelms opponents by throwing his weight around in heavy hitting strikes that usually incorporate the entirety of his body. What they lack in control or speed, they make up for in raw power. He’s also known to be quite deadly with his anchors, employing the heavy instruments as makeshift hammers to bring down upon his targets. He has surprising versatility and range thanks to his [i][u]Augur of Sycorax[/u][/i]. Henri’s true specialty in a fight is area control. His magic lets him claim a territory and grants specific boons when he fights inside it. Whilst inside [i][u]Abyssopelagic[/u][/i] Henri is able to showcase his underwater fighting prowess as though he were a deadly predator. His speed within water is remarkable for someone so large, able to mobilize in short, powerful bursts to strike foes.[/indent][/indent] [b][u][color=DarkSeaGreen]Equipment[/color][/u][/b] [indent][indent][i][u]Rusty Anchors[/u][/i]: A pair of old, well worn anchors that Henri dual wields. These crude instruments make for a deadly bludgeoning tool when wielded by someone of Henri’s strength.[/indent][/indent] [b][u][color=DarkSeaGreen]History[/color][/u][/b] [indent][indent]Henri grew up in Clover as the oldest of four siblings. Abandoned by their father, he had to step up and help his mother in running the house and raising his younger brothers and sister. His own dream of becoming a mage was pushed to the wayside so he could do right by his family. Whilst he understood that his sacrifices allowed his siblings to flourish, he couldn’t help but feel somewhat resentful. It was as though his own ambitions didn’t matter. At fourteen his mother was involved in an accident that left her unable to work and provide for her children. Henri was pulled from school so that he could start working to support his family. His Uncle was able to secure him an apprenticeship aboard a fishing vessel in Hargeon. Removed from his family and friends, in a town where he knew nobody, Henri was plunged into a life at sea. He found comfort in the open waters. It was as though it was where he was meant to be. For the next few years Henri honed his skills as a sailor and fisherman, sending a large portion of his earnings back home. There were times when he would think about what his life could have been, lamenting the path that was decided for him. When he received letters from his siblings describing their own ventures and ambitions it reminded him of why he had to keep going. At seventeen Henri’s ship became trapped within a furious maelstrom that tore the hull to shreds - sending it’s crew into the watery depths. He tried to fight the pull of the deep, but it was to no avail. He had all but accepted his fate when he felt something stir from deep within him; a presence that had always been there. In his final moments the entity showed him all he could be, if he chose it. His lifelong devotion was to be the price. The visions of himself as a fully fledged mage, living the life he always wanted, were alluring enough for Henri to accept the deal. ‘The pact has been forged. Call upon my name and claim your power!’ As his last breath escaped his lips, one name bore itself into his mind as he began to slip into unconsciousness. Phorcys. Henri awoke on the shore next to the wreckage of his ship. The bodies of a few drowned crew members lay scattered across the sands. Above them, spectres of their drowned souls wandered aimlessly along the shore. Another voice echoed within Henri’s mind, telling him what he must do. The voice belonged to Sycorax, a slumbering colossus who had aided in Henri and his crew returning to land. With her instruction, the young man was able to consume the drowned souls and return them to the sea. Henri wandered for a time. Sycorax wasn’t much for idle chatter, her voice only manifesting when absolutely necessary. Left to his own devices, with a newfound power he did not understand, Henri sought to aid others as any respectable mage would. Yet he found his gifts were not met with awe or gratitude as expected. There was a sinister presence that lay dormant beneath his magic, and it was not unnoticed by those around him. There was so much he didn’t know about Phorcys and the gifts He had bestowed upon the young man. As quick as he had begun to question it, so did Priscilla Duran come into his life. What seemed a chance meeting was actually the work of Priscilla’s own potent divining powers. She brought Henri back to the Daughters of Hecate and explained his situation to him. Phorcys was a Deity and in forging a contract with him Henri had unknowingly entered the world of Witchcraft. Recognised as a Dark Magic, it would seem the common folk wouldn’t take too kindly to his gifts. Priscilla offered Henri the chance to connect with her culture and learn underneath her kind as one of them. From that point on Henri became enveloped in the history of Priscilla’s people, familiarising himself with practices and knowledge held sacred for generations. Despite growing up with no magical background, the other Witches delighted in sharing their culture with him. Many years passed and Henri has flourished into a fine Witch - standing by Priscilla’s side as she brings her people forth from the Shadows to embark on a new enterprise - Wolven Pyre.[/indent][/indent][/hider] [hider=Meredith Clagnan NPC][center][img]https://i.pinimg.com/564x/bb/73/8b/bb738bdb9509e9add1ef01083ce1975e.jpg[/img] A sixty-seven year old Witch who has spent a good majority of her lifetime with the Daughters of Hecate. She walked the Path of Demeter, gifted with exceptional power over nature and a prodigal affinity for potion crafting. Yet as she grew older, she found the toll required by Demeter to keep her gifts to be too much to bear. Meredith requested a Ritual of Excommunication, severing her link to Demeter and thus relinquishing her of their contract. Agnus Duran performed the Rite, disconnecting Meredith from her Deity for good. Once excommunicated a Witch may never re-establish a connection to a Deity, effectively losing their magic. A worthy price in Meredith’s eyes. She continued to work alongside the Daughters of Hecate, contributing her magic power reserves to communal spell casts and rituals - unable to perform any magic of her own. When Priscilla took command of the Coven, Meredith was one of her loudest supporters. She would see Priscilla through all her ambitions; an encouraging voice and mother figure who continue to guide the Guild Master to this day. Nowadays Meredith tends the bar and the greenhouse - her knowledge of potion crafting translating well to mixing drinks.[/center][/hider] [hider=Zhulie Pesta NPC][center][img]https://i.pinimg.com/564x/89/55/0f/89550f21958f981e286844a4229afafd.jpg[/img] A young, energetic spirit around Wolven Pyre. The thirteen year old girl comes from a long lineage of Witches, brought up by the Daughters of Hecate since birth. Her mother died of illness when she was only little, and young Zhulie only feels close to her during her craft. She has yet to forge a contract with a Deity, but she is eager to embrace her identity as a Witch. Currently, Zhulie is working with Priscilla and the other Witches to prepare for her Choosing Rites - a ritual in which one may invoke the presence of a specific Deity and offer themselves up to them. Zhulie plans to follow in her mothers footsteps and walk the Path of Aphrodite. [/center][/hider]