CHARACTERS
"You get the chicken by hatching the egg, not smashing it."
Name: Wilton 'Wilt' Grady
Nickname/Alias/Title: "Iron Mad" Grady; Sarge; Captain
Sex: Male
Age: 44
Race: Human
Occupation: Sky Captain of the
Aleph NullPast: Wilt was born and raised in a farming village called Little Colby, days west of a small town days west of a small city days west of anything you'd recognize marked on a map. Little Colby was locally known for its apple orchards, and once a year its Harvest Festivals would see farmers and villagers from near round gather to celebrate a successful season with barrels of applejack, pies, cheeses and sweets. Aside from the occasional farmer getting drunk off too much applejack there was never much call for law, which meant that Wilt's father, the village lawman, had plenty of time to teach his son. Not only how to use
caith artifices like firearms, and other skills a lawman needed, but more importantly how to read and write; how to question what he heard; judge men by their actions; and how to stand for what he believed in and make his word count.
So at twenty-four when the recruiting officers came by looking to enlist able-bodied men for the Sorrowars - when the inscrutable Gygr people descended from their mountainous homes and ransacked half an empire - Wilt was still young enough to long for the adventure of war, and educated enough to be made an officer. The next year his training developed further as he learned to read terrain, read maps, learn the skirmish tactics the Gygr favored and how to counter them. As a Sergeant he spent four years leading a team of men, learning to enforce discipline, how to use his men effectively while building the right crew for any given job. He also saw how little his men were paid, under-equipped and overworked. Saw his superiors continue to underestimate the enemy, continue to replace the seasoned officers and generals with noblemen who saw the war as a way to advance their interests in the court.
At thirty, nearing the end of the Sorrowars, Grady's unit was placed under the command of another wet-arsed nobleman who hadn't seen any fighting save through a pair of oculars or as tokens moving on a battle map in his officers' tent. Despite hostilities winding down, the officer demanded to lead a raid through Gygr territory, taking Grady and 20 of his men beyond the established perimeter at night. Only four soldiers returned the next morning, with neither Grady nor the nobleman among them. The tale was told about the men being ambushed, surrounded, yet exhorted to fight on by the officer even as Grady called to fall back and regroup. After the battle, with 14 dead soldiers and only three giants to show for it, Grady snapped, beating his CO to death with his bare hands before abandoning his surviving men.
Present: Grady has spend the last fourteen years on the seas and skies of Oceanica, going from swabbie to eventually captain of his own vessel, the
Aleph Null. As captain he prefers to go after cruise ships, luxury yachts and other high-end prizes. He says it is for the easy payoffs, even if the scores are fewer and farther between than some would like, but deep down he is simply continuing his fight against the noble class that in his mind butchered his men and caused him to abandon his duty and disgrace his family. He is a bitter man - he has always seen himself as better than the pirates he works with and now leads, and the shame and impotent rage warring within him have hollowed him of his nobler attributes. He is still a good leader with a smart tactical mind, especially for skirmishes and ambushes, and he believes he has the loyalty of his crew, which he tries to run with a military air.
Grady is a large man, though not exceptionally tall at 6'0" he has a hulking frame - wide shoulders, strong back, thick limbs and large hands. He wears his graying hair long and loose, but keeps it trimmed, along with the neat beard he maintains daily. He still wears the trenchers uniform of his officer's days, though all military insignia have been removed. Knee-high leather boots, dark trousers held up by braces, buttoned shirt and high-collared coat, and the thick knee-length trencher's coat of dark gray. The nickname he earned as an officer, "Iron Mad" Grady, refers to his penchant for wearing two firearms and two trench knives at all times.
Future: Grady's current aspirations are to continue his one-ship vendetta against the noble classes, and insulating himself in his mind so that it is his ship and his crew against the world. In his more private reflective moments he longs for the family life his father had - a simple honest job in an upstanding community, a loving wife and doting children.
