Accidentally hit post...since it's here already I'll post a quick primer on the character I'm making. She's a necromancer who combines black magic (necromancy and the like) with magitech. So basically, the character mechanizes their subjects to create beings that are stronger and longer lasting than normal necromatic creations. It'll be done in a few hours or something.
Al'nefak
Character Summary
Name: Al'nefak Aliases: She made no effort to have an alias. Titles: The Scourge, Al'nefak the Mad Age: 33 Time of Death: 432 years ago from present day. Place of Origin: Zidel Gender: Female
Physical Attributes
Eyes: Grey Hair: Black Day To Day Attire:
Strengths: Magitech and surgery, Cunning, Necromancy and transmutation Weaknesses: Callous, selfish
Psychological Attributes
Sociopathic * Inquisitive * Headstrong * Social
Sexuality: Heterosexual Relationship Status: Single Personality: On the surface, Al'nehak is friendly and enjoys socializing with others. However, she lacks the empathy and it is rare for her to form long lasting bonds with other people. She will readily take advantage of others to further her own goals. In spite of her sociopath tendencies, Al'nehak finds kinship with those who are shunned by society as she was ostracized by society because of her dealings in necromancy. That is the exception to the norm as Al'nehak does not care what others think of her. She is primarily concerned with herself first and will generally only lend aid when it will benefit her.
Her inquiring nature comes from her parents; both were mage-scholars of Zidel that stressed the importance of education and would often take her along in their travels all around Zidel. This inquiring nature, this desire to learn, turned into an obsession for the worst. For the most undesirable magic of all-necromancy-grabbed her attention the most. In her pursuit of this art, she had become something less...human.
Skills & Abilities
A listing of skills, such as horseback riding or cooking and abilities or magic. You can have a total of ten, but temper them to not be overly powerful - except one can be noticeably more powerful, usually the one skill/ability/magic/item that makes them recgonizable.
Necromancy (Master): Inheriting both of her parent's magical skills, magic comes intuitively for Al'nehak. Though she was taught a generalist course in her youth, circumstances lead to her seeking necromancy out instead and mastering it.
Transmutation (Expert) To further enhance her creations, Al'nehak delved into transmutation as the ability to transform her creation's properties, and even herself, lead to a myriad of possibilities.
Surgical Skills (applicable to humans and humanoid, mileage will vary on anything else) (Master): To understand the inner workings of the human body will allow one to appreciate its strengths and weaknesses. After an "apprenticeship" with a renown surgeon over a period of 5 years, Al'nefak has put those skills to good use, creating much sturdier and stronger constructs including herself!. She is technically a certified surgeon.
Magitech inventor (Expert-Master): Many of the devices Al'nehak uses are made by her and experimental which can be potentially deadly if something goes awry. Tools of trade from both necromancy and magitech are utilized in the surgery she performs on her creations (no exhaustive list as they will change).
Strange Amulet (Artifact):: Amplifies negative feelings around her in a 50m radius. This amulet passively feeds on negative emotions which is then converted into magical energy. Can be turned off at will.
Numbed: Her pain receptors have numbed considerably. Wounds that would normally cripple a person or leave them screaming in agonizing pain will barely register for Al'nehak. The potency of poison and toxins not along take significantly longer to occur, it is also weaker in its effects.
Xa'nuro, Dagger of the Deep (Artifact): This dagger was once held by a king from the obscure and ruined Kingdom of Nazereth. The dagger's true origin is unknown. It is a sentient blade that can consume the latent power of any organic being, be it living or dead (killing the living in almost all cases). The consumed's powers is transferred temporarily to the owner but only by stabbing themselves do they obtain all of it. Thus, if the dagger no longer sees the wielder as its owner for any reason, there is a very dangerous risk that the dagger will consume the wielder instead. Any wielder that is not the owner risks significant backlash from the dagger. A special sheath limits the presence from the dagger from surfacing.
Cooking (Expert): Cooking genuinely gives her joy as it reminds her of much better times.
History
Backstory: Just make sure to include all relavent details - it can be as short as three paragraphs or more, so long as everything is there.
Al'nehak was born to 2 influential mage scholars in the Southern Kingdoms. As a young girl, she showed an affinity for magic just like her parents. They were thrilled to see that their child could also grow up to be wondrous mages like them so they instilled within her a studious work ethic and nurtured her curiosity for knowledge, be it through education or take her sightseeing in other places.
