The Crucible of Souls -- Secondary OOC & Lore/Character Thread
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Human Small Groups =&gt; Topic started by: MyttraDW on 03-12-2022, 17:15:17</h2>
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				Title: <strong>The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>MyttraDW</strong> on <strong>03-12-2022, 17:15:17</strong>
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				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">World Info &amp; Definitions</div><div class="spoiler_body">The world of Alterra was crafted two thousand years ago by the eidolons, who combined their essences into the crucible and forged the planet upon their anvil. Though this was an imperfect process. The slag of the forging became the underrealm, a mirror of Alterra populated by a race called demons. These demons, jealous of the attention given to the humans of Alterra, used their magicks to break through the veil and invade. The humans of Alterra were barely able to hold their ground against the demons and their magicks, and the eidolons knew their creations were doomed should they do nothing.<br><br>Soon the crucible, still with traces of essence, fell to Alterra and shattered into eight pieces. While the shards embedded themselves within Alterra, the remnants of the eidolon's essences awoke the human's innate magic. The different cultures found many different ways to use their magic. Some learned to cast spells, others to summon otherworldly creatures. Even others learned to harness their magic with martial arts and other forms of combat. And one created guns - special ranged weapons of many different forms that fired projectiles fed by the user's innate magic.<br><br>With their new magic, the humans were able to beat back the demons and seal them in their underrealm, a seal held strong by the eight worldstones. But now, eight hundred years after this war, the worldstones have begun to lose their grip. Demonic incursions have become more common, and the natural strife between humanity's island nations has begun to grow in strength. The caste, a group of bards that keep the stories of demigods alive, believes that another war is coming and that humanity must unite the worldstones. They believe a group of as-yet-unknown heroes will emerge to complete this prophecy and lead Alterra into the future.<br><hr><strong>Crucible</strong>: An ancient artifact that has fallen into legend. Was used by the eidolons to forge the world before being broken into shards that were hidden around the world. It still contains the essence of the Eidolons.<br><br><strong>Eidolons</strong>: The pantheon of deities that watch over the world from their home upon the overrealm. Many eidolons find themselves unable to stay separate from the mortal world, separating part of their essence to live out a life in the realm. <br><br><strong>Demigods</strong>: Legendary mortal heroes who ascend to the overrealm of the Eidolons upon their death. To be a demigod is to live in record and song forever.<br><br><strong>Caste</strong>: The followers of the old teachings of the Eidolons. They keep a record of the demigods and keep vigilant for the return of demons. Often they travel the world as bards, searching for new demigods and keeping the stories alive.<br><hr><strong>Humans</strong>: The dwellers of Alterra, a group of varied mortals whose innate magic was long ago awakened by the crucible. How they use their magic (spells, guns, martial skills) depends heavily on their upbringing and culture of birth.<br><br><strong>Demons</strong>: A race of beings that dwell in the underrealm, a mirror dimension. They were created at the same time as humans but were abandoned by the Eidolons. They are currently split into two factions: those who wish to continue the war against their creators and those who wish for a life of peace with Alterra.<br><br><strong>Halde</strong>: A race of half-demons, no matter the circumstances of their birth. Whether through a relationship with a demon who defected or something less savory, they are treated with mistrust at best. With vibrant, slit-pupiled eyes, small horns, and sharply pointed ears, their ancestry is hard to conceal.<br><br><strong>Beastblooded</strong>: The name for a passionate breed of humans that are born with pointed bestial ears atop their head and a tail behind them. They are said to be the chosen of the eidolon Akarath.<br><hr><strong>Cabista</strong>: An archipelago of warriors. Ruled by king Aulfrey V. There are many houses of chivalry, and the one a person is born in will change their upbringing and how they use their magic. Some examples are - House of the Berserker, House of the Ranger, House of the Cavalier, House of the Shadow.