Skills: Grady is a skilled soldier in both hand-to-hand fighting and some ranged weaponry. He has a good mind for small-scale tactics although he trusts his Sailing Masters to make the right choices in combat, because he tends to focus more on the man-to-man fighting than ship-to-ship. He is good at training, leading, and promoting skilled people around him. In fact, although sky pirates have no organization beyond sailors sharing stories at bars in Havenstad, word-of-mouth is that if you've worked with Grady for long you can find work on any ship in Oceanica.
Strengths: [Attack; Intelligence] - Grady likes to hit hard. Whether with his fists, his ship's cannons or with his words, he goes with everything he's got and trusts his actions to start and end fights quickly. That being said, he's smart about when and where to fight - it's hard to catch him off guard or force him to fight unless conditions are favorable.
Weaknesses: [Dexterity; Charisma] - Grady moves well for his size, but he is by no means the nimblest of sailors in the skies, and he doesn't have the sky legs that most of the men born to the life have acquired. Grady thinks he has his men's trust and loyalty, but if he does it's because of his skill and fairness, not because of his politeness. He is hostile and bitter, demands a military excellence from all around him, and has bouts of rage where he'll find someone to dress down and punish for little reason.
Equipment: Two pepperbox pistols - firearm artifices that deliver six ferrum bolts or a single discharge per crystal. Two trench knives, which combine blade and brass knuckles in one. He rarely takes it with him but keeps on ship a blundergust - a stannum artifice that delivers a high-powered blast in a wide area, effective at short range.
What other characters would know: His clothing and weaponry mark him as a trencher, one of the front-line soldiers and officers in the Sorrowars. It is unlikely that anyone knows more about his history, although his murder and desertion charges would be public record for any who could access it.
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Name: Alexander Van Williams
Nickname/Alias/Title:Sex: Male
Age: 24
Race: Human
Occupation: Pirate, Outlaw, Killer, First Mate.
Past: Alexander hails from Adelost, the eldest son of Guilders. His upbringing was normal, if a bit disappointing for his parents. Constantly running into trouble in school for fighting, Alex's natural inclination towards violence would have made him into a career soldier should Adelost's military been more than a token force.
Alexander would eventually take to the streets as his parents would disown him. His siblings were actively pursuing the family business. Which was excelling in school, and graduating to work on Caith to advance all of civilized life with technology. Instead, Alex was stealing from stores to survive. Left with few options, Alex stowed away on the
Aleph Null at 17. Given a "Light" sentence of lashes and no pay for a year to earn his place on the ship, Alex has worked hard to make sure his worth isn't questioned.
Present: Alexander overtime has worked his way up to First mate, if for no other reason that being one of the longest surviving members on board the ship. Alex likes to think its his personalty serving as a good offset to Grady's. Alex is a kind person, usually. Especially to those that are good to him. Members of the crew who pull their own weight will find an ally in Alexander.
Members who come to Alex with talk of mutiny after given a rum ration, because Grady tore their bunk apart in rage, will find a summary execution. Alexander's kindness is not weakness. Alex is capable of brutal violence in an instant, often maiming security personal who attempt to fight on the luxury liners that serve as the crew's primary targets.
Alex is a gunslinger and looks all the part. He wears a buttoned up shirt with the sleeves rolled, and a vibrant green vest on over it. Across his chest is a bandoleer of ammo and a brace of pistols. Slung across his back is his rifle. Holding up his khaki colored pants is another belt, this one with only a single pistol and a sword on his hips. He wears a red bandana and brown animal skin boots.
Alex is 5'11, and always looks just a bit underfed from his days as a streetrat, never quite gaining all his weight. He wears his blonde hair long, and will usually go a few days without shaving.
Future: Alexander's goals are generally shortsighted. Eat tonight. Drink tonight. He entertains the idea of running his own ship one day, or taking over Grady's position once he retires, but Alex entirely content with his current position.