Enrolled in a prestigious school, Al'nehak was proficient in magic but showed a knack for inventing magical devices. In the beginning, they were fairly mundane and simple creations but by the age of 12, she created a miniature arcane golem on her own, a noteworthy feat for someone so young. Yet, despite her successes, there was one school of magic that was gnawing at the back of her mind.
Necromancy. It was a restricted field, available to only those who were deemed trustworthy by the Council. No matter how well she performed in her studies nor how eloquently she stated her case to learn it, she was rejected. It was far to dangerous to give a 15 year old access to such dark arts, no matter how mature she appeared, especially given her potential already. Dejected, she accepted the Council's decision and promised to never pursue the matter again until she was called upon once more.
In the backdrop of this, conflict was heating up between Zidel and Vraweth again. Small skirmishes would periodically erupt and the ever looming threat of an all out war seemed inevitable. For Al'nehak, could it be possible to minimize the loss of life through necromancy? They were a magician's nation after all. It would be dumb to not embrace ALL schools of magic.
After graduating at the age of 16, rather than pursuing higher education, Al'nehak decided to travel around the world for a year or two in a journey of self discovery. Reassuring her parents that it was just a simple trip, with her parent's blessings, she took off and headed for Bervenia Trade City. Six months into her journey, correspondence with her family ceased completely as if she vanished without a trace.
In truth, Al'nehak became consumed with the dark art. Her inquisitive nature turned to obsession. More and more she found the atmosphere in Zidel to be suffocating and restrictive. In her travels, all the books and people she spoke to regarding necromancy was the same. Always she saw worried and disgusted looks. Always they gave the same reasons to shun it, "it is a corrupting magic", "to profane the dead is sacrilege to the gods". Such magic could prove immensely beneficial if it was just wholeheartedly embraced. To understand the unknown would give even more reasons to not be afraid of it.
Magic does not corrupt. It is not evil nor good. It is the user who determines the nature of their magic. That is what her parents have taught her. But since it was so restricted in all the kingdoms or even banned, how would it be possible to teach herself it, let alone find a mentor to guide her?
It finally hit her. The Eastern Kingdoms. A kingdom slowly falling into disarray for whatever reason. A dangerous place to be nowadays but perhaps the chaos and strife that had taken over the region would allow her to sneak out some restricted materials from a magical library. Such a place would attract all sorts of people looking to take advantage of the situation, perhaps even a necromancer! She knew that such a plan was foolish and far-fetched but nonetheless resolved to see it carried out.
When she stepped into the Eastern Kingdom's all was fine at first. But as she made her way deeper into the interior of the land, something felt off. Though she did not understand what it was, she would occasionally sense a...darkening that hung over the interior of the land. It was incomprehensible, subtle, and sinister. The people she met as she approached the capital were forlorn and brooding and almost alienlike in their treatment of outsiders. It frightened her for the first time in many, many years, enough to make her reconsider her decision and return home instead.
She pushed away her indecision and pressed on towards the capital. In what could only be described as an encounter of chance, she came across a raided caravan. From her texts, she recognized the banner was that of the Eastern Empire's mage corps. It appeared to be swiped clean of everything but underneath the rubble and dead bodies she found a strange dagger still inside a broken lockbox.
She took up the dagger and unsheathed it as if compelled to. The dagger was unlike any she had seen. Strange runes covered the blade and fuller appeared to be made from a scale of...something. She stared at it absentmindedly wondering if she had just wasted her time when the dagger suddenly came alive, organic and writhing, writhing! And then it spoke.
"Ah are you my new master?" spoke the dagger
"Wha-what?" Al'nehak stammered.
"A simple question. I ask you again, are you my new master?" the dagger repeated.
"No, I mean I don't think so? Am I hearing things?" Al'nehak questioned herself.
"Your trepidation is not unwarranted. After all, this is quite a strange development by your standards. But I am real, very real. You have a lot of questions, all can be answered in due time. What's important is this. You have great potential. I know things and that which you seek. What do you say?"
"You're sentient...I don't trust you-" Al'nehak began before getting cut off by the dagger.
"Then perhaps as a bridge to build that trust, I shall you the location of that which you seek. Some very enterprising individuals made off with a very, very important spellbook among other things. If you move now, you can catch them."
"Alright I will humor you, if this is a fool's errand I'm tossing you off a cliff."