<br><br><strong>Foloven</strong>: An archipelago of mages. Ruled by the archcouncil. All children of Foloven are sent to the Academy of Magisters, where they will find out how their innate magic wants to be expressed and be taught basic control. Some examples are - Summoning, Evocation, Tarot.<br><br><strong>Orold</strong>: An archipelago of druids, led by the Ancient. Unlike other nations, the people of Orold grow up in tune with their natural environment, with their homes and other technology entwined with nature. Every Oroldan has a spirit animal companion in addition to their magical expression, of which may be animal transformation, beast control, or plant control among others.<br><br><strong>Bente</strong>: An archipelago of martial artists. Ruled by the Emperor Genevive III. The harnessing of magic (or ki) is part of everyone's upbringing. There are many schools, and each dojo will teach their school a little differently. Three basic types are - ki blasts, martial strikes, and weapon dancing.<br><br><strong>Traester</strong>: An archipelago of inventors. Let by the council of guilds. Every family belongs to a clan, which has a seat on the guild, which has a master seated in the council. Each clan will dabble in many different types of inventions, though every clan has some specialty. The ways that Traesters tend to use their magic can be broken into these basic types among others - gunslinging, golemancy, techmancy.<br></div></div><br><span style="font-size: 14pt;" class="bbc_size"><strong>Rules</strong></span><br><ul class="bbc_list"><li>Respect One Another</li><li>Have Fun, But keep it Respectful</li><li>Please Keep PROC Topics out of the OOC unless we're discussing the game world itself</li></ul><span style="font-size: 12pt;" class="bbc_size"><strong>Posting Preferences</strong></span><br><ul class="bbc_list"><li>Please do at least one paragraph per advancing post</li><li>I would like to advance the scene one to two times a week, depending on current discussion and player posts</li></ul><hr><span style="font-size: 14pt;" class="bbc_size"><strong>Character Sheet</strong></span><br>(Feel Free to add other sections if you so desire~)<br>Image Here, if Applicable<br>Name:<br>Age:<br>Gender:<br>Sexuality:<br>Race:<br>Nation:<br><br>Combat Class/Role:<br>Equipment:<br>Magic Expression: (How your character uses their magic, keep in mind their home nation)<br><br>Appearance Details:<br><br>Personality: (May be omitted)<br><br>History: (Please give at least some so I can have some plot points to weave in~)<br><hr><span style="font-size: 14pt;" class="bbc_size"><strong>Character List</strong></span>
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				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Lynnette</strong> on <strong>04-12-2022, 18:48:03</strong>
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				<div class="floatleft">(https://i.imgur.com/gs1FVoC.png)<br>(https://i.imgur.com/rsdzdjS.png)</div><span style="font-size: 14pt;" class="bbc_size"><strong>Kashi Acatrinei</strong></span><br><strong>Age:</strong> 22<br><strong>Gender:</strong> Female<br><strong>Sexuality:</strong> Bisexual<br><strong>Race:</strong> Beastblooded<br><strong>Nation:</strong> Foloven<br><br><strong>Combat Class/Role:</strong> Mage / Support<br><strong>Equipment:</strong> Watcher's compass - A heavy, ornate device, roughly the size of a microscope, used by Kashi to get a direct view into someone's future, at the expense of some magic, and requiring one of their possessions that can fit in its narrow chamber. Sturdy enough to be used as a melee weapon in a pinch, though it is not recommended. <br>Stack of high quality paper, roughly 30 sheets.<br>Stack of low quality paper, roughly 50 sheets.<br>Prepared stack of spells vague enough to be used in a pinch.<br>Calligraphy-kit.<br>Traveling kit - Overcoat, bedroll, kindling, and enough food for a few days travel.<br>Change of clothing - Traditional<br>A sturdy leather shoulder-bag to carry her equipment. <br><strong>Magic Expression:</strong> Calligraphy. Considered an off-branch of mages whose roots lie in tarots. Through writing the desired effects on paper, it creates a spell that can be used at a later day. Though it demands no energy to use the actual spell, the process of preparing the ink demands a fair bit of energy ahead of time, preventing the mage from preparing a stack of spells every day. The power of the spell is enhanced through making an accurate prediction of when the spell will be used, and who it will be used against. The vaguer the spell is, or the shorter it has been created in advance of its "expiration" the less powerful it becomes. The paper has to be adhered to the target of the spell, and then activated through physical touch by the one who created the spell. Briefly put, the more restrictions put upon the use of the spell, the more powerful it becomes, and the more power it