Kyogen (虚言): falsehood, or alternately Kyōgen (狂言) meaning mad words, or wild speech Kage (影): shadow
(Note: Not his birth name, but rather an assumed name.)
Kyogen is a man of slighly over medium height, built muscular and lean out of whipcord and rawhide. He has pale skin and unusually early long silver hair that looks to be in dire need of a cut. He bears on his body the scars of battle, obviously no stanger to battle.
His most notable feature is the heavy black cloth he wears over his eyes and around his neck like a scarf. He never removes it, never seen without it. He wears a leather dark outfit that is ment more for ease of movement then protection. Possibly also worn because he has an odd sense of style. The manacle on his wrist with a broken chain is an object of curiosity, but any attempts to talk about it are easily deflected. He weapon of choice is a long, thick, curved stygian blade that vaguely resembles a katana. When he doesn’t need it, it will dissolve into shadow, but it can be quickly and easily summoned again.
He has an easy laugh and a pleasant, young voice.
Kyogen’s personality is...the complete opposite of what most people assume. He is a cheerful, humorous, kind, and laid-back man. He addresses people casually, regardless of rank, usually their first names, or a nickname with few or no honorifics attached. He is quick with a laugh or a joke, often the the point of annoyance. He often goofs off, seemingly incapable of taking anything seriously, causing many to lable him as a complete buffoon. He delights in being flamboyant and eccentric, acting up as if he was on a stage. Aside from that, he takes a practical view on life. His personal code is a lax one, holding his life above all others. However, he still retains vestiges of something approaching a samurai’s honor. He believes that all are equal, from the lowest peasant to the highest lord. Curiously, he sees using violence as pointless, believing that it will never make real change, yet he still will fight for what he believes in. He knows nothing else. Vengeance, too, he believes is in vain.
Mei Ken: Classically trained in several styles of Kenjutsu and Martial arts he melds them into a fast, sweeping, loose-limbed style that takes its main strength from its speed, flexibility, and unpredictability. This combined with his innate talent with the sword make him a formidable swordsman. But, its not just just his sword and he uses to fight. He practices a made-up style he mockingly calls “Mei Ken” (冥剣) or Dark Sword. This style allows him to manipulate his shadow, to control it at will, or make it substantial. He is able to use it to attack, defend, or entangle an opponent. The shadow, when tangible, is rather strong but it can be cut or broken. However this is futile, as doing so does not cause any harm. The actual strength of it depends on the darkness of the shadow he casts, with fainter being weaker and darker being stronger. The shadow has an effective range of about ten to twenty feet, again depending on the level of light. At night, his abilities are at their max, and he can create a doppelgänger out of his shadow which can fight alongside him, at the cost of losing any other Mei Ken abilities.
Music: Fighting is what he does best, but strangely he has an inborn love of music. He plays a little shakuhachi, which he keeps with him.
Survival: He is used to “roughing it”, and has a wide knowledge of survival skills, lighting campfires, setting snares, knowing what plants are good to eat or are medicinal in nature, along with preparing animals to be cooked. His cooking skills, however, leave something to be desired. Its ediable...mostly.
Keen Sense: All his senses, besides sight, are extraordinarily good, to where he can feel the faintest breeze on his skin, smell its fragrance, and hear its sigh.
Folly: His pitch-black sword is more than an ordinary sword. It still rusts and requires sharpening and care, but the metal will regenerate quickly, even from being broken, and it can hold an exceedingly sharp edge. He can pulled it out of his shadow and dismiss it back as easily as drawing or sheathing it. It casts an eerily twisted shadow...
Master of Naps: On top of all that, he is a master sleeper, able to spend hours on end, dozing and he has developed the ability fall asleep in nearly any position nigh instantly.
Blind: Claims to be blind, and the cloth over his eyes is too thick and dark to see through, yet he always seems to have a good grasp of his immediate surroundings without having to look, except for doors.
Doors: Doors frustrate him. He has a long-standing grudge against any and all types of doors, and will go out of his way to destroy them if he can.
Inexperience: He is still inexperienced with his Mei Ken. Also, its power waxes and wanes depending on the level of light.
Bad Cook: He can’t cook very well.
Too Keen Senses: Loud sounds can be painful, due to his exceptional hearing, while bad smells can be debilitating. Pain, too is felt more intensely, although he has a high pain tolerance.
He was something usual, something revolutionary, a peasant taken in and trained as a Samurai. This was die to his phenomenal skill with a sword, amd on the technicality that his many greats grand uncle was a samurai of some note at one point. As you can imagine, this planted seeds of hate in those that held to the superiority mindset. Even worse, Kyogen grew full of himself, and ironically grew arrogant himself. This contued for some years until a wealthy noble’s son, who kyo had wrong in the past, was passed over for a position guarding a shogan, a bery high honor. Instead, Kyo was chosen.
Less then a week after the decision was made, the scorned nobleman gathered his friends and men, and their men, and they ambushed Kyo. Against such odds he was subdued quickly. The official lie told is that bandits met him on the road, and while the nobleman rode to help, they were too late, Kyo had been killed, such a tragedy ect ect. No body was produced, and nobody cared. Well, most people.
Kyo was intead imprisoned in this man’s keep, and torchered. He had the character Haji (shame) carved into his forehead, and then he was shown a mirror. They carved his eyes out so the last thing he would ever see is the Haji carved into his forehead.
He was torchered brutally for months, but they were careful not to permanently harm him any more. They had something crueler in mind. They would let him go. A blind, starved man, dropped into the wilderness.
He survived by luck and a chance meeting with a demon that for an arrangement(undecided), would lend him power. Power for a certain purpose (undecided)
So then, in his shame, he took up the sword and a new name.
Name: Yasuhiro Haru (靖宏春) The First Son of the Sword Yasu (安) meaning "peace, quiet" combined with 央 (hiro) meaning "centre, middle". Haru (春): spring
Yasuhiro is a tall, broad, heavily built man who looms over most people. He is almost always seen wearing the traditional outfit of a sensuō monk, consisting of a tengai (the basket-like headpiece) a kimono, an O-kuwara (the garment worn over the shoulder), the kyahan shin coverings, tabi socks, and a pair of waraji sandals on his feet. His voice, though muffled by the tengai, is a deep and rich bartone, the kind that carries across a room. His skin is rough and tan, and his clothing, travel-worn signifying that he spends much of his time traveling.