"Oh ho ho, do not worry Al'nehak I keep my word. You may call me Xa'nuro, your most humble servant. I look forward to improving our relationship."
From that fateful encounter, Al'nehak gained immense knowledge. For the next 8 years she secluded herself somewhere in the Eastern Kingdoms and devoted herself to necromancy with the books she acquired thanks in part to Xa'nuro. Alongside her studies, she also robbed graves to dissect them to understand more about the human anatomy to better repurpose her creations. When she desired to refine her surgical technique, she mind controlled a surgeon to tutor her for even more precise techniques, eventually letting the surgeon go when she felt she could learn no more. Combining her love for inventing magitech, her newfound skills as a surgeon, and her ability to raise the dead, Al'nehak created some truly wonderful abominations.
As her magic over the dead grew, she was able to send familiars over long distances to gather news, especially news concerning her family and the geopolitical climate at home. When she was 19, war erupted once again between Zidel and Vraweth. Though she had wanted to return to her family's side, dark thoughts convinced her to stay and complete her education...
At the age of 26, 10 years after she had left home with the war raging on for 7 years, she returned to her homeland, eager to show what she had learned, new forms of magic completely new even to the Council of Twelve and to defend her home! Death and devastation was became more frequent as she made her way back to the Southern Kingdoms and with it, new servants raised. Unsubstantiated rumors regarding a smaller but amassing army of the dead reached both sides but few believed it as there wasn't a necromancer in recent memory who could raise an army.
In what is known as the the Battle of Pila, Al'nehak proved pivotal for Zidel. The Vraweth were slowly pushing inland and Pila was a major port city that was vital to the war effort for Videl. Losing this port city would cut off supplies for the Videlens. Outnumbered 3 to 1 and surrounded at all sides with just the sea behind them, it appeared to be a losing battle for Videl. Even worse, two very capable Knight Commanders, Zerau and Wila, were leading the siege.
But fate is whimsical. Upon hearing about the besieged port city, Al'nehak gathered her army of the dead and attacked the Vraweth army from the rear. Empowered by Xu'nuro she unleashed her pus infested and diseased horde, whilst casting all manners of infernal and damning spells. Taken completely by surprise, the morale of the Vrawethen troops shattered when they suddenly turned around to see abominations clawing and eating through their friends. Despite being a disciplined army encountering the dead horde awakening a primal fear in all men. Now the Vraweth army was surrounded; arrows in the front shot by defenders of Pila and the ravenous horde in the back. Despite his best efforts to rally his troops against this sudden and unknown threat, Knight Commander Zerau was isoloated and surrounded, meeting a grisly end. A retreat was sounded by Wila who was infected and barely escaped with her life. As the sound of battle quieted, Al'nehak made her way towards Zerau and plunged the dagger into his heart, an obscene and terrible act witnessed by a retreating Wila.
[In the aftermath of this battle, Wila reported to her superiors and fellow knight commanders what had transpired before succumbing to her infection. Alarmed by the appearance of such a powerful necromancer and accusing the Zidelens of conspiring in the dark arts (after all, it was a Zidelen who brought the dead upon them), a holy crusade was called and almost the entire garrison was sent to put her and the Zidelens down. The Zidelens in turn, vehemently refused that they had a necromancer in their ranks calling it the work of a rogue mage and they also called for her to be killed on sight]
Presently, the port city defenders were horrified that an army of dead had just massacred a powerful host of Vrawethen soldiers and were even more frightened that they were next. Fear seized every man, women and child as the necromancer approached the gate.
"May I speak with your leader?" she called out in firm and resolute voice.
There was silence and Al'nehak waited patiently. Finally, a familiar appeared above the castle walls and slowly made its way towards Al'nehak.
"Father, I didn't expect you. How good to see you again."
"Al'nehak? You are the one who controls these...things?"
Al'nehak's eyes lit up "Yes father! These creations are all mine! You've told me before, do you remember? Magic is not good nor evil. It is the user of magic that determines its nature. What do you think of them? Aren't they amazing? The Vrawethens never had a ch-"
"Oh! Gods, what we have done to deserve this? Oh what has happened to you? We've feared the worst when we lost contact with you, we thought you were dead! But to see you like this, these past 10 years I cannot begin to imagine the terrible damage you have inflicted on your soul! This-this betrayal of our trust, of our hopes, you are my daughter no longer! Leave my sight! The Council of Twelve will decide your fate. I cannot say it, my heart cannot bear it..."