loses if it's not used correctly. A calligraphy-user who can accurately predict future events gains great power at little cost, but vague, hastily written spells are considerably weaker than those cast by a regular, competent mage. The expression benefits those who can make good plans ahead of time, and heavily punishes unpreparedness. <br><br><strong>Strengths:</strong><br><span class="bbc_u">Clairvoyant</span> - Or so she claims. Though her skills rarely offer more than a brief glimpse, and requires something physical from the one she wishes to read, she can see one significant turning point in someone's future. The prediction is limited to the one whom she's reading, so she's unable to see who is part of the future event besides the one being read. The predictions are not set in stone either, and the one who learns of their future can actively work against that future being the one they wind up meeting.<br><span class="bbc_u">Roadside Moneymaker</span> - Kashi rarely has to struggle to find shelter or coin for food and drinks making use of her skills in reading the future.<br><span class="bbc_u">Flexible magic</span> - Through its limitations, Kashi's magic is not limited to one element to see good effects, though rests heavily on her ability to predict when it will see use. <br><span class="bbc_u">Flexible body</span> - A necessary gift for her form of magic. Since she has to mix with the front-line to attach her spells and activate them, having the flexibility to dodge incoming attacks is a must.<br><span class="bbc_u">Lockpicking</span> - Why waste valuable ink and paper to pick locks. Sometimes the real magic is doing it yourself.<br><span class="bbc_u">Haggler</span> - Through a keen eye for details, lies, and manipulation, Kashi hardly ever pays full price for anything.<br><br><strong>Weaknesses:</strong><br><span class="bbc_u">Gypsy blood</span> - Though Kashi has little ties with it anymore, she was born with both the name and culture of a large group of nomadic gypsies in the southern edge of Foloven. Seeing that her people were often seen as scammers and no-goods, that label follows her still, predominantly when on the Foloven archipelago itself.<br><span class="bbc_u">Frontline backliner</span> - Even though Kashi is a spellcaster and would normally be held in the backline of a fight, due to the physical nature of her magic, she has to remain mixed in with the frontline. Lacking the constitution or build to wear armor, she's in a vulnerable position with no proper way of defending herself directly.<br><span class="bbc_u">Inaccurate predictions</span> - Her magic relies very heavily on having reliable information about what is to come, and is largely done through speculation. The longer she prepares her magic in advance, the stronger it becomes, but leaves her more vulnerable to, for instance, a delay or re-route. <br><span class="bbc_u">Natural liar</span> - Kashi regularly lies, to the point it's difficult to trust her at all. She's quick to give the most convenient answer, even knowing that it's a lie. Though easily missable by those she only briefly interacts with, those who spends enough time with her would know that anything she says should be taken with a pinch of salt. <br><span class="bbc_u">Proud</span> - Even knowing she's wrong, Kashi more often than not digs her heels down, and tends to be very spiteful towards those she sees as having trampled on her.<br><span class="bbc_u">Weaponless</span> - Something native to her culture, Kashi doesn't carry anything more than a knife, and refuses to use that knife for combat, even if she regularly finds herself close enough to someone to use it.<br><br><strong>Appearance Details:</strong> Though her attire is highly ornate, most of the jewelry is common metals and minerals, predominantly chipped pyrite. Kashi is at relatively average height for a woman at 5'4", and is relatively light at 110lbs. Her skin is distinctly tan, the only "tanlines" are the patterns across her shoulders, eyes and stomach, which were deliberately maintained as pale throughout so much of her life that it became permanent. Though she is beastkin, she has no tail, only a tall pair of ears. Her fingernails grow in more of a pointed pattern if not tended to, though she keeps them short, for convenience, so it rarely shows. <br><br><strong>Personality:</strong> Kashi lives a consequence free, pleasure-seeking life, and her attitude reflects that. Free of vows to quell evil or chastity. She doesn't follow a strict moral compass, taking the angle that those who actively worries about their morality are often the least moral individuals in the first place. Life is something that comes and goes, and the only way to achieve the most in it is to indulge the most - After all, most don't bring their manors or castles to their final resting place. Coming from a people most known as entertainers and peddlers, Kashi is easy-spoken, typically a little flirty, but knows to drive a hard bargain if need be. Though she has the background of peasantry, she has little issue interacting with the higher echelons.