Beneath the tengai, his face could be described as passably handsome, with a strong chin and prominent cheekbones. He has startlingly intense green eyes, and once black hair that has mostly gone gray. But his most notable feature is a large, nasty scar that runs from the left side of his hairline, down between his eyes, to end on his right cheek.
Yasuhiro is a, ultimately, a principled man. He carries a very strong pride and rigid ideals that he holds himself and the people around him to. He is a man who throws his entire being into whatever he does. He is not rash, nor given to rushing in. Nor however, does he hesitate. He goes through life in a calm, thoughtful, and steady manner. From the way he speaks to the way he acts, he gives off the sense of infinite calm. However, one thing he has never been able to rid himself of is a powerful temper. He has patience worthy of a monk, but when he becomes angry, his anger explodes with terrifying fury.
In some ways, he is a study in contradictions. He carries with him the samurai ideals combined with the ideals of a monk. He is humble, yet he still carries a fierce pride. He enjoys fighting, yet he loves peace more. It is the goal of his spiritual journey to find a way to live with both of these in balance.
At heart, he is a kind man. He takes great pleasure in the simple things in life: good food, laughter, and especially music. To him, music is a special thing, tantamount to a spiritual experience. Yet there was a time in his life where he set aside his music and peaceful ways. He became a man of war; strong, tough, and callus. He still carries with him these things in a stern shell he wears daily.
One of his core beliefs is that all people are inherently equal, peasants, foreigners, samurai, and nobility alike As such, he strives to treat them equally, and teach others to do the same. Yet another of his contradictions, he is also loyal to his country and its laws.
The Warrior: He is no stranger to the art of war. He has studied to be a samurai from a young age, having martial arts and tactics drilled into his head and hands. He has lead men to victory both on and off the battlefield. Above all else, his swordsmanship was once famous across the land, though it is no longer since he abandoned it. Still, he is a fair hand in a fight even without his sword.
His clan's style of fighting, much like how he lives, is a balanced and patient style. As with most styles it was handed down generation to generation, refined and changed each time. Its key principles are Flexibility and Control. Flexbility, not to stick to rigid forms, but to be able to adapt to a situation, while taking every advantage of any opportunity. And Control, never moving too fast, never moving too slow, but remaning in contol of one self and the battle from start to finish.
In battle, he is the center of absolute calm. He move when and only as fast as he needs to with maximum efficiency. He fights like a shogi player, every movement has a purpose that is hidden until it is too late. His greatest skill was his mastery of the iaidō.
The Musician: His skill with the sword is second only to his skill with a Shakuhachi. It is his instrument of choice and his favorite pass time.
The Monk: In keeping with hos vows as a monk, he restrains himself from excess and materialism. He practices meditation and seeks enlightenment, although he has his doubts.
The Noble: Born into nobility as a Samurai, he received a well balanced education as well as military training. He is literate and has read on a wide variety of subjects from medicine to philosophy. He is intimately familiar with politics, though he carries a massive disdain for them in general. However, though he was once the head of his clan, they oused him in dishonor
A detailed list of things your character is good at. It should be noted that everyone in the group should be a skilled warrior in their field, so feel free to list combative skills here, but it would help to not only be useful in a fight. Specific fighting styles should be listed here.
A Vow: Yasuhiro has sworn to never wield a sword, ever again. Instead, he has resolved to devote himself to the path of peace, trying to solve life's problems with out violence. However, he is no fool, the knows the world doesn't work like that, so when push comes to shove, he will fight. But only to defend others and his life. For a weapon, and meditive purposes, he carries a khakkhara staff.
Age: Whether he will admit it or not, he is getting on in years. However, careful training has kept his mind and body as sharp as ever.
Temper: Though normally a kind and patient person, if he is ever pushed over the edge he explodes with fury. He also holds a grudge like no one else.
Medicant: He owns very little and had no stable job, instead he wanders all over, relying on charitable donations and, unlike most monks, whatever menial work he can find. Straight out begging, he feels is beneath him. Not a very enviable life, but one he lives.
Rōnin: As once a samurai, he is technically a rōnin as well as a monk. Even worse, he was once a very famous samurai. His actions, if not reasons, for abandoning his sword and his lord are well known. Most peasants would not reconize him, people of rank and importance in the northern cities would. While his status as a sensuō and the offical story that he "retired" keeps him from facing lawful arrest and or execution, many would be glad to see him dead for that and a number of reasons.
The first thing most people notice about Kage right away is that, contrasing the mysterious persona she had going, she is a bit of an odd duck. Her mannerisms and actions often run contrary to common ‘normal’ behavior. She is also deeply superstitious, which goes some ways toward explaining some of her odd behavior. One thing that is abundantly clear is that she loves coffee with an unholy glee, and drinks it by the potful.
She is very independently minded and impatient, leading to difficulties working with her. Her failure to communicate doesn’t help much either. She is a woman of few words. Not out of shyness, she just doesn’t speak much. Instead she uses gestures and body language to covey her thoughts, if she bothers to do so at all.
But beneath these oddities and superstitions is a practical nature. She wastes little time in daydreaming or idleness, but prefers to do something useful.
The second thing to notice about her is her odd, dry but acutely acerbic sense of humour. Usually directed at someone. She somehow packs an entire punchline in just a significant glance.
Kage occasionally displays a child-like side that belays her actual age. This, coupled with a boundless curiosity and impusive behavior, makes her a certifiable magnet for trouble. And ince in trouble, its hard to get her out due to her stubbornness that puts mules to shame. Once she sets her mind to something, she will let nothing stop her.
She is slow to trust people, and generally pessimistic, but to those that are able to win her trust, they earn her undying loyalty. She would travel the world over, go through hell and back again for these people.
Family is, after all, very important.
Though pessimistic of people, she is amiable to strangers and people in general, though she has an odd way of showing it.
And yet there is something deep inside. A smoldering core of seething anger. Its well hidden, but combat brings it out. When fighting, she is terrifyingly ferocious and savage. Mercy is not a concept she is familiar with, and neither is holding back.
No matter the weather, Kage wears a heavy hooded navy blue cloak and a white mask. Primarily because she thinks it makes her look cool and mysterious but also because it shields her from the sun and light in general while providing plenty of shadow for her magic to work with.