Skills: Alex is lethal in all combat, but prefers to shoot. He doesn't take a leadership role in combat, but focuses more on morale, shouting insults at the enemy, or bolstering the crew's morale. He makes for a passable leader that can keep the ship aloft when Grady is busy, or off the ship.
Strengths: [Attack; Charisma] Alex is a natural born killer, and didn't become the first mate by being a pacifist. He is deadkilly in all forms on combat but makes his case strongest with ranged weapons used at point blank range. Where Grady is the driving force of the ship, Alex goes around repairing the relationships and morale of the crew. If Grady is bad cop, Alex is good cop. Make no mistake, Alex's entire faith and devotion are to Grady, but he knows that a stern hand isn't the only way to handle the crew. And if they're still upset, alcohol rations always work.
Weaknesses: [Defense; Perception.] Alex's entire combat style relies on not getting hit. His perception lacks because Alex often either doesn't care to notice things, or he's drinking.
Equipment: A brace of "Mancrusher" pistols; two firearms modified to always discharge the entire ferrum payload. A Single "Pepperbox" pistol. A Sabre on his hip, and a long knife as back up. A Bolt action operated "Lightning" rifle completes his small armory. The rifle is usually left in his small room, but if he has time to get it for a boarding action, he will.
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Name: Vylmor Octavius
Nickname/Alias/Title: "Vee", as most find difficulty pronouncing his name. Or, Mr. Octavius, when dealing with business ends.
Sex: Male
Age: 35
Race: Halfling (Human-Elf Mutt)
Occupation: Doctor, Loremaster, Alchemist, Merchant
Past: - Father was Human, Mother was Elf
- Mother was slain upon discovery of Vee's unpure status, an act of heresy with her tribe. Vee was to be killed as well, if it weren't for his father rescuing him and leading their escape.
- Father raised Vee for majority of his life, having a wealthy and privileged upbringing.
[Your character's history up until now. What has shaped them to be who we see now?]
Present: - Currently seeking more "legitimate" business sources... while on the run for his seedy rise to wealth and infamy as an accomplished drug pin, manipulating cuprum for the black market.
- Has accumulated a great amount of wealth, as Vee's drug operation extended far across Oceanica. Vee has since had to cut his business down significantly, with recent crackdowns targetting him specifically.
- Comes across the Aleph Null, and sees potential in the captain and his ship, both for its potential for profit and as a resource for escaping the law.
- Tends to play off as Human, hiding his pointed ears under his hair, though his sharp features tend to give him away to those who've come across Elves.
[Your character's current situation, especially appearance & personality.]
Future: - To continue amassing wealth... for reasons yet a WIP.
- To clear his name.
- To completely annihilate his mother's Clan, as revenge for her death.
- (Upon further piracy) To gather knowledge of the outside world through first-hand experience, and mark his findings akin to Darwin.
[Your character's goals, dreams, etc.]
Skills:
- Highly skilled Solurgist.
- Extensive knowledge of Cuprum, and can use it for creating healing/enhancing potions, deadly poisons... and form it into a high purity variety for copperheads. Not a Theurgist, however, and needs to manipulate the material the old-fashioned way (pestle and mortar).
- Intelligent and highly educated, making him quite knowledgeable when it comes to varying factions, the geography, history and varying species of Allevent, what-have-you. However, this doesn't really translate to "street smarts"; Vee knows the world by textbooks, not through actual real-world experience.
- Knowledgeable of the value of materials and items, and a skilled barterer. His business persuasion is unparalleled... but his actual people/relation/morale skills are lacking, to say the least, coming off as cold and calculating.
- Capable polyglot. Vee can converse perfectly in Yuman and Antelexis. Vee can also converse in Indigen and Folkl, though he is far less fluent in these languages. Glot, however, is barely intelligible for Vee.
- Shifty, skilled gambler.
- Fashionista, and knows how to cut hair.