<br><br><strong>History:</strong> Though Kashi's tribe has a name in their native language, most commonly they've been referred to as "hill people" in Foloven, from the frequent sights of their tents in the hills surrounding major cities. Most of the tribes, including Kashi's, were nomadic, so she frequently travelled, often between islands in the archipelago. The people of their tribe would enter the cities when the gates opened, peddle their goods and services until the gates were closing, leaving before they were locked within the walls of the cities. The views of their people were mixed - Though they had some skilled artisans, jewelers and apothecaries, their reputation were tarnished by those who had nothing to peddle but scams or their bodies. Kashi followed in the steps of her mother, reading the fortunes of those foolish enough to pay for such a service. Though she shared her mother's skills, and they were very much so real, as one might expect, predicting one's future is at best vague, and rarely leads to anything good, and the limitations of this power meant few left satisfied. <br><br>Kashi spent her youth jealous of those who lived within the walls. Those who didn't have to endure being called scammers on the daily, those who could, should they desire, just pick up their things and go. So, that's what she eventually did, sneaking on a boat at 17 to Traester, wherein she stayed for the next two years, mingling with the locals. She hadn't been picky at the time, anywhere was better than with her tribe, though bringing speculation to the world of science wasn't the most fruitful. Nonetheless, she found herself a place to work, and over the next two years developed the watcher's compass together with her employer, a device that would bring her vague, mental premonitions to something that could be seen, if so only to her. It was pseudo-science at best, though with her new tool in hand, Kashi spent her days leading up to the current wandering from city to city, or between archipelagos, doing a mix of requests and fortune-telling, playing adventurer at day and entertainer at night. 
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				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Gardsorm</strong> on <strong>05-12-2022, 06:06:36</strong>
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				<span style="font-size: 14pt;" class="bbc_size"><strong>Character Sheet</strong></span><br><div class="floatleft">(https://i.imgur.com/Pz0PdJb.png)</div><strong>Name:</strong> Alsiel Dalim<br><strong>Age:</strong> 27<br><strong>Gender:</strong> Male<br><strong>Sexuality:</strong> Heterosexual<br><strong>Race:</strong> Human<br><strong>Nation:</strong> Traester<br><strong>Combat Class/Role:</strong> Damage-Dealer / Sapper (Debuffing enemies basically) <br><br><strong>Equipment:</strong> <span class="bbc_u">GG-D13 Specter</span> (https://i.imgur.com/kh1vM2l.jpg) - Magic-induction firearm that was created by Dalim Family Gunsmiths as a prototype for what became the Gravegazer Clan primary mass-production sidearm, the Ghost. It looks like an unassuming Magical Revolver until its owner sacrifices some of his life energy to the weapon, which awakens it and allows it to access stronger, more dangerous magic.<br><span class="bbc_u">'Lucky Charm'</span> - An older model version of his weapon, the firearm appears to be defunct and incapable of operating no matter how much maintenance goes into it. Alsiel carries it for sentimental value and refuses to let anyone else touch it for any reason. <br><span class="bbc_u">Antishot Talisman</span> - With the advent of magical technologies in Traester, mage working for the guild often carry these around, weakening the impactful effects of Traester-style magical armaments until they disable for the intent of hunting bounties or handling other problems lIke rogue Automated Golems or Techmancy Drones. The talisman, unfortunately, does not affect any other school of magic in the world, and thus holds no value outside of Traester's Archipelago unless criminals escape to lands beyond. <br><span class="bbc_u">Maintenance Toolkit</span> - A small toolkit for performing emergency maintenance on his sidearm. Can also be used to help repair Traester equipment, although more complex models may require tools he might not have. <br><span class="bbc_u">Leather Bag</span> - Carries everything else he owns on his person that his pockets or holsters cannot carry. Holds a change of clothes, a magic ked parchment containing various bounties within the world, and other items important