"...Father...I just wanted..."
In that moment, it was eternity. No one appreciated her work and sacrifices. She had showed them the great potential that was necromancy but they reject her. The whole world rejected her. Yet she loved her country and she loved her family even more. Thus she resolved end the war in her own way.
The war would continue for another two years with all three sides fighting against each other. Though Al'nehak initially exclusively attacked only the Vraweth, her love for her country and family eventually became perverse and twisted. If they did not accept her in living, then they will accept her in death. All of them, Vrawethen or Videlen would be welcomed to her family with open rotting arms. For both armies, combating the dead after so long required was complete change in warfare.
Eventually, an emergency meeting was set up between the two leaders of Vraweth and Zidel. They agreed to a tenuous ceasefire and to focus all of their efforts on killing Al'nehak. At the zenith of the war, Al'nehak was cornered on aboard her boat as she tried to flee. It is said the Queen of Vraweth herself dealt the final blow at the now Profaned City of Pila. Her body fell into the sea and it was never found. The location of the dagger that she clung so dearly to in the last moments of her life was also lost.
[Her last words according to those who were present for her final moments were reportedly "Why have you abandoned me? Why have you abandoned me? Come back! COME BACK! WHY HAS EVERYONE LEFT ME?!"]
Completely exhausted by the war, both sides agreed to a peace treaty. More stringent measures were put up to restrict necromancy. As to how Al'nehak became so powerful, historians and her family have tripled their effors to retrace her steps but the lead ends somewhere in the Eastern Empire.
Al'nehak had actually survived her wounds due in part by her altered body. The dagger was gone and she ended up washing up somewhere desolate and unknown to her. Broken by her experiences and finally realizing the horrors she had committed, she spent the rest of her days living alone in peace before the guilt and loneliness was too much on her and took her own life at the age of 33.
Myth: What's the myth surrounding their life? You can go crazy about rumors and legends here, since it's just the story revolving around their previous life.
Al'nehak is a distant memory but her presence can still be felt today. Within the deserts of Zidel, signs of her corruption can be seen. Most prominent is the area the once Pila. It experienced the worst when Al'nehak chose it to be her base of operations and turning all of its denizens the dead. To this day the land is still healing. Her story is a mandatory one in Zidel textbooks to teach aspiring mages to humble themselves lest they destroy themselves and all they love in their pursuit of knowledge and power. As for the Vraweth, she is reviled for the deaths of 4 knight commanders and many many soldiers in addition to her heinous usage of plagued rice to infect the other rims of their populace (this was eventually done to her own people near the end of the war). Meanwhile, the Queen of her time has been elevated to something of a sainthood. Within the inner circles of both nations, efforts have been made to find the dagger she had once wielded to no avail.
Many necromatic magitechs were destroyed over the years but a number still survive. These contraptions have fueled a renewed interest in necromancy underground and small cults have risen in her name. Many efforts have been put in to stomp out these cults but they keep springing up elsewhere. Indeed, there are stories, wild and outrageous tales of a series of books and artifacts stashed away somewhere in the now desolate Eastern Kingdom. Many have tried to locate this fabled trove of knowledge. All of them failed to return.
The Lilliefore family name disappeared shortly after the war. If there are still descendants, their family name must have changed to ensure their own safety.
Full Name: Gul'mos Age: 442 Gender: Male Birth Date: For a treant, the concepts of birthdays seems mundane but the time of birth would be around the spring. Race: Treant Alignment: Neutral
Appearance
Hair Colour: N/A Eye Colour: Blue Face Shape: N/A Skin Tone: The color of his bark is a healthy brown. Mushroom sprouts can be seen along its right shoulder Height: 11 feet tall, 335.76 cm Weight: Over 2000 pounds but less than 3000 pounds (907 kg-1360 kg) Body Type: In his original form (see picture) he appears somewhat lithe to many observers. Considering the shapeshifting aspect of the treants, this can change at any time. Natural Markings: N/A Scar(s): This treant has earned many scars and burn marks but due to its vast life force, they tend to disappear as new bark continually replace the old. Tattoo(s): Recently, a drunk dwarf had the bright idea to scribble some "runes" on the sleeping treant. It did absolutely nothing and Gul'mos found the situation rather droll and let the dwarf go without harm. Remanants of the runes can be found on its lower back.