Beneath the mask and cloak...she looks like an ordinary young woman in her late teens. Her hair is an ebony black, and her skin is pale from a lack of sunlight. Her most striking feature is her intense stormy grey eyes that almost look silver. She is of medium stature has the kind of body that makes men drool, though she doesn’t flaunt it.
Kage’s life has been one long search, and yet she searches still. For the man she could call father and the mother she only barely remembers. For a place where she feels she belongs.
Her Father disappeared before she was born.
Her Mother disappeared but a few years later.
That left little-few-year-old her on the steps of an orphanage somewhere. The people there cared little about her, and the kids treated her as a freak due to her magic coming in, even at such a young age.
She ran away as soon as she was ten.
Place to place she ran, growing older. She bouched from magic guild to magic guild, using her burgeoning magic abilities to make some living. She was a precocious and lucky child, she escaped many attempts to take advantage of her, bad people who wanted her for their own ends along with several slavery attempts and successes. She grew up tough and she grew up mean. But also lonely and wondering exactly what purpose she had in life.
She isn’t sure at what point her running turned into a search, but over time, she decided that she was going to find her parents. No matter what. Maybe then she could make sense of her life.
Years passed in this way, and Kage steadily began to realize something about herself. She didn’t age like most people. She seemed to have hit a platue and never got any older. She watched in something like horror as people gradually aged and died around her, always leaving her in the end.
This further strengthened her resolve to find her parents and ask them who—or what—she was.
But it seemed like an impossible task. No one seemed to know who Ferrin or Asheila or even reconize their names. The only lead she ever got was when she was approached by an old woman one day.
“Child,” Said she. “You have the look of one who is looking for something.”
Kage just tilted her head at the old lady and said nothing. The hag’s milky white eyes stared out into he distance.
“A father, yes. Oh! And a mother too. A very unique pair those two.” She cackled. The woman then reached into a pocket and drew out a palm-sized stone. She extended a shaky hand toward Kage, offing the rock. “Take this,” She creaked. “And wait for him.”
Nonplussed, Kage accepted the stone and made a questioning gesture. The woman pattered her in the arm then turned and hobbled away on a cane. Try as she might, Kage couldn’t get another response out of the lady. Eventually, she lost her in the crowd. Later, a townsperson informed her that the old lady claimed to be a seer, but she was really just crazy. Nothing she ever said had come true.
But Kage couldn’t let go of that hope.
Now her search has lead her to the rivel guilds Harpy’s Wing and Golem’s Arm...
Magic Name:: Umbra magic Description:: A powerful form of shadow magic, this magic turns the caster‘s very body into woven shadow. As long as she had magic and is conscious, physical attacks will pass right through her without harm. The caster can teleport short and long distances by passing through shadows, but the end destination tends to be slightly random and magic cost increases exponentially with distance. The caster can also pull things into their shadow and store them, similar to requip magic. Both their shadow and body can be molded into nearly any shape and made substantial or insubstantial at will. The power of this magic is in its free-form use, allowing for a large degree of adaptability. As a Shadow magic, it also includes elements of Darkness magic (her’s is a dull slate color) and Shade magic, the caster can utilize some of both.
Shadow Body - More of a passive ability that turns her body into shadow, rendering physical attacks useless. It also allows her to change her body into any form she wishes. When in affect, her body becomes solid black and looses any humanistic features.
Shadow Puppets - Creates a number of figures that resemble twisted shadows with glowing eyes. These figures can move and fly at high speeds and are are difficult to hit with attacks but will usually disperse upon a successful hit. However, they can hide in inanimate objects that cast sufficient shadow. This provides them with a layer of protection and they can manipulate the object at will.
Erebus’ Shadow - A stronger Puppet that usually takes the form of a massive serpent. A resilient and dangerous foe.
Fulminating Darkness - An attack that uses several puppets to launch a wave of shadow. Moderately powerful.
Empty Night - Shrouds an area in thick, inky darkness. Only those with excellent night vision or an alternate from of sight can see through it. Quickly dispelled by light magic.
Shadow Slip - Allows the caster to use a shadow to travel anywhere that is shrouded in shadow. However, its a tricky and unpredictable spell. The magic required is high and increases exponentially with distance traveled.
Ruin - A fast but weak spell that fires an orb of shadow that detonates in an explosion of dark energy. Requires very little magic and can be cast rapidly.
Erebus’s Wrath - A gathering of dark energy around the caster that explodes outward in a massive storm. A fast and powerful spell that requires a lot of magic.
Erebus’ Gate - A powerful wide-range spell that briefly covers a circular area in shadow before unleashing dark energy over the area. Requires some time to cast.
Secret Technique: Erebus’ Eclipse -
”From darkness this world came And to darkness it shall return. Bring forth from Chaos The darkness that consumes all light.”
Kage’s ace-in-the hole and her most powerful known spell. However, she uses a imperfect version that carries only a fraction of its original power. When casting, the light in an area dims greatly as invisible magic gathers. When cast, A pillar of solid darkness rises to the sky, surrounded by rings of pulsing dark energy. Inside the pillar, all light is consumed and the area is bathed in a continuous attack of ruinous dark power.
The trick of this spell is that the brighter the area inside and outside the pillar, the more light that is consumed and the stronger the spell. Even light magic is devoured. A single cast of this spell will completely drain Kage of magic. It also takes some time to prepare and cast.
Combat ability - Outside of her magic...very little to speak of. She relies heavily on her power to fight, but has had very little training in physical or magic conbat. Almost everything she knows is self taught, through books, by watching others, or trial by fire.
Magical Aptitude - She could very well be considered a genius when it comes to magic. Both of her parents had incredible magical talent, which was passed on to her. Her very blood sings with magic.
Race - Kage is not completely human. That is evidently clear by her unnaturally long lifespan. But what she is and how she came to be that way...
Well, those answers are just many things she searches for.
Odd Mannerisms - Kage has many odd habits she has developed, like a tendency to stand in a person’s shadow, regardless of personal space, or to knock twice on a door frame when leaving a room. Ect.
Great at Charades
Likes making shadow puppets (not the spell)
Recovering Coffee rehab (loves coffee) Also brews the greatest coffee you will ever taste.
Missing Father and Mother; She doesn’t even know what her father looks like, and only barely remembers her mother. Her only clue to her father’s wereabouts are from an old and possibility mad woman who clamed to be a seer. The seer gaver her a rock and told her to “Wait for him.”
Which wasn’t very helpful.
None the less, she is hell-bent determined to find them.