to Alsiel's adventure, or otherwise personal effects. <br><strong>Magic Expression:</strong> Gunslinger. By focusing his magical power through his firearm, he casts bullets of pure energy to dispatch distant targets (and sometimes not just from the gun either). Notably his energy takes on a dismal, eerie purple hue, though whether this is by chance or design he doesn't make clear to anyone. It does, however, afford him a quality of being able to execute certain attacks that draw from his vitality to generate stronger effects to damage enemies with, or simply weaken them to make them easier to deal with. <br><br><strong>Appearance Details:</strong> Alsiel is possessed of dark blue hair, standing about 6'5, and with a weight hovering around 190lbs (86kgs). Through rigorous activity in his daily life, he is possessed of a very fit, toned body despite his predilection for combat at at distance. Every so often, the makings of stubble will manifest on his features, but he does his best to manage this. Despite his rather good health, however, he has moments of appearing tired of exhausted even before a day is up (may be attributed to dealing with other people). His clothes usually don't change much, opting to buy low-cost garments simply to make himself look presentable, although he does possess one set of clothes for function ontop of fashion.<br><br><strong>Strengths:</strong><br><span class="bbc_u">Marksman</span> - Having trained with the gun for many years, Alsiel believes more in his accuracy than he does in other people, and has been known to ping targets from good clips away after just a few moments of focus. <br><span class="bbc_u">Gun Control</span> - A careless triggerfinger is often bound to cause as much misery as one aims to prevent, but with Alsiel, he's trained himself night and day to hold himself off from firing until the very last minute to ensure a direct hit with no casualties, even in close quarters combat. <br><span class="bbc_u">Bounty Hunter</span> - His venues to make self-sufficient money are limited, so he makes a habit of checking local Hunter's Associations for the latest hunting marks and bounties to earn a little coin to help keep himself going. <br><span class="bbc_u">Frugal Spender</span> - Coinciding with the above, he rarely spends more than necessary on himself to get by in life, often eating the cheapest food and drink l, or the cheapest, most functional clothes he can find, to help keep his coin going.<br><span class="bbc_u">Fistfighter</span> - When all else fails and people think him being a gunman and spellcaster means he isn't good up close, it's a good time to get down and dirty. He isn't afraid to roll up the sleeves, clench the fists, and let the hands fly. Gender doesn't matter either; If you're a woman who thinks a pretty face excuses you from the school of hard knocks, you're gonna get fasttracked to the top of the class. <br><strong>Weaknesses:</strong><br><span class="bbc_u">Drifter</span> - Wanders from place to place as long as he isn't in Traester. He has no residence to stay at outside of its Archipelago, and so he usually either shells out the coin to rent a room at an inn, or if he's feeling particularly cheap, finding some secluded place to sleep at outside. <br><span class="bbc_u">Poor Attitude</span> - Alsiel isn't a sociable person. He knows just enough to be respectful and understanding to authority, but that's also if he doesn't already have a poor opinion of them. To anyone else, interaction is a mixed bag, and you either won't mind him, or you'll probably find him on your unwritten shitlist because he might be too surly, grouchy, and honest for his own good. The few times he can be amenable are times spent in bars or brothels, where he can forget all about life's worries. <br><span class="bbc_u">Prone to Injury</span> - Whether due to fighting with others, or because of how his magic cam hurt himself in addition to hurting enemies more, he'll rarely ever spend a day having not incurred some sort of damage.<br><span class="bbc_u">Reliant on Healers</span> - Loathe as he is to admit it, their assistance is invaluable. However, his average behavior knows he'll never be friends with one of them, and he wouldn't be caught dead begging one for help if he had a choice in the matter. Equally likely to spend money on potions to drink and keep himself alive as relying on someone he may not like to pick him up when it matters most. <br><span class="bbc_u">Distrustful</span> - Everyone around him is a target waiting to be shot. He doesn't trust anyone unfailingly, and will always keep himself wary of others until they show their true colors. His trust issues run deep, to the point where he wouldn't even trust his own mother... And she's no longer among the living, anyway. <br><span class="bbc_u">Berserk Button</span> - There