Personality
3 Words: Fearless, broad-minded, frank Like(s): Enjoys the great outdoors, friendly to all elves and fae unless something is seriously wrong. Dislike(s): The fire elementals are too fickle and temperamental for Gul'mos. They are quick to anger and the sensation of burning is not a pleasant one. However, so long as the bark was able to protect delicate tissues underneath, Gul'mos would recover just fine in nearly all cases. Gul'mos has seen that humani tend to overuse and abuse the land. Natural resources are to be used by all but there must be balance in things. Likewise, Gul'mos can tolerate non-elven magicians but is always wary of them for they can cause unparalleled destruction.
Want(s): Gul'mos seeks to find more of his kind believing that there will be a time when the treant's strength will be needed in the forseeable future. As an explorer, the treant wishes to catalog new flora and fauna in his journey. Fear(s): Gul’mos fears total war between the Nephilim and Revenant.
Favourite...
Colour(s): (Anything Verdant and cool) Time of Day: (Nighttime, the evening skies always had a calming and mediatative effect) Food: (Photosynthesis, can root to the ground to extract nutients from the soil, can also consume woodstuff) Animal: (Does not particularly have a favorite animal) Place in Terra: (Somewhere in Terra's Forest)
Skills and Attributes
Skills
Special ablilty/ies: (Tunneling through soil becomes easy with massive limbs that can be shaped at will. Rooting into the soil has a detoxifying element to it in addition to regenerative properties,) Good at...: (Engaging in conversation, communing with nature, rarely gets lost) Bad at...: (understanding the more nuanced social cues of other races (besides the elves and fae). Rudimentary understanding of humani written language, sneaking around)
Traits
Good Habit(s):(Amicable towards most, tries to be punctual) Bad Habit(s): (Comes off as brusque and insensitive at times because Gul'mos tends to be forward and blunt. Sometimes enjoys scaring the other races by pretending to be a tree.)
History
The Past
Gul'mos was born 58 years after the war. Although nearly 3 decades has past since the treant's birth, the world was still reeling from the aftermath of the war. Growing up during this era was tumultuous and violent. During this age, the treants were far more numerous and each "grove" of treants were fierce defenders of their respective part of the forest. Gul'mos was born near the edges of the forest. At the time, the young sapling did not understand why the sapient races, particularly the humani, were so desperate to clear away the forest. All that the sapling understood was that these races were greedy; taking so much from the land and giving so little back.
For three decades, the treants were steadfast in safeguarding their lands. Each time, they fended off the humans whether they had help from the Nephilim or Revenant. When Gul'mos was deemed of sufficient age, the treant was told by the Elder of who was responsible for the current state of things. As the Elder told Gul'mos who and what the Nephilim and Revenant did in the war, Gul'mos could only feel hate for the two factions that brought ruin to the natural order of things.
At a suitable age, the treant also partook in fighting against the humani. However, this endeavor would ultimately prove to be futile. The treants were few in number and reproduced far less quickly than the humani. In addition, a great number of them had already perished in the war itself. Vast swaths of land were burned by the humani in vengeance. In the face of such destruction, the surviving treants of his grove retreated deeper into the forest and went their separate ways.
The loss of home greatly angered Gul'mos and for some time, the lone treant conducted nightly raids on vulnerable human settlements. Though Gul'mos' anger was assuaged, in the end the treant felt hollow and purposeless. The lives the treant stomped out took its toll and Gul'mos retreated deep into the forest once more, falling into a deep sleep for a century until a band of traveling elves accidentally roused the treant from its slumber. The elves entreated the treant to accompany them on a journey and with nothing left to lose, Gul'mos decided to join them, hoping to find purpose.
Though in time, they parted ways, from those experiences (at an age of 267), Gul'mos decided to travel; to meet his old acquaintances again and to try to come to a better understanding of the other races. Additionally, Gul'mos wishes to gather the treants for a forum of sorts to ask a simple question. Should they partake in a more active role in the world or would it be best to let nature run its course as it always had?
The Present
Gul'mos no longer sees humani as enemies though his early experiences with them has means the treant at best is neutral towards them. As of now, the treant travels the forest, seeking to find more of his kind. He has also grown concerned (due to word of mouth) of the increasing Nephilim and Revenant activity as the treants still has vivid memories of the aftermath of the war.
Memories
The very first sensation of being on fire thanks to a moody fire elemental A botched raid resulting in the death of several friends caused by a Nephilim or a Revenant? The memories sometimes are hazy Finding his first "treasure", with the band of elves. Witnessing the marriage of his elf friend Rejecting the advances of a fae creature only for her to try to harm the treant through nature magic. It did not work too well. Fighting an insane treant near a pool of strange unidentifiable liquid
I'll read the IC to get up to speed. Should take me at most 2 days. I don't think I have to have my character introduced immediately. Plus, it'll also give me some time to think about how I want to have Gul'mos come in.
Full Name: Gul'mos Age: 442 Gender: Male Birth Date: For a treant, the concepts of birthdays seems mundane but the time of birth would be around the spring. Race: Treant Alignment: Neutral
Appearance
Hair Colour: N/A Eye Colour: Blue Face Shape: N/A Skin Tone: The color of his bark is a healthy brown. Mushroom sprouts can be seen along its right shoulder Height: 11 feet tall, 335.76 cm Weight: Over 2000 pounds but less than 3000 pounds (907 kg-1360 kg) Body Type: In his original form (see picture) he appears somewhat lithe to many observers. Considering the shapeshifting aspect of the treants, this can change at any time. Natural Markings: N/A Scar(s): This treant has earned many scars and burn marks but due to its vast life force, they tend to disappear as new bark continually replace the old. Tattoo(s): Recently, a drunk dwarf had the bright idea to scribble some "runes" on the sleeping treant. It did absolutely nothing and Gul'mos found the situation rather droll and let the dwarf go without harm. Remanants of the runes can be found on its lower back.
Personality
3 Words: Fearless, broad-minded, frank Like(s): Enjoys the great outdoors, friendly to all elves and fae unless something is seriously wrong. Dislike(s): The fire elementals are too fickle and temperamental for Gul'mos. They are quick to anger and the sensation of burning is not a pleasant one. However, so long as the bark was able to protect delicate tissues underneath, Gul'mos would recover just fine in nearly all cases. Gul'mos has seen that humani tend to overuse and abuse the land. Natural resources are to be used by all but there must be balance in things. Likewise, Gul'mos can tolerate non-elven magicians but is always wary of them for they can cause unparalleled destruction.
Want(s): Gul'mos seeks to find more of his kind believing that there will be a time when the treant's strength will be needed in the forseeable future. As an explorer, the treant wishes to catalog new flora and fauna in his journey. Fear(s): Gul’mos fears total war between the Nephilim and Revenant.
Favourite...
Colour(s): (Anything Verdant and cool) Time of Day: (Nighttime, the evening skies always had a calming and mediatative effect) Food: (Photosynthesis, can root to the ground to extract nutients from the soil, can also consume woodstuff) Animal: (Does not particularly have a favorite animal) Place in Terra: (Somewhere in Terra's Forest)
Skills and Attributes
Skills
Special ablilty/ies: (Tunneling through soil becomes easy with massive limbs that can be shaped at will. Rooting into the soil has a detoxifying element to it in addition to regenerative properties,) Good at...: (Engaging in conversation, communing with nature, rarely gets lost) Bad at...: (understanding the more nuanced social cues of other races (besides the elves and fae). Rudimentary understanding of humani written language, sneaking around)
Traits
Good Habit(s):(Amicable towards most, tries to be punctual) Bad Habit(s): (Comes off as brusque and insensitive at times because Gul'mos tends to be forward and blunt. Sometimes enjoys scaring the other races by pretending to be a tree.)
History
The Past
Gul'mos was born 58 years after the war. Although nearly 3 decades has past since the treant's birth, the world was still reeling from the aftermath of the war. Growing up during this era was tumultuous and violent. During this age, the treants were far more numerous and each "grove" of treants were fierce defenders of their respective part of the forest. Gul'mos was born near the edges of the forest. At the time, the young sapling did not understand why the sapient races, particularly the humani, were so desperate to clear away the forest. All that the sapling understood was that these races were greedy; taking so much from the land and giving so little back.
For three decades, the treants were steadfast in safeguarding their lands. Each time, they fended off the humans whether they had help from the Nephilim or Revenant. When Gul'mos was deemed of sufficient age, the treant was told by the Elder of who was responsible for the current state of things. As the Elder told Gul'mos who and what the Nephilim and Revenant did in the war, Gul'mos could only feel hate for the two factions that brought ruin to the natural order of things.
At a suitable age, the treant also partook in fighting against the humani. However, this endeavor would ultimately prove to be futile. The treants were few in number and reproduced far less quickly than the humani. In addition, a great number of them had already perished in the war itself. Vast swaths of land were burned by the humani in vengeance. In the face of such destruction, the surviving treants of his grove retreated deeper into the forest and went their separate ways.
The loss of home greatly angered Gul'mos and for some time, the lone treant conducted nightly raids on vulnerable human settlements. Though Gul'mos' anger was assuaged, in the end the treant felt hollow and purposeless. The lives the treant stomped out took its toll and Gul'mos retreated deep into the forest once more, falling into a deep sleep for a century until a band of traveling elves accidentally roused the treant from its slumber. The elves entreated the treant to accompany them on a journey and with nothing left to lose, Gul'mos decided to join them, hoping to find purpose.
Though in time, they parted ways, from those experiences (at an age of 267), Gul'mos decided to travel; to meet his old acquaintances again and to try to come to a better understanding of the other races. Additionally, Gul'mos wishes to gather the treants for a forum of sorts to ask a simple question. Should they partake in a more active role in the world or would it be best to let nature run its course as it always had?
The Present
Gul'mos no longer sees humani as enemies though his early experiences with them has means the treant at best is neutral towards them. As of now, the treant travels the forest, seeking to find more of his kind. He has also grown concerned (due to word of mouth) of the increasing Nephilim and Revenant activity as the treants still has vivid memories of the aftermath of the war.
Memories
The very first sensation of being on fire thanks to a moody fire elemental A botched raid resulting in the death of several friends caused by a Nephilim or a Revenant? The memories sometimes are hazy Finding his first "treasure", with the band of elves. Witnessing the marriage of his elf friend Rejecting the advances of a fae creature only for her to try to harm the treant through nature magic. It did not work too well. Fighting an insane treant near a pool of strange unidentifiable liquid
Night came and Aenwyn found nothing that would have explained the inhabitant's reasons for leaving. Aenwyn found herself with a mixture of sadness and anger as she found herself gazing longingly towards the forest. She remembered explaining to the other elves her reasoning for staying behind. As a scholar, she felt it was her duty to record the events happening outside of Talmaria and the best way to do so was to travel outside the forest. More importantly, she wanted to study the new energies of the other world in the hopes of creating new magic. A challenging and noble goal, but it would be an important one in order to ascertain the elves' place in this strange new world.
And now, there was no one to share her stories with, the knowledge and the experiences that she had gained. Everything and everyone she knew was potentially gone forever. And this happened over five years. Perhaps it was better to go with the other elves. At least then...
Aenwyn closed her eyes. calming herself with meditation. This thinking was distracting. What is of the upmost importance was completing their mission of investigating the vampires. Finding what has transpired in Talmaria can come later. when they've a better foothold in the area. The familiar forests she once knew has taken a much more sinister ambience.
It was then that Aenwyn heard a scream, recognizing the voice of the owner. She rushed outside and surveyed the battle unfolding in front of her. In the darkness, Aenwyn could see their assailants. Humans. Their appearance was puzzling and the timing of their attack was rather unprovoked. Perhaps they were thralls of the vampires...
In the domain of the Elves, Aenwyn knew her magic would became more potent. She called forth a swarm of biting and poisonous insects and directed them at their attackers. Provided the others did not kill them, the enemy would be paralyzed by the swarm's venom. She casted a sturdy barrier around her and began to scrawl something on the ground with her fingers.
It was a conjuration glyph. Satisfied with her work, Aenwyn activated the glyph. An elemental made of vine, earth and stone rose out of the ground in the image of tiger. She took down the barrier and called upon her owl familiar again.
"Take to the skies and try to see where they are coming from," she told her familar.
"Stay by my side and fight off any enemies that get near!" Aenwyn commanded the elemental as she began casting protective magic on her allies.
Upon arriving on the settlement, Aenwyn took note of the overgrowth of vegetation. There wasn't a single soul in sight and the woods surrounding the village felt foreboding.
She lead her horse towards the stables and set down some of her belongings inside the town hall before heading back outside. She saw Tyr gazing towards the woods. Karl was sitting by on top of the stairs, also keeping watch. Evidently, he volunteered to take first watch with Tyr.
Aenwyn was between the two of them when she spoke "Both of you felt it too? There is something disquieting about these woods. I can't believe I'm saying this but after living nearly a century in these lands, this place feels...alien. You think any of the inhabitants left any clues behind as to their whereabouts?"