>List urgist-type if applicable, combat skills, social skills, etc. For now, characters can either have considerable combat skills or be an urgist; cannot be both. Also for now, most races' urgists can only be of one common-type caith. Elfe urgists can have two 'commons' or one 'rare.' No unstable/conjectured urgists yet.>
Strengths: [Defense; Intelligence] -
Weaknesses: [Attack; Willpower] -
Equipment: 1. An ornate, highly prized Dagger. Vee has soaked the blade in a deadly poison; the slightest contact is slow but certain death...
2. ...without the antidote, which Vee keeps handy in a small vial around his neck. Vee is not skilled in the slightest with the dagger; but if he's already behind an unsuspecting person, all Vee needs to know is to slice the carotid artery.
3. An equally ornate and incredibly valuable pistol, held at his hip. Six rounds. The weapon is simply for show, if anything, as Vee couldn't hit a barn door if he was ten feet away. But perhaps with luck and in a dire circumstance, one of those six bullets would hit something of an encroaching enemy.
4. A satchel, which carries:
5. A varying assortment of potions/poisons, dependent on the situation, and miscellaneous herbs and alchemy supplies, such as his mortar and pestle.
6. Vee's journal, where he marks all matters of information that he gathers of his surroundings and of those around him. When he isn't speaking, he will tend to be writing something in this. Keeps it locked, the key to which is draped around his neck alongside his antidote.
[What they likely have on them at any given time, but can also include other assets]
What other characters would know: [Miscellaneous information; not required]
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"The old ways are our ways. They and we die hard."
Name: Balder Goldenwood
Nickname/Alias/Title: The Fighter/Old Man
Sex: Male
Age: 58
Race: Human
Occupation: Heavy Gunner & Weapons Master/Trainer
Past: Balder was born and immediately pushed towards a career as a warrior. Standing at around six feet tall while still a boy, he would eventually grow another half foot still, his wide-shouldered frame ornamented with thick, corded muscles. Not an unattractive man, Balder always looked more rugged and manly than handsome. His strong jawline and wide nose appropriately matched a thick barrel chest and bear-like limbs. His ferocious personality was mirrored by wild, flowing hair and a low-hanging mustache, both as golden as his namesake would suggest.
A veteran of many battles, Balder's greatest test came at a much more personal level. Still a young man with less than three decades under his considerable belt, Balder was presented with a child of no less than eight years by one of his lovers from the seemingly distant past. By all appearances, this young boy was his son, there could be no doubt about it, but Balder was in no position to be a father, especially to a boy who had already lived nearly a decade without his father in his life. He would give it his best effort at parenthood, but, despite huge sacrifices of time and energy that virtually derailed his military career, months and months spent apart due to the inevitable callings of war widened the rift between father and son. The boy would eventually grown into a passionate, determined young man – much like his father – but with a calling much different than Balder's. During one of Balder's military campaigns, the young Goldenwood would become infatuated with a certain sect of religious zealots and leave his family home without anything more than a short letter.
Balder couldn't understand his failings at the time, and so he chose to avoid them altogether by dedicating himself fully into his bloody craft. He had lost much by attempting to divide himself between two different responsibilities, and for awhile he became lost. He often attempted to find himself in what proved to be a faithful source of courage and friendship, the double edged sword that is wine, whiskey, and ale.
Present: Just as alcohol gives courage to warriors before battle, so too does it dull the passage of time for those same warriors. No longer the powerful, explosive warrior of his past, Balder has acquired a few layers of fat over his years of muscle – his thick barrel chest now featuring a sizable gut. Though his long, flowing locks have long since left his cranium to be replaced by wrinkles, his mustache thankfully remains intact (though what was once blonde is now a distinguished white). His deep brown, squinting eyes still remain their twinkle, and his large hands have maintained their calluses.
