Late but hopefully not too much. [hider=Iris] [b][center]Iris Delisi | Human | 25 | Loyal Neutral | Envoy of Eros [/center][/b] [hider=My Hider] [center][img]https://i.imgur.com/sIBrFIo.jpg[/img][/center] [/hider] [b]Skills:[/b] Arcane Eye: Iris has a deeply rooted attunement with the magical field around her, allowing her to detect with some focus magical sources much like one would feel heat in the atmosphere. With enough focus and time, Iris can often draw a clear picture on the nature of a certain spell, though she may not necessarily know how to resolve them. Iris has cultivated this skill to help in her investigations, with a sharp eye for arcane meddling and puzzle solving. Dispelling: What use is detecting magic wards if you cannot dispel them? Iris' anti-magic mostly pertains to defensive magic and active counter-spells, setting up stabilizing wards and defensive enchantments when treating her patients. Most of the more complex and ancient magic would be out of her league, but she can certainly help in resisting and weakening them. To Iris, this manifests as an ethereal tapestry, picking apart various currents and deflecting them to resolve a certain pattern or image in the air. Short-sword proficiency: Iris has trained herself in outwitting and outmanoeuvring monsters and beasts that commonly roam the plains. Combined with a paralytic poison that often accompanies her attacks, she has so far found little reason to get in direct fights. [b]Flaws:[/b] Contractual Mistrust: Iris is polite enough, on the outside. She sticks to contracts and carries out her duty to the letter so long as she is not betrayed first. Outside her allies and those who she explicitly promised loyalty, however, is free game. Even within her circle, Iris would always have a corner of her mind reserved for an escape route in case things go awry. She mistrusts the Aasimar, humans, strangers and allies alike, but most importantly, herself. Loyalty and treachery is a conflicted notion between the vessel and the Envoy who inherited her instincts, and Iris' allegiances may change on a whim even she does not understand. Mark of fealty: A blessing or a curse, depending on the viewpoint. A Delisi signature spell that binds the bearer to a certain person or House, compelling them to obey their every command as long as they speak an activation phrase in their presence. Iris knows that her mark has bound her to an unknown person, and hides her mark under her gloves. [b]Background:[/b] Iris' earliest memory is that of treachery. The Delisi House was a servant house of many Aasimar families, known for their unquestioning loyalty and devotion to their masters. Yet all Iris remembers of her childhood is her grandfather taking her away into hiding, fleeing through darkened alleys of Brudel and being smuggled through the night in order to escape surveillance of the ever-watchful knights of the city. She does not know why her grandfather stole her away from the relatively comfortable life of serving the loyal to a serving small apothecary in Gotha outskirts, nor did she know why her grandfather forbade her from even speaking with another of her household. This would stay with her even after her grandfather passed away. Iris spent her days training as an apothecary, studying various illnesses and treating travellers, asking them nothing in return but to keep quiet about her presence and some information about the various goings-on about the Empire. Whenever she inevitably became too well known in the surrounding communities, she would move onto another town. Secretly, Iris also pursued any leads on her past, trying to dig up old leads from her childhood flight from her family. Yet most of her grandfather's contacts had gone silent for a long time, leaving Iris searching in vain. Irony caught up with Iris, as she was killed by a bandit disguised as a patient. As her body became cold, a certain Envoy took to her resurrection. Iris was a strange choice for an Envoy of Eros indeed - but it was not her place to question such a choice, was it? Nonetheless, the revived Iris took some time to gather her own past, fragmented as it was, before setting off to the capital. [b]Class & Gear:[/b] Apothecary A combination of spell-casting and alchemy, Iris has a diverse range of potions under her belt. Much of her decoctions aim to heal the injured and counter diseases both magical and mundane, but she does have quite a library of poisons that can debilitate or disarm her opponents through acid and sleeping gas. Her gear is pretty simple, comprised of a voluminous supply of various potions and medical equipment when her magic fails to solve the issue. Otherwise, a couple sets of clean robes and a small dagger is enough for her. ??? [/hider]