are times and places when Alsiel flies off the handle, and nothing except violence will placate him. This usually involves a specific group he wanders the world in search of. He refuses to elaborate on who or what they are, but anyone he's found connected to them have either been beaten bloody and near to death, or else have died by his hand, and he shows no signs of stopping anytime soon. <br><br><strong>Personality:</strong> Alsiel does his best to live true to himself, even if it makes waves with those around him. Once upon a time, he might have had a better disposition, but once he became the last of his Family, he came out of it changed and what he is now. Vice and Virtue doesn't matter to him, he just indulges in what interests him at any given moment, and lets his whims and fancies guide his wanderings. He is very much not a nice man, and he makes his fact well known to anyone who meets him for the first time, so if they chose to linger around him, what happens is on them. He gets tired of dealing with other people very easily unless something about them entertains him... However it is important to know that even if interactions seem poor, he appreciates them on some level and will usually banter with conversational partners because he can't just come out and admit he likes interacting.<br><br>People can get to known him a bit better at dens of interaction the common person might notnot frequent. A capable drinker, he enjoys the relaxing atmosphere of a good bar, and finds it easiest to connect with people here as even his jerkass personality takes a backseat here to chill. He also enjoys the company of good women, but commitment isn't a word found in his dictionary yet, and makes it obvious to others he isn't looking to settle down, nor does he have any plans to. He has strong opinions on commitment itself, which may be connected to what drives him to wander the world. <br><br><strong>History:</strong> A drifting Traester Gunslinger, Alsiel wanders around the world seemingly for no reason, but possessed of a mission known only to him. Born to the Dalim Family, much of Alsiel's life was decided for him before he was even raised to adolesence. The style of magic and the gear he would use were all connected to the Family itself and the Clan they served, although the flesh-and-blood family that raised him would not exist for much longer in the years to come. Upon a day that should have been a joyous union between two Families, outsiders from Traester intruded upon the wedding to slay all in attendance. Being trained in the workshop at the time, Alsiel had no idea what had happened until he was notified several hours later by peacekeepers of a grisly ritual site where the marriage ceremony was to be performed. <br><br>Many Families and Clans were present for funerary rites over the next few days to console pthers, but especially him. The only effect that could be returned to him was the last firearm his brother worked on and carried with him at the end. Since then, Alsiel has carried this item with him as a charm of good luck despite its inability to work. Using it as a basis, he forged a weapon for himself with the aid of Dalim Family Gunsmiths, and borrowing assistance from the Schedar Family, the people of which the murdered bride belonged to. With their unique focusing systems installed in the weapon, whatever malice and hatred he felt would be magnified by the weapon to fuel the sacrificing magics he could wield, and would wield to find the people responsible for this. <br><br>Despite the years spent training himself in Traester, he didn't wish to let the Council of Guilds hold him back from his revenge, and so once sufficiently trained, he made the choice to begin wandering the world with his ear to the ground for any sign of magical foul play involving sacrificial rituals, and investigating sightings of them to see if he could find the people involved. His only clues were whatever Inspectors and Peacekeepers could discern from the field: A few of the assailants that were dispatched were Halde in origin,&nbsp; but were unable to have their region of origin identified. Their methods of magic were very esoteric and hard to pin, and if any comparisons could he made, they would likely begin in Foloven.<br><br>It was still a wide open world, and the number of innocent Halde were much greater than those guilty, but finding a cult of Halde who seemed to be striving to bring something about by sacrificing others... Surely they would leave a trail he could follow somewhere. From that point onward, Alsiel has done his fair share of wandering the world for personal revenge, unware he might be playing into far larger designs than he understands... Although one can surmise even if he did, he wouldn't care as long as he accomplished what he set out to achieve. 