Despite the apparent effects that aging has had on him, Balder's priorities have remained constant. He still protects those around him with his weapons and with his instruction. From martial training to instructions about artillery safety, Balder hopes that he can impact the people he cares about and ensure their continued existence long after his old bones lie down for the last time. Though he will always struggle to admit it to himself, his protective nature is a response or substitute for his paternal instincts, instincts that he would have never expected to surface.
Future: Balder has accomplished much in his life, and, though he never aspired to be the legendary warrior that his earlier year might have hinted at, he is relatively satisfied with his career. He is now primarily interested in passing on his knowledge and continuing making sure that he looks out for those whom he takes under his wings. This selflessness comes easily to Balder but at the cost of his own mental well-being. Though he has always found fraternity in his companions and pupils, Balder continues to realize the implications of his missed opportunities at creating a family. He is proud of the wisdom and martial prowess that he is able to pass on, but that is no substitute for an impact of flesh and blood. Any thinking focused on the future inevitably leads to a reminder of his own mortality and of the fact that everything he has made can be too easily swept away.
Skills: Balder is a master of many weapons and proficient at more. Though he prefers to fight with heavy weapons like claymores, plançons, and battle-axes, he is more than passable with light, one-handed weapons like smallswords, dueling sabres, and rapiers, utilizing a heavy armguard or buckler in his off hand. Because of his experience in different infantries during his younger years, Balder has a basic knowledge of various polearms (halberds, partisans, ranseurs), shortspears, and tower shields.
As far as ranged weapons go, Balder's specialty lies with rifles over handguns due to his belief that every ferrum bullet – no matter the size – is only valuable if it hits its mark. The added points of contact with the shooter's body and ease of sighting and their added accuracy are especially invaluable to warriors rapidly losing their speed with age.
Balder is invaluable aboard ships in the operation of artillery, for he can be an efficient one man crew or he can orchestrate multiple crews of gunners operating multiple cannons. In under five minutes, Balder can have a cannon cleaned of all remaining ferrum and sparks, loaded and rammed with a ferrum crystal base and alumen-enforced steel shot, and ignited with more, unstable ferrum. In his years aboard ships, he has been experimenting with different kinds of shots specially designed for any circumstance.
Strengths: [Attack; Intelligence]
Though not as strong as he was in his younger years, Balder is still extremely deadly when he attacks. With a wide range of weapons and techniques, Balder pairs years of training and wisdom with his natural brute strength.
As a result of a lifetime of hard training and practical experience for that training, Balder has stocked a library of tactical information. He was not born with any particularly special level of intelligence, but he is sharp and practical. This mind is augmented with a wisdom that comes only to those who have, not only decades, but also trying experiences and hard fought triumphs behind them.
Weaknesses: [Dexterity; Willpower]
It is only natural for bodies that have been moving for almost six decades to begin to slow down. As a larger man, Balder was never the most nimble or agile, and this weakness has only been accentuated by hard years. From cartilaginous breakdown and loss of elasticity in his knees and ankles to a heavy accumulation of body fat and loss of calcium in increasingly fragile bones... Balder would just say that his best years are surely behind him. You surely won't see him on the dance floor – or hope you won't.
Spending much of his life around those (from soldiers to other old men) who do nothing but encourage his vices has had its impacts on Balder's own willpower. To cope with the gradual loss of his martial prowess – something that has defined his entire life – Balder has made a habit of turning to the bottle. Though his aging organs are less and less able to handle the alcohol, Balder continues to increase his intake. He desperately wants to live in the present, for thoughts of the loss of his past and of his non-existent future are things he is determined to avoid.
Equipment: Balder's arsenal consists of a multitude of weapons, but he usually looks toward a specific few: a heavy, steel plançon à picot (sturdy shaft under a heavy metal cylinder, lined with rows of four spikes and featuring a larger spike on top), an iron cutlass (thicker and shorter than a sabre or a rapier and with a heavy metal hand guard), a buckler (for his off hand when wielding the cutlass), and a flintlock rifle (a piece of flint, held by a set of jaws, can be sparked by a small hammer released by a trigger and a frizzen, uncovering the ferrum-containing pan – the production of actual flames in the firing mechanism unleash powerful ferrum rounds).
For operating heavy artillery, Balder utilizes a sponge/sacatrapos hybrid to clean the barrel. An alumen-enforced ladle and rammer load the alumen/steel shot and the ferrum crystals, and a linstock with unstable ferrum finally lights the cannon.
What other characters would know: N/A
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Name: Elara Rennway
Nickname/Alias/Title: No nicknames as of yet
Sex: Female
Age: 24
Race: Human
Occupation: Sailing Master of the
Aleph NullPast: Elara grew up in Greenglass, a small, colorful port city known for its lively streets and bustling trade. The Rennway family were spice merchants, and had been for as long as any in the family could remember. They lived comfortably among the middle class, and had a reputation for being fine spice merchants. In other groups, they had a reputation for being excellent smugglers, a profession the family had been continuing for just as long. As a child, Elara was expected to act like other young girls her age, wearing dresses and learning to sew. Her mother, despite being married into a family of smugglers, was very committed to her ideas of propriety and would have taught Elara to be a proper young lady, if the headstrong little girl had not had other plans. Elara was much more interested in her father’s trade.
Elara’s father, Verrin Rennway had a respectable number of ships he commanded for his trade, legal or otherwise, and while he originally worked by seafaring vessels like every Rennway who had come before him, Verrin had been one of the first merchants in the area to begin using airships as they became more popular. He currently was captain and sailing master of the
Bluebird, an airship he had purchased the year Elara had been born. Elara was fascinated with the airships in Greenglass port, and when she wasn’t looking after her two younger sisters or doing her chores, she’d wander around the docks just to watch the ships come and go. Her father had already begun teaching the trade to Jacind, the eldest child of the family and seven years Elara’s senior, when he was a child, and Elara listened in on his lessons whenever she could.
Elara’s father did not have the same ideas of propriety as his wife did, and when he realized that his daughter had an aptitude for airships and the like, he began to teach her as well. He taught her how to read maps and star charts, how to plot courses, and how the airships worked. She eagerly absorbed everything she could get her hands on, and smuggled the maps into her room, where she stayed up late into the night planning voyages she would take one day when she had her own ship. Her mother eventually gave up on teaching Elara things like sewing and dancing, and watched with a somewhat exasperated look as her daughter ran through the house trailing maps and charts behind her.
Elara was seven when her father first took her aboard the
Bluebird. She had never experienced anything like it before. He was just beginning to show her how to pilot the airship, as he had with her brother before her. To Elara it seemed as natural as breathing. Being up in the air seemed right to her. It was as if she could feel the wind moving against the sails. She was standing at the bow of the ship leaning against the rails when she saw another ship in the distance. She leaned farther over to get a better look, when a piece of rotting wood in the rail gave way and she began to fall forward with a yelp. Out of instinct she put her hands in front of herself and was suddenly thrown back onto the ship’s deck by a gust of wind that had seemingly come out of nowhere. Her father, who had begun to run toward her the moment she started to fall, saw her manipulate the air around her, and understood what his daughter did not. Her mother’s side of the family had a talent for aeurgy, a talent that had apparently been passed down to Elara.
From that day forward Elara spent her morning studying sailing and navigation, and her afternoons at the local spellcrafter’s guild in Greenglass, learning to control stannum. As she got older, she learned more and more about airships. When her brother left home to join the army, she became more involved with helping her father with the family business. She had a talent for flying airships, and her control of caith only added to that. She soon began sailing ships for her father, and had hopes of taking over the family business. While she was rather indifferent to both spice trading and smuggling, she knew she belonged on an airship, and her father could certainly use the help.
When her brother returned home, however, Elara’s father declared that he would be handing the family business down to Jacind. With him home, Elara was suddenly less involved in the business affairs, and was sent sailing less and less. This increasingly became a source of conflict within the family, and when the spellcaster’s guild offered her an opportunity to leave the city as one of the urgists on an expedition, she accepted.
She left Greenglass at age nineteen, and spent the next year working with the guild on various jobs, but the work was too structured, and the rules too rigid for Elara. Being so young and a female, it was difficult to find anyone willing to let her control their ships. The jobs she could find were often on ships in terrible condition or under ridiculous captains. At age twenty-two she found herself in Barberry, planning her next step. She was considering stealing a smaller ship and running her own little smuggling operation. Growing up in the Rennway family, she had a rather innate disregard for the law. When she heard that Captain Wilton Grady was at the Barberry docks and in need of a new sailing master, she found a chance she very much wanted to take. It wasn’t easy to convince the captain let her aboard in the first place, but due to the lack of other options and a job that needed to be done within a rather small time limit, she was able to get aboard with a deal that was supposed to be very temporary. When she got the ship through one hell of a storm with a considerable amount of skill and finesse, she was able to prove herself and earned her place on the ship for good.
Present: Elara Rennway has been the sailing master of the
Aleph Null for just two years, but the ship is extremely important to her. Having grown up taking care of two younger sisters, Elara has a rather protective nature, and is now fiercely protective of the Aleph Null and its crew. Elara is very intelligent and mature. She enjoys reading, especially if the subject is history or exploration. She loves adventure and sailing more than anything, and is very meticulous in her planning. She can spend days with her maps and charts, planning out a course with a focus that is hard to shake her out of. If she has her head in a map, one might have to call her name several times loudly to get her attention. Despite this, she can change her plans in a moment, and thinks very quick on her feet. In general, she has a rather ambiguous moral compass, but considers loyalty to be extremely important, and she is very loyal to the captain and the
Aleph Null. She has no time for nonsense, and can become impatient very quickly; she has a bit of a temper. She communicates with her family from time to time with letters, but her relationship with them is not the best.
Elara is slightly above average in height, standing at 5’8” with a thin build and lean muscles. She has a light tan and long, waving, dark brown hair that she often keeps tied back. She usually wears brown trousers tucked into tall, leather boots, a white shirt under a simple blue corset, and a long black coat with brass buttons.
Future: Elara is simply happy to finally have a good position as a sailing master. She has big plans for voyages she longs to take one day, and wants to experience adventure and travel the world.
Skills: Elara is a powerful aeurgist, and has been trained in the manipulation of caith from a young age. Her skills are strong, but her powers lack in finesse. She is able to control strong gusts of wind, but has never been able to use stannum to play a flute, like she often saw other aeurgists doing at the guild. Her abilities suit her well though and are quite useful when it comes to sailing airships, though they can also be quite useful in a fight. Elara also knows the ins and outs of airships, and has been sailing them since she was quite young. She has a natural talent for it, and has been known to proudly claim that she’s one of the best sailing masters in the skies. She skilled at using star charts, maps, and navigation tools, and is a navigation expert.
Strengths: [Intelligence, Perception] Elara is very clever and quick-witted, and between her father and the guild she has been well-educated in a variety of subjects. Elara can feel the slightest changes in the weather and wind, and is extremely observant. The downside of this is that she can become so focused on one thing that she misses another.
Weaknesses: [Attack, Charisma] Elara is a powerful aeurgist and can give out very effective punches with gusts of wind, but she’s more suited to defense than attack, and isn’t extremely talented when it comes to physical fighting. When it comes to people skills, Elara can be very friendly and sociable, she can become frustrated with people very easily, and becomes blunt and sarcastic. She doesn’t like wasting her time with fools, and may be vocal about it.
Equipment: Elara carries a pair of leather gloves and a dagger her brother gave her on her belt, along with a variety of tools, most of which are related to navigation, such as her compass or her sextant. She keeps another knife in her boot as well.
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