A Mask and hooded Cloak
Books for when she get bored
A massive mug, dedicated to coffee.
Several pounds of coffee beans, with a grinder and pot.
The rock the seer gave her. Other then a strange smoothness, it appears to be an ordinary, worthless stone. But Kage can’t bear to get rid of it.
Name: Alias: The Erlkönig's daughter, princess of the WyldFae Type: Wyld Fae Actual Age: Unknown, the [youngest?] [oldest?] of his daughters Apparent Age: (What age do you look?) Gender: Female Where do you Live in the Fae Realm:
Personality: (2 well thought paragraphs) Sexuality: Straight Relationship Status: Out of your league Fears: (At least 3) Likes: (At least 5) Dislikes: (At least 5) Other: (Any habits? Hobbies? Nervous ticks)
Court/Faction: (Leave blank) Ambition: Favors Due: (To who and what for) Favors Owed: (To who and what for) Possessions: (Feel free to add to list after initial post, it's up to you to keep it up to date)
Name Relationship Details: (What do you think of them) Name Relationship Details: (What do you think of them) Name Relationship Details: (What do you think of them) Name Relationship Details: (What do you think of them) Name Relationship Details: (What do you think of them) Name Relationship Details: (What do you think of them)
"A wise man once told me thus: 'Revenge is never a straight line. It is a forest, and like a forest, it's easy to lose your way, to get lost, to forget where you came in.' ...but what does he know?”
Amara is a odd girl. She seems reserved and quiet. She doesn't speak often and when she does, she speaks softly. But don't mistake this for shyness or lack of self-confidence. She is a strong willed, confident, and stubborn girl. She has guts. And spunk. She is a girl of iron, grit, and rawhide. Once resolved, anything in her way is merely an obstacle to be overcome.
Yet, this isn't immediately obvious. She is polite and kind to most people, even strangers. She carries herself with confidence and more bearing then one would expect from someone so young, and despite her youth she behaves mature beyond her years. She is slow to anger, endlessly patient, and carries an absolute calm even in the most stressful situations. She is a rational and level-headed person.
But, she has a dark side. A side that lacks mercy, compassion, or forgiveness. She holds grudges like a merchant holds debts, and she will never let the unfortunate target know. Instead, she will smile and be nice to them for weeks on end—-only to get her revenge long after they have completely forgotten the insult. Amara is the last person you would want to piss off.
An then there is her rage. She burns with rage against the Librarium for what they did. A rage so hot, so, powerful, so bitter, it turned ice cold. If she could, she would single-handedly tear down the entire Librarium and slaughter anyone who gets in her way. And to her, this is logical. Like two and two make four, the Libraium. Must. Fall.
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Solidor Themis Amara
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Centuries before the Lbrarium rose to power, a small splinter of mages split off from those that came from Fiore. They were mages who practiced an ancient, deep, and powerful magic: Summoners. They had come to find a place where they could practice and refine their magic in peace, unbeholden to king or country. Like the others, they made peace with the natives and learned to survive from them. They established a small village, which was creatively referred to as the Summoner’s Hamlet. Despite being in the depths of the jungle, it was a safe place to live due to being under the protection of the Summoner’s mighty eidolons.
Through the chaos that later plagued Pandora for centuries, the little haven was untouched by war. In fact, refugees and other sorts came from all over, seeking asylum. The Summoner’s Hamlet out grew it’s name, from a humble village to a small but beautiful city. It was eventually renamed to reflect the first thing many people called it when they first saw it: Arcadia. Paradise.
Part of the reason it was not visited by war was because of the stubbornly pacifistic nature of its many leaders. In their minds, protecting Arcadia’s people and magic was above all, in that order. The other part was the power the Summoner’s commanded. Whenever a new power came, they would establish a treaty with the conqueror, or simply surrender with only a few terms.
However when the Librarium came to power, they fought to preserve their freedom to practice magic. Fought and lost. And their name was wiped from history, leaving behind nothing but ruins, a legend, and a book. That book was in the hands of one of few that escaped the fate the befell the city. It was then hidden and the secret of it’s location passed from parent to child for a century…
Amara Themis Solidor was born from a tryst between a nobleman and beautiful, but poor woman. While considered an illegitimate child, her parents were in love, her father brought her mother in and made her his wife officially. Her father was a very high-ranking officer in the Librarium, as had been his father and his grandfather back many generations, thus their noble title. He childhood was, for a time happy. She had an older half brother and a little full brother.
But it didn't last.
She was eight when things began to go wrong. Her father was suddenly arrested and charged with treason. Rebellion, they said. Her older brother disappeared as well. She was forced to watch her father hang in a public execution. She will never forget the face of the one who could have spared him, but instead condemned him to death.
After he passed, their wealth was slowly taken away from them. They were pressured, politically and personally. For what reason, she did not know or even understand.
In their decline, they were refused even the simplest of help. A sickness took her younger brother, and without the right medicine, he died. Slowly and painfully.
Not long after he died, they came for her mother. She, now a girl of fourteen and her mother were arrested and declared traitors. Official story went that the mother fought back with forbidden magic and she and her child were killed rather than captured. The truth was, her mother struck a deal, then their 'death' and disturbance it cause was faked. Amara was quietly taken, and then tossed into a dark cell. Beyond that, however, they did nothing to her. She was brought three meals a day of decent quality, and the cell had a second room that contained a working bathroom, she was also delivered water and things to bathe once a day, along with a change of clothing. The main room was small but it was clean and it had a bed with blankets and a pillow. Not exactly luxury but it could have been far worse. The worse part was boredom and anxiety. She had nothing to do, except wait.
An unknown amount of time passed before they came for her. They seized her firmly and marched her through endless hallways then pushed her into a different room. Her mother was there. She was beaten, thin, haggard and most of her hair was grey, but it was still her mother. They tearfully embraced. But their reunion was cut short.
An ominous masked figure demanded to know where The Book was. Her mother came back with a reminder that part of the deal of her coming peacefully was that Amara was unharmed. The figure laughed and pointed out that, as she could see, her child was unharmed. And if she wanted her to stay that way, she would reveal to location of The Book. All this mostly went over Amara's head, but she was frightened of the man in the mask. Cruelty and sadism oozed from his every word, every gesture. Her mom called him a monster, to which he merely laughed and gave her two minutes to decide. Amara's mother looked at her, her eyes filled with such tender love for her child and a deep, resolute sadness. Amara would always remember that look. It was clearly hard, but in the end, her mother chose her child over some forgotten legacy. She used magic to pull the book from where it was hidden in Amara’s body. The deal she had struck stipulated that Amara was not to be harmed and was to be cared for. Which, technically, the masked man pointed out with obvious cruelty, she had been. Her hope was to hide the book with Amara and then kill herself, foiling the Libraium’s search for the book.
But, it had all gone wrong.
Now that they had no further use for the mother and daughter, they cast some magic on them. Not knowing what it was, Amara’s mother pushed her out of the way and out of the radius of the spell. When it vanished, she seemed unharmed, so Amara approached, calling out for her.
“W-who are you?” Amara’s mother asked.
Amara, frightened, her world crumbling around her and her mind breaking, called out again and crawled closer. They repeated the exchange. And then again. But suddenly, something broke in her mother’s mind. With sudden, feral ferocity, she leapt on Amara and tried to strangle her, screaming “Not my daughter!” Over and over. Her screams attracted the attention of the masked figures, who had been intent on the book. Even they were shocked at what they saw. One of them, out of kindness, or cruelty, drew a sword and rammed it into Amara’s mother, covering her with her blood.
“Not my daughter…but her ghost.” Were her last words, whispered in Amara’s ear.
That was the final blow that shattered the mind of the young girl.
She screamed. And Her magic awoke. She sent out a summon, seeking something to fill the sudden void in her. And someone did. Her screams stopped.
She stood calmly. "I am the First Summoner, Solomon." She proclaimed, the words falling like hammer blows. The being speaking through her with her mouth. "You who have hurt my daughter," He glared death at the masked figures. "Pick your god and pray that he lets you in."
The First Summoner proceeded to summon a trio: a dark-haired, golden-eyed man with a metal arm, a dark-haired girl with grey eyes and a masked pushed to one side, and a tall, inhumanly beautiful woman with a similar set of features to the girl. The man seemed to object to being summoned, but The First Summoner talked him down and pointed out he had better things to do, like chasing the fleeing masked men. He unwillingly did so, along with the woman. The girl, he commanded to stay with him.
Now that he had a moment, the Summoner wondered how this girl had managed to summon him. Then he saw the book on the table and it became clear. She had, on pure instinct, accomplished the impossible. She had used both her own blood and the book as catalysts and somehow summoned him.
He tucked the book away and walked over to the woman with sadness in his eyes. “Such a brave daughter. It wasn’t your fault. Rest now.” He reached down and close her eyes. When he stood up, he staggered. The girl didn’t have enough power to sustain her conjuring for long. He had to get her to safety. He realized calmly.
With unexpected help from one of the masked Librarians, The First Summoner managed to escape with Amara. A contact the traitor Librarian knew was able to get them on board the Cloud Chaser’s ship and the next thing Amara knew is that she was waking up in a bed on the ship. With the last remnants of his borrowed power, The First Summoner explained to her what had transpired, what she was, and gave her advice on what to do. He also transferred two summons contracts to her in hopes they were protect her in his stead. With that, his sprit vanished
Now, two years have passed…
In that time, Amara seemed to undergo a miraculous, incredible recovery. Almost too incredible to believe…
| Magic: | Summoning
Summoning is a very broad term for a type of magic that contains many disciplines. The magic of Summoning has long been studied by the Solidor clan, passed down through generations which each spending their lives to study the art. Despite this, much is still not understood about the mystical art of Summoning.
Summoning is simply put, the ability to call upon and dismiss something at will. These can be living or non-living objects, however for reasons not understood, it is much easier to call living things then non-living things. Non-living things summoned are usually the result of a failed or flawed summoning, but not always. Requip magic is a subtype of summoning, using the same principals to move inanimate objects in an out of storage. Summons are mainly accomplished by a combination of chanting, gestures, force of will, and of course, magical power. More advanced summons might need a catalyst, which helps guide the summon to a target, a sacrifice or payment, which play a number of different roles, or a focus, that helps prevent interference and protects the summoner. All or some of these can be combined into a ritual or done on the fly. The difference being the necessary focus and power of the summoner, with the amount of risk they are willing to take. Rule number one: "Do not call up that which you cannot put down."
One of the most important safety measures taken by any summoner are contracts. Contracts are an agreement by two or more parties to abide by certain conditions, contracts between summoner and summonee are very common to the point that there is a standardized and detailed basic contract that has been drafted by the Solidor family that covers most of the basics and is integrated into their summon formula. Exact terms, however, are vary between summons. A contract can be made any number of ways some examples are through the summons's formula, which the summonee can (sometimes) accept or ignore, or, more traditionally, through written word and signed with blood.
There are six classified branches of Summoning: Physical, Imaginary, Mythos, Soul, Object, and Conjuring. There is one more that is little more than a rumour: Celestial. The classifications are, for the most part, an artificial creation, and as such, some overlap might exist. There are always exceptions.
Physical summons are people, plants, objects, or animals that exist within the same dimension as the summoner. These summons are less taxing and have a low chance of a spell gone astray, and a relatively low risk of conjuring up something beyond the summoner's ability to handle. However, the summoner must have a magical affinity with whatever they are summoning. This severely limits any summoner and is a difficult limitation to get around. Contracts can help, though and they can be made with anything that has some form of intelligence. However, these contracts are far less binding than any other form. Humans, theoretically be summoned this way, but no one has found a way to do it safely.
Imaginary summons are a curious case, and probably the least well known. Summons that fall under this category are beings and objects that don't exist in reality, but inside the imaginations of humans. Scholars theorize that they come from a dreamscape, plane composed of human dreams which contains many things that simply defy explanation. Anything that has been dreamt up, but does not actually exist, is (theoretically) there. The more prevalent the dream, the stronger the manifestation. A summoner reaches into this plan and gives form and substance to the dream and calls it into the real world. This includes personifications of ideals and emotions. Most summoners dip into this realm to call up familiars and then bond with them. These familiars start as insubstantial wisps and gradually take shape, power, and personality based on their bond. More experiences summoners can call up beings of their own designed, made right out of dreams. These are of medium power, but easy to maintain and unlikely to turn on summoners. Their power directly correlates to the power of the summoner, meaning that they are unable to create anything more powerful than themselves.
However, dipping into the realm of dreams is dangerous for the sanity of the summoner, for there, there are found reflections of their innermost dreams, good and bad. The eldritch horrors that stalk the plane are merely an afterthought. It is said that if one can master the realm of dreams, they will master themselves and gain god-like power. Pity the fools who believe this and have tried, for the Dreamers do not like their sleep disturbed...
Generally the most powerful of all forms of summoning, but also the most dangerous and difficult. Mythos summons include monsters, djinns, horrors, powerful creatures of myth and legend, demons, angels, gods, and things that do not have a name, abominations that would destroy all of reality simply because they can. Summoning Mythos is truly dangerous in the extreme. No novice is ever allowed even the knowledge of the existence of this branch of summoning. Summoning mythos is unlike other forms of summoning. These are beings of unimaginable power and have been around for millennia, which they have spent getting the better of mortals. The only way to safety deal with mythos summons are vast and detailed contracts, along with every advantage the summoner can get a hand on. Most of them will offer deals for, knowledge, power, wealth, ect in exchange for something equally precious. Successfully summoning one is rare, and surviving the experience is even rarer. Wise summoners stay far away from attempting to summon Mythos.
Soul summoning is the most reliable form of summoning. Similar to necromancy in many ways, it calls up the souls of the dead to serve the summoner. But that is where the similarities end. Soul summoneing calls up powerful beings, called Einherjar, who accomplished great things in life. Einherjar are not precisely undead, but rather the recording of the souls of beings who were great in life. These things do not have to be human, only dead or destroyed. All attempts to create one intentionally has failed; the exact details of the creation of an Einherjar is unknown. Einherjar usually need a catalyst, something with a strong connection to them, for the initial summons and the creating of a pact. The conditions are up to the Einherjar, it could be steep or it could be nothing. It is possible for a sufficiently powerful summoner to disregard a pact and completely overpower an Einherjar, in combat or otherwise, rending them little more than unwilling puppets. The opposite holds true, though if the Einherjar wins, then can choose to dismiss themselves or stick around. But, they will eventually vanish if they don't have a supply of magic. Once a contract is made, Einherjar can be passed from person to person or bound to places or objects. Einherjar's power and skill varies greatly, but all of them excelled at something, making even one a powerful ally and a dangerous enemy. They can fight to the death, and even if they are killed, they can be re-summoned after some time has passed.
Though difficult and of limited use, Object summons are possible. The most widespread form of this is requip magic, which stores objects in pocket dimensions. Other forms of this include using inscribed runes to summon objects, or summoning random objects from a distance, usually as the result of a failed summon. The magic requirement increases exponentially with size and mass. Also, enchanted objects are much harder to transport because the enchantments interfere with the summoning spell. However, there is a discipline of Object summoning that focuses not on summoning objects, but on drawing out the spirit of an object.
Conjuring is an advanced form of Summoning that allows the caster to call upon their summon internally. A through conjuring, a mage can access the powers, skills, physical abilities, and even memories of the target. Take-Over magic is one form of this. Conjurers can also cast spells by channeling the power of the summons and using it as their own. The inherent risks are fairly obvious, conjurers run the risk of being possessed or influenced by their summons or killing themselves by channeling more power then they can control, but at the same time, it could be considered safer then summoning, due to the mage having conscious control over their power. People have long believed that by using this, they could channel the power of gods, but none have ever attained this level of power.
As a side note, physical appearance changes are common among conjurers. Things like hair color and eye color changes, both temporary and permanent are among the many side effects of hosting beings in their bodies. Others like scales, fur, even extra limbs, and personality changes happen. The ultimate change is a dramatic shift in their magic specialization. Things like drawing upon large amounts of power or hosting for a long time increases the chance of these changes happening and or becoming permanent.
Considered an old wives tale, if not an outright myth. But, old books indicate the existence of celestial keys that can summon spirits of awesome power. Little else is known, no key has ever been seen, and no reliable evidence exists.
The way a summoner acquirers summons varies depending on what they are trying to obtain. In general, it is done in three ways, performing very specific steps in a ritual, with the details differing depending on what is being called up, using a catalyst, or defeating creatures in combat.
Amara has talent in both Soul summoning and Conjuring, but little to no experience in them. She has a great amount of potential magic stores and power, but she has been unable to harness them properly so far. As of now, she only can pull out two or three medium summons or one big one before she gets completely exhausted. She can summon a great number of little critters easily, though. As for contracted summons, she has three, a Chimera, a minor Mythos monster, and two Einherjar; an easy-going sylvan swordsman named Quaid, and a honorable but bloodthirsty demon-sword-wielding samurai named Mifune.
Chimera: A minor mythos monster with a lion's head, a goat's body, and a serpent's tail, it also breaths fire. Strong and surprisingly fast for it's size, and those wings are not for show. It is capable of flight. However, it isn't the brightest creature. Instead, it relays on its primal, savage instincts, tearing apart whatever is unfortunate enough to be in its way. Amara acquired this beast during her time with the Cloud Chasers after a misadventure that ended with her accidentally braining the creature with a kitchen sink out of a failed summon. That stunned it long enough so that, with help, she managed to capture and claim it
Sylvan Excalibur Quaid: An Einherjar. He started out as a simple sellsword who traveled from place to place, but his life changed when, with the dying words of his father, he was given a sacred position. He, along with even others held these positions, as guardians of their country. He was given a divine, sylvan sword and trained in magic and combat. Over time, his kindness and strong sense of justice made him a leader figure in the group.
In those days, demons threatened their country, so the twelve, each powerful in their own right, were sent on a mission to eradicate the threat. But after they left none of the twelve were ever heard from again. Curiously, neither were the demons.
Quaid has power over the wind, and he is a fine swordsman. He can be described as well balanced, a jack of all trades but master of none. While not the most powerful spirit, he makes up for what he lacks in power with cunning and a solid grasp of tactics.
Heavenless Bushi Mifune: Einherjar. A samurai warrior, who wields a cursed demoniac blade. His demonic blade is said to be the sharpest sword in existence. He can behead a man, and that man not know it until a gust of wind comes by to finish the job. But in return, it desired blood. It's will worked on Mifune's, stoking his will to fight. So, he traveled everywhere he could, fighting the strongest fighters he could find, also fighting in many wars along the way. With his incredible swordsmanship and powerful blade, it seemed like he would never be beaten. However, he met his match when he challenged a powerful dragon. During the epic struggled, he was dealt a fatal wound. But such was his skill that he returned the favor with a single mighty blow that split the dragon in two. He died soon after, blade in hand, satified. However, even in death, his demon-blade would not let him rest. It pulled him from the underworld and returned him to a sort of unlife to continue to do battle. Dying only sharpened his skills further, and his will and the will of his blade were entwined. At the very height of his power, it is said he slew a god with a single blow. Only time could dull his might. He continued to fight until his body and Blade crumbled to dust.
A very taxing summons, Amara dislikes him and will only call on him if she is in true danger. She obtained him from the mysterious stranger who saved her life.
Mifune is a master swordsman, wielding a powerful demonic blade. His lightning-fast movements combined with a supernaturally sharp sword makes him a dangerous foe that can end a fight in mere seconds. However, he is a relatively fragile spirit, a few solid hits will cause enough damage to kill or dispel him.
| Miscs : |
Amara's guildmark is white and located on her left shoulder.
Is left handed.
Secretly feeds the small animals and birds on board the airship, much to dismay of her crew mates.
Reads just about anything she can get her hands on.
- a large, old plain looking book
She is sensitive about her body. Calling her short or small or any comment about her size is a sure and quick way to piss her off.
"He said humans were worth fighting for. He said not to give up on them. I guess I'll keep trying then."
Appearance: As a manakete, Kara shifts between two very different forms. In human form, she appears to be a beautiful woman of indeterminable age, with pale skin, violet hair, red eyes, and pointed ears. She cuts a very distinct and intimidating figure, due to her distinct draconic features: a curling set of horse on her head that add several inches to her surprisingly unimpressive height, a pair of large, bat-like wings sprouting from her back, and a long, scaly, fairly prehensile tail that sways behind her. Her left hand is also sheathed in scales to the elbow, and it's appearance is best described as 'clawlike'.
In dragon form she takes the appearance of a fearsome, four-legged, winged, blood-red dragon. While smaller then most dragons, she is still larger then even the biggest wyvern
Apparent Age: Young Adult
Nation: A wanderer by nature, she doesn't have a nation or place that she considers "home". The Darkling Wood is possibly the closest thing to one, but it's rare for her to spend more then a few months even there.
Weapon Mastery: Stone: D Rank
Background: Kara is a mature manakete, old enough to have fought against the Demon King, alongside Morva and the Five Heroes of Legend. Originally, she had high hopes for humans, but as she watched them grow and flourish, she became disillusioned with them and spent her days traveling far and wide. Due to this, she was far away when Morva died. She was a close friend of Morva and respected him greatly, so when she learned of his death, it affected her greatly. She regretted not being there to help him. Since then, she resolved to be more involved in human affairs, even fighting alongside them again when the great earthquake and the subsequent appearance of monsters shattered Magvel's peace. But, as before, she found humans distasteful and drifted away from them, leaven them to fend for themselves.
When a human found his way into Darkling woods, she fully intended to let the boy die. But some part of her, the part that remembered fighting alongside humans so long ago, awakened. With a roar, she transformed, and drove off the monsters. As the boy was too young to fend for himself, and as his savior, she reluctantly adopted him and looked after him while he lived among the manaketes. She even game him a name: Rekotadeas. To her surprise she found herself growing fond of the boy, which was brought to her attention when another manakete remarked that this was the longest she had ever stayed with them.
As humans tend to do, he grew up, and eventually left the Darkling woods. To anyone who would listen, Kara proclaimed she was relieved to be rid of him so that now she could return to her travels. But in truth, she missed him greatly. But, she went her way and he went his.
A few years later, she found herself growing uneasy. She could feel demonic power emanating from the land and an unknown source. And it was getting stronger. A mixture of boredom, curiosity, and an irresistible instinct drew her to Grados where the Fire Emblem is kept...
Equipment and Items:
-Dragonstone (Allows Kara to transform into her dragon form. Can use powerful fiery breath attacks to attack at long range. 1-1.5 tile range) -Vulnerary (3 uses)
Personality: Kara is cynical of humans, but also views them with amusement. She is clever, proud, and sophisticate. She is resourceful, used to thinking on her feet. She disdains detailed planning. Surprisingly savage and terrifying in battle, an angry Kara is the last thing you want to (and will) ever see. She is quick of wit, with a (figuratively) sharp tongue. She will bandy word about in her cheerier moods. She has a motherly, doting side which only those close to her witness. She feels more comfortable in dragon form then human form, and will take any excuse to transform. She prides herself on her speed, which rivals even pegusi. Needless to say, she loves flying. She enjoys traveling too, she has a strong wanderlust that makes it rare for her to stay anywhere for a long time. Along with traveling, she loves trying new food and drink, don't promise to foot her food bill, she has a seemingly bottomless stomach, and especially don't challenge her to a drinking contest, she has a iron liver and will drink you and everyone you know under the table. Her greatest weakness, however are sweets. She instantly reverts to a child around them.
As a Manakete, her human form is weaker and more fragile then most. But, in her dragon form, she wields amazing power. As a dragon, she is smaller then most, her scales are not as hard, and she is more vulnerable to magic. But, her smaller size gives her a great advantage in speed. She is very proud of her speed, she can challenge even the legendary speed of pegusi. Due to his, landing a hit on her is difficult. Another thing she prides herself on is her power. Her claws and fangs are sharp and her breath attacks are ruinously powerful. She has a fair amount of experience in battle, due to having been in at least two large conflicts. Granted, one was over 1100 years ago, while the other was as recent as 300 years. She also has had to fend off monsters while traveling by herself. In battle, she is shockingly savage, giving into her draconic instincts to smash and burn. But don't mistake that savagery for a mindless offense. She fights with a devious cunning and is very adaptable to unexpected events. She actually prefers to charge into battle and plan in the moment, instead of planning out beforehand.
In both human and dragon forms she is capable of flight (albeit limited in human form), but this makes her especially weak to bows. Her softer scales magnify this weakness. As such, she is mortally terrified of archers and will attempt to avoid them at all costs. Fortunately, she is fast enough that even skilled archers have a hard time hitting her.
The reason manaketes have two forms is that their dragonstone, which is bonded to them at a young age, act as a natural barrier that ensures the madness of the dragon-form does not afflict the Manaketes. Thus, she is forced to stay human-shaped most of the time. Effectively, the dragonstones act as a battery, with only so much charge available to stay in dragonform. Over time, the dragonstone will “charge up” again, but she much limit herself or face the consequences.
Elemental affinity: Fire
+Speed +Strength -Defense -Resistance
Favorite food: chilli (the hotter the better), also has an enormous sweet tooth.
Fairly good cook.
Widely knowledgeable on geography, botany, and animals.
Is fond of long naps. And sleeping in. Not fond of being awoken. (Let sleeping dragons lie!)
Doesn't like dogs, is a cat person (-er dragon?)
Don't call her old. Just. Don't.
R-button Summarization: Mature and worldly Manakete with a strong wanderlust and an even stronger appetite.
Appearance: Young, diminutive, and a tad on the short side, En doesn't cut a particularly inspiring figure. His lazy smile, unkept wheat-colored hair, and tendency to slouch further give the impression of someone who isn't very heroic or reliable. His golden eyes ruin the image however, sparkling with equal parts humour and intelligence. He does posses more muscle then one would expect, but it's hidden under several lays of garments that are distinctly Rochadian in design, and a size or two too big, worn loose and haphazardly. He carries with him a peculiar wooden staff, jet black in color and taller then he is. It is adorned with a twisting loop at the top and a curved base.
Psyche: Laidback and easygoing, En tends to be cheerfully frivolous, going through life at his own pace. Almost contradictory to this, he is an adventurous soul with boundless curiosity. His intelligence and skill in magic is unquestionable. He is, quite simply a prodigy the likes of which have not been seen for a very long time, although he will downplay it. Not one to grab the spotlight, he is fine with 'working in the back' as he calls it and going unnoticed. Although his definition of 'working' can differ from most other people's. If left unchecked, he can spend hours idling, reading a book, sleeping, or just doing nothing at all. He loves hot drinks, especially coffee and generally dislikes the cold. He habitually wears a heavy coat, no matter the weather.
As a person, he is very logic-driven and self focused. He doesn't extend trust easily, nor does he expect it in turn. He looks out for himself first and foremost. Still, he isn't a heartless person, nor a coward. Just like his appearance, his personality makes people underestimate him. He seems like a airheaded bumbling fool at times, and it's not entirely an act.
En was gifted with an extraordinary mind, which was further trained by some of the finest scholars in Roshnad. Despite his youth, his academic knowledge covers a broad array of subjects, such as medicine, astrology, meteorology, herbology, biology, chemestry ect. (However, this is academic knowledge and is no master in any one of these.)
His other gift is a great affinity with the magic arts. He posses innate magic, unlike others who require an outside power or certain rituals. However, despite Roshnad's vast array of scholars and scholarly knowledge, there was only so much he could learn with much knowledge of the Art being lost. His dream is to find a teacher and become a great wizard.
--Details vague, need more information--
He can hold his own with a staff in hand to hand combat. Because the world is a dangerous place, and he can't always rely on magic in a pinch, he trains his body and learned to fight with a staff.
(what makes your character extraordinary?)
Curious Staff: A long, black stick of some unknown material, possibly some kind of wood. It's sturdy and durable and makes a nice traveling aid or weapon. The scholars believed it held some kind of magic, but what they where never able to find out, all they could say for certain is that it is defiantly enchanted. En 'borrowed' his for his journey and replaced it with a credible fake. They don't know it's missing yet...probably.
(GM info: It is a staff of some ancient wizard who specialized in controlling weather, created as a focus for his magic. Using it with sufficient power, a caster can conjure up and control weather. However, this will require practice and careful aim, because the conjured up weather is can still be dangerous to the caster and who or what ever might be nearby.)
A large knapsack full of useful and seemingly useless things, including ink, chalk, paper, books, unusual rocks, rings, carvings, herbs and so on. Most of these things are intended for use in rituals and spells.
(GM note: These would be all common and easily obtainable things, so he isn't pulling out a MacGuffin)
En was a young boy when his magic began to manifest. In the place where he was born, superstition ran deep as the snow drifts that never fully thawed high in Roshadian mountains. Without the knowledge to properly harness his burgeoning talent, it would build up, like pressure behind a dam until it would burst forth to cause random unnatural phenomena. At first, his family was afraid but willing to accept him. But when their secret was revealed, the people of his village feared him. Hysteria and fear spread like wildfire. They called him cursed, a monster, unnatural, and worse. His family, unable to but up with the pressure, disowned him, even removing his name from the family cloak. They drove him out into the cold and bitter winter. But as one last mercy, some of his family who were sympathetic gave him supplies and directions to the next closest village. But he never made it.
He was caught in snowstorm and lost all sense of direction. But some fortune smiled on him. When it passed, he was found face-down in the snow, nearly dead, by some strangers. They took him a hospital in the nearest city where he spent several weeks in recovery. During this time, his magical talent was discovered. But instead of being reviled, it, and he, were held in awe. He was tested by the priesthood and he was also found to have an excellent mind. The priesthood also said that his arrive was foretold by the stars and that he was destined for great things, although the truth of this was in doubt. Nevertheless, these combined made him something of a celebrity, and he was eventually given the honor of joining the library harem of the capital, Qualoktl, to be groomed for the chance to become the next great Thinker of the capital, or at the very least a high ranking member of the government.
For the next several years, he was trained and tutored nearly constantly on all manner of subjects deemed necessary. In what little spare time he had, he loved exploring the great Library and reading whatever caught his interest. He thrived here, happy to simply learn. He also discarded the name he was given at birth and named himself after something out of an old legend. As time went on he found himself disappointed with what was little was known about magic. His thirst for knowledge grew and he found himself dreading the idea of becoming the Thinker. He hated the idea of having all that responsibility. He wanted magic, not to rule. But at the same time, he didn't want to burn bridges if something didn't work out. So he devised a plan.
He convinced the current Thinker that it would be a good idea for the Thinkers-in-training to have personal knowledge of the kingdoms beyond Roshad, so why not arrange a visit to foreign lands? He agreed, so En, along with other members of the harem were taken on a journey. The night before they left, En "borrowed" a magic staff and hid it, along with other preparations. And then he waited. Biding his time, waiting for the chance to slip away. At last, the opportunity came, and with some regret, he left that life behind. When he heard about a sorcerer, a true sorcerer, he couldn't help but be intrigued. Could he find the knowledge he had been seeking there? Oh, and insane power-mad gods tend to make terrible neighbors. So maybe he should be stopped or something.