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				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>PhantomPistoleer</strong> on <strong>05-12-2022, 17:16:38</strong>
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				<div class="floatleft">(https://img.webnovel.com/bookcover/19905752406914205/600/600.jpg?coverUpdateTime=1619213439231&amp;imageMogr2/quality/40)</div><span style="font-size: 24pt;" class="bbc_size"><span style="font-family: impact;" class="bbc_font"><strong>A FORCE FOR GOOD | SIR CECIL FROSTMANTLE</strong></span></span><br>Human Knight | Polearm Expert<br><br><strong>Name:</strong>&nbsp; Sir Cecil Frostmantle<br><strong>Age:</strong>&nbsp; 24<br><strong>Gender:</strong>&nbsp; Male<br><strong>Sexuality:</strong>&nbsp; Pansexual<br><strong>Race:</strong>&nbsp; High Human<br><strong>Nation:</strong>&nbsp; Lion Tooth Isles, Cabista<br><br><strong>Combat Class/Role:</strong>&nbsp; Tank<br><strong>Equipment:</strong>&nbsp; Cecil employs a variety of mundane weapons, but he carries at least two magical items.<br><span class="bbc_u">Hairsplitter</span>:&nbsp; Cecil wields a magical guisarme named <em>Hairsplitter</em>.&nbsp; It is shatterproof and can cut through most substances.<br><span class="bbc_u">Armor of Indomitable Might</span>: Cecil wears magical full plate that makes him highly resistant to injury from conventional melee weapons.<br><strong>Magic Expression:</strong> Order of the Cavalier.&nbsp; Some sages say that the magic displayed by the Order of the Cavalier is not magic at all.&nbsp; Rather, the uncanny power of these knights springs from a blend of physical skill, mental self-discipline, and adherence to distinct martial philosophies.&nbsp; While the typical fighter might display great skill in a weapon's basic cuts, thrusts, and parries, these knights believe that mastering a weapon requires self-discipline and spiritual austerity in addition to learning the correct physical postures and movements.&nbsp; The magic these knights display is not overt, but it is apparent in combat.<br><br>Through the use of certain maneuvers, Cecil is able to recover health and deal otherworldly damage, as well as perform other spell-like abilities (like becoming stone).<br><br><strong>Appearance:</strong>&nbsp; Cecil is a large humanoid male.&nbsp; He has blond hair and fair skin with pale eyes that almost look transparent.&nbsp; He has a handsome face, amplified by a sort of lazy goodness.&nbsp; He is rather formidable in size: barrel chested, broad-shouldered, and thick-limbed.&nbsp; He is usually in a cobalt blue full plate armor.&nbsp; Cecil is breathtakingly large.<br><br><strong>Personality:</strong> Cecil is friendly, outgoing, and generous.&nbsp; He talks a lot, though he is somewhat softspoken.&nbsp; He has a calm, dispassionate demeanor.<br><br><strong>History:</strong>&nbsp; <br><br><em>Your Worship,<br><br>A potential candidate for your fellowship is a young knight from the Lion Tooth Isles.&nbsp; You may know his father, Sir Harald, whose renown with the sword is well-known.&nbsp; However, old Sir Harald now serves as the Captain of the Royal Guard for your cousin, King Faroon, and the Isles offer Sir Harald's eldest, Sir Cecil Frostmantle, in his place.&nbsp; It is said that the young man is a prodigy with the guisarme and that he has the strength of six men combined.&nbsp; He has served as Page and Squire to a veritable who's who of the heraldry, and he was dubbed knight at the age of seventeen, the youngest knight in the fabled history of the Lion Tooth Isles.<br><br>He is physically impressive and almost foolhardy in his bravery.&nbsp; It is rumored that he once talked a giant to death, but it is difficult to divorce fact from fiction. <br><br>His impressive resume is as follows:</em><br><br><strong>Strengths:</strong><br>1.&nbsp; <span class="bbc_u">Mighty:</span>&nbsp; Cecil is as strong as six men combined;<br>2.&nbsp; <span class="bbc_u">Specialist:</span>&nbsp; Cecil is a specialist with the guisarme;<br>3.&nbsp; <span class="bbc_u">Combat Expert:</span>&nbsp; As a knight, Cecil is well-trained in most forms of melee and ranged combat;<br>4.&nbsp; <span class="bbc_u">Animal Expert:</span>&nbsp; As a knight, Cecil is well-trained in the domestication, maintenance, training and handling of most working animals;<br>5.&nbsp; <span class="bbc_u">Armorer:</span>&nbsp; As a knight, Cecil is well-trained in the leatherwork and metalwork necessary to maintain armor and weapons;<br>6.&nbsp; <span class="bbc_u">Sailor:</span>&nbsp; As a knight from the Lion Tooth Isles, Cecil is well-acquainted with sailing aboard longships.<br>7.&nbsp; <span class="bbc_u">Indomitable Will:</span>&nbsp; Cecil would prefer to die than to give up; his endurance and his tolerance for pain are of legend.<br>8.&nbsp; <span class="bbc_u">Sublime Way:</span>&nbsp; Cecil is an adherent and practitioner of blade magic.<br><br><strong>Weaknesses:</strong><br>1.&nbsp; <span class="bbc_u">Boring:</span>&nbsp; Cecil talks a lot--and I mean a lot--about a great deal of nothing.&nbsp; In combat or while asleep, Cecil just... talks.<br>2.&nbsp; <span class="bbc_u">Big:</span>&nbsp; Cecil is huge!&nbsp; Seven feet tall and nearly four hundred pounds in armor.<br>3.&nbsp; <span class="bbc_u">Brave:</span>&nbsp; Cecil is stupidly brave and rather ambivalent towards danger.<br>4.&nbsp; <span class="bbc_u">Ambivalent:</span>&nbsp; Cecil isn't an ardent and furious defender of the faith, but rather an ambivalent force for good.&nbsp; He wades into combat cheerfully but slowly, sometimes to the chagrin of his peers.<br>
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Hatless</strong> on <strong>06-12-2022, 03:03:29</strong>
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				<div class="floatleft">(https://i.imgur.com/w68J68x.jpg)</div><strong>Name:</strong> Ria Thorn<br><strong>Age:</strong> 21<br><strong>Gender:</strong> Female<br><strong>Sexuality:</strong> Heterosexual<br><strong>Race:</strong> Human<br><strong>Nation:</strong> Foloven<br><br><strong>Combat Class/Role:</strong> Control, Distraction, Stealth<br><strong>Equipment:</strong> <br>- Substantial amounts of golden jewelry<br>- A trunk full of fashionable clothing, makeup, and perfume<br>- Lots of money<br>- Nothing actually useful for a life of adventure<br><br><strong>Magic Expression:</strong> Illusion magic. At its most basic level, Ria's magic can produce lights that move on their own, whispered sounds, and faint aromas. These are gifts that are so ingrained into her memory that they are practically effortless. As the expenditure of personal energy and effort increases, so too does the complexity and scale of what Ria can conjure. She's capable of disguising herself as another, concealing herself altogether, occupying foes with phantom opponents, or frightening onlookers with fearsome projections. The only real limiting factor is Ria's imagination and her innate magical reserves.<br><br>The bane of the illusionist has always been the sense of touch. Illusory warriors cannot cause physical harm, false walls cannot impede progress, and disguises will never stand up to the scrutiny of a simple touch. Ria has, however, shown a gift capable of transcending these barriers. By concentrating upon her illusory constructs, she can will her magic to push back against other forces, imitating the sensations one would expect. This does occupy most of her attention and magic, keeping her from casting more spells, but it is invaluable when her illusions are put under close scrutiny -- or when Ria needs her magic to apply a little lethal force.<br><br><strong>Appearance Details:</strong> There's an unmistakable regal aura around Ria. Her silhouette is that of a princess; all perfectly postured, long-limbed, and a few inches taller than the average woman because even her genetics felt the need to remind others that she's just that little bit better than them. Wavy strands of onyx hair that refuse any attempt to be tamed fall as they wish around Ria's face as though they shared a personality with the woman that possesses them. The face that is often partially concealed by those errant locks is flush with youthful, confident beauty. Perhaps most enticing of all are the woman's glittering green eyes -- so enchanting that there's talk that her family has a splash of demon blood lurking in the family tree.<br><br>Ria's manner of dress matches the image that she projects. She's rarely caught in anything other than the most fashionable of dresses, complimented by an amount of jewelry that would buy the average worker a year's worth of drinks at the bar of their choice. <br><br><strong>Personality:</strong> If given only one word to describe Ria, most would choose 'spoiled.' They are not wrong in that assessment. She's seen so little pushback in everything she's ever attempted that she expects everything to come easily and gets frustrated when it doesn't. Getting her to do something that she doesn't want to do is capable of testing the patience of saints. Ria isn't the least bit quