No issues with that, especially when her current inventory and spell-list are quite lacking this early on. Will this thread be locked, or will it stay open to allow changes over time?
The Ambulors aren't so much of a race as they are an accounted league of varied entities; they do, however, sport the same metaphysical functions and are compatible with one another in terms of succeeding and perpetuating personalities -- mainly being multi-dimensional travelers while being fully capable of retaining multiple personalities under a single archetype. The fact that quantum tunneling seems to work by pure instinct has thusly earned them several names (free souls at times, but as far as any Ambulor would know, there is no such thing as a permanent residency in any sort of state of position and/or being), but those from civilizations of Type 3-5 (refer to Kardashev Scale) have preferred the name of Ambulors (or the rough equivalent, in any given language) because of their traveling capabilities (though it usually requires the death and/or a strong output/input of energy to activate, and only for that one archetype). Type 1 and 2 civilizations all too often disregard Ambulors as impossible existences, with many potential innovators cast out by society or killed by the all-too ignorant. Ambulors, in this respect, are more likely to be identified as repositories of information across multiple worlds and lifespans due to their immense knowledge. The usual Ambulor clocks in at around several dozens of millenia of age, and for good reason; it takes a multitude of lifetimes to finally be able to shed the discrepancies between incarnations, and it takes longer still for the underlying archetype to establish a stable foothold across both the more and the less mundane dimensions. After this point, the mature Ambulor may wish to maintain the single archetype for an indeterminate amount of time, or at will may perform a merging process to combine personalities with another Ambulor, at which the resulting entity will become an "elder" that will most likely be unable to live as a singular mind (which in itself breeds another set of problems, like random stellar disasters, black holes, nebulae becoming supernovae, areas where time is incongruous between centimeters, etc). It takes a great deal of power and time to do so for both parties, so elders are few and far between...though their numbers may as infinite in number as the size of the galaxy, given the amount of dimensions and entities to account for. Ambulors vary widely at any given stage of development; some may be almighty, near-unstoppable anomalies too difficult to comprehend by even by fellow elders (Cthulu makes a great example, but it's unproven as to whether or not he really is an Ambulor himself), and others (as in Lyra's case) may be vulnerable, fleshy creatures prone to death at every turn. As such, no two Ambulors should be comparable to one another except by similarity of the archetype(s) and the utter futility in trying to capture or contain a single specimen for research in cross-dimensional physics or magic. In short, they are an existence best left acknowledged and borrowed, but never truly manipulated or studied.
Note : Profile is subject to change for each iteration.
Character Sheet for Lyra
Ambulor Youngling
Race : Ambulor
The Ambulors aren't so much of a race as they are an accounted league of varied entities; they do, however, sport the same metaphysical functions and are compatible with one another in terms of succeeding and perpetuating personalities -- mainly being multi-dimensional travelers while being fully capable of retaining multiple personalities under a single archetype. The fact that quantum tunneling seems to work by pure instinct has thusly earned them several names (free souls at times, but as far as any Ambulor would know, there is no such thing as a permanent residency in any sort of state of position and/or being), but those from civilizations of Type 3-5 (refer to Kardashev Scale) have preferred the name of Ambulors (or the rough equivalent, in any given language) because of their traveling capabilities (though it usually requires the death and/or a strong output/input of energy to activate, and only for that one archetype). Type 1 and 2 civilizations all too often disregard Ambulors as impossible existences, with many potential innovators cast out by society or killed by the all-too ignorant. Ambulors, in this respect, are more likely to be identified as repositories of information across multiple worlds and lifespans due to their immense knowledge. The usual Ambulor clocks in at around several dozens of millenia of age, and for good reason; it takes a multitude of lifetimes to finally be able to shed the discrepancies between incarnations, and it takes longer still for the underlying archetype to establish a stable foothold across both the more and the less mundane dimensions. After this point, the mature Ambulor may wish to maintain the single archetype for an indeterminate amount of time, or at will may perform a merging process to combine personalities with another Ambulor, at which the resulting entity will become an "elder" that will most likely be unable to live as a singular mind (which in itself breeds another set of problems, like random stellar disasters, black holes, nebulae becoming supernovae, areas where time is incongruous between centimeters, etc). It takes a great deal of power and time to do so for both parties, so elders are few and far between...though their numbers may as infinite in number as the size of the galaxy, given the amount of dimensions and entities to account for. Ambulors vary widely at any given stage of development; some may be almighty, near-unstoppable anomalies too difficult to comprehend by even by fellow elders (Cthulu makes a great example, but it's unproven as to whether or not he relies on an archetype over sheer power and a single personality as many High entities tend to do), and others (as in Lyra's case) may be vulnerable, fleshy creatures prone to death at every turn. As such, no two Ambulors should be comparable to one another except by similarity of the archetype(s) and the utter futility in trying to capture or contain a single specimen for research in cross-dimensional physics or magic. In short, they are an existence best left acknowledged and borrowed, but never truly manipulated or studied.
Several of Lyra's first iterations came from forming into an organism in the emptiness of space, which later died from being vaporized by a nearby star. Upon maturity, the title "ab Abyssum" will be christened to classify where she was first located.
Tier : Variable (See Iteration)
Appearance:
First Iteration : Red Hair | Blue Eyes | Fair Skin | Siren - Carnivorous, magic-based creature that utilizes incantations and song to cast spells; known to have weaker bones and vestigial growth of feathers.
Personality:
Archetype Not Established
A free-spirited wanderer guided by her own instincts and the compassion her mother raised her with. She aims to have a fulfilling life helping the people at large to the best of her ability.
Abilities, Talents, Traits, Powers:
Reiteration - Displaces the Ambulor to another world to be born again as a completely different species. Quantum Continuity - Allows the Ambulor to be able to overcome any and all barriers during Reiteration, so as to preserve the Ambulor's existence regardless of location and circumstance. (Not to be confused with traveling via quantum mechanics like wormholes, teleportation, dimensional gates, etc.). Archetype - Retains key personality traits over multiple lifespans; later iterations will also retain memories. - Unavailable at the current time.
Healthy Body (Tier 1) - Able to perform the functions of an average mundane person, and should be physically treated as such. Acutely Arcane (Tier 4) - Able to learn and perform magic of any sort, as long as said magic is based in words. Siren Song (Tier 4) - Casts magic verbally; magic casted verbally will have about double the effect of that of an average mage's casting. Effects and powers of spells can be created and amplified by combining spell words. Hollow Bones (Tier 1) - Intense physical strain is likely to break bones. No marathons, no bludgeons, and especially no getting crushed, unless you want her in a cast for a good year.
Arcane Abilities : Sano (Tier 4) - A short verbal spell that encourages and accelerates natural healing according to the target's own biological capabilities. Will not work if the target's body cannot repair itself to the extent desired. Usually treated a starting prefix to prime up other, more sophisticated and powerful spells. Engur (Tier 4) - A short verbal spell that allows manipulation of freshwater. Usually treated as a starting prefix to prime up other, more sophisticated and powerful spells.
Lyra was born originally in an archipelago to an unnamed siren, but fell into the ocean during a rather heavy hurricane. Despite suffering multiple fractures from tumbling in the waters, she survived and was found by a fishing crew. After some convening, they decided to bring her back to their hamlet to undergo treatment by the local apothecarian (a recent widow). Said apothecarian raised Lyra as her own child, but assigned her to be an apprentice to the local mage because the girl held more promise. Said mage, an older man by the time Lyra came to him, could only teach her a few healing spells and water-related spells before he croaked. Because the spell made to protect the village was tied to his life, the inhabitants all went their own ways to find a better life elsewhere.
Lyra eventually settled down with her mother in a city (we've got mainly hub worlds, so I'm waiting to decide whether or not I'll put her in a user-generated world), where her mother later died of some sort of illness. Being the younger, healthier individual, Lyra survived the same illness and sold everything to go find her own purpose, with no one and nothing holding her back.
Kahl sheathes his blade, and shoves and kicks his way through a swarm of smaller goblins and hobgoblins to get closer to Gorman. A careful glance gleaned Kahl a short description of his warlord to-be : older and weaker. But both of these brought wisdom and caution, much needed qualities that helped him get past the brute strength of the Orcs. If he was going to be able to maximize his own performance in the field, he needed a leader that could see the way he saw, or else he'd be working under a banner only in name.
He doesn't verbalize his allegiance, though; after all, the much larger Orc had chosen him. Bragging would only bring suffering far earlier than needed.
Kahl's eyes took in the dim amber haze that barely lighted what little could be seen inside the tent : warm, tangled bodies; torn blankets and clothes; weapons and armor haphazardly slung across and around the tired mess. This was how orcs slept, if and when they grew sibling bonds. Martial life often forebode against any closeness, but in Kahl's case...well, the new generation of Orcs were privileged to be together like this for one more night. Tohrban, his eldest brother, was the only exception. Even if he was almost double the size of his siblings, the Orc's want for personal space meant that he often slept in the corner and alone.
Kahl, for all intents and purposes, was supposed to be in his bunk with the rest of his warband. He had stolen himself away in the doldrums of a dying feast to lie to himself a night more that he wasn't a mere Hobgoblin, that he would never fight alongside his brethren. He would be on a different front, on a different field, under a different master.
At least they'd be fighting the same enemy.
Kahl poked his head out of the tent, and strained his ears to hear the sounds of a gentle breeze -- an uncommon phenomenon in the usually-harsh Fellmore. He should be early enough to return to his proper fold before anyone noticed, so Kahl quickly and quietly picked up his articles before stepping over the rest of the Orc's bodies. He was one of the stealthiest of his brood, in spite of being much larger than his Hobgoblin kin; Kahl would like to keep it that way.
By the time he reached the tents, several groups of goblins, kobolds, and bugbears were already packing up. The Warlock would be speaking once everyone was ready, and Kahl was prepared well in advance for this. His own rig of supplies, weapons, and armor were all waiting for him inside the tent.
After the speech, Kahl raised his sword high in the sky. Usually made for Orcs, it was comfortably balanced and heavy in the Hob's hands. He couldn't speak for his smaller compatriots in his chosen warband, but he couldn't help but wonder :
Hobgoblin | New Blood (20) | Male Image to be added later 5'5 | 150 lbs. Fighter
Background : Kahl was born the child of one of the select few hobgoblins chosen to monitor the Orcs after a great majority of them had sworn fealty to Vanarys. As such, he was supposed to be a bit sharper than even the average hobgoblin (at least, that's what would be the expected result from two well-performing soldiers), but then one of the many Orc uprisings had to go and kill his parents.
This happened during the days before the Orc society solidified its change into one of brutes; out of mercy granted by one of the last old Orc shamans, Kahl was spared in his infancy and was raised alongside his much larger siblings. Being smarter and quicker to develop, Kahl was able to secure his own footing in the hierarchy of his cohorts by being more deft, more intelligent, and much less predictable in all aspects : war games, eating, learning, socializing. Whereas Orcs would easily take a beating for breakfast with a knuckle-sandwich for a snack, Kahl didn't get nearly as beat as often as the others. Whatever the new Orc generation suffered through, Kahl seemed to get through less scathed than others.
It was no wonder that he came to be among the more promising of candidates when almost all Orcs were full integrated into the army. He had wit and capability beyond the standard thick-skin, and if his heritage had been true as his capability, he would have made an excellent battlemage. Unfortunately, a regular tussle with his supposed blood-sister resulted in him breaking his arm. At this, the overseeing Hobgoblin finally discerned Kahl's real heritage (in spite of the fact that he was a good 20-30 pounds heavier than most his species and age) and had him transferred to the main Legion. The damage, unfortunately, had already been done; Kahl was not going to be able to take up a new trade over one he already was extremely good at, which was being a damn good warrrior. All Kahl needed to do was prove himself he would be as good as the people that raised him and not the scum he was born of.
Objective : Prove himself.
No picture as of yet; may make my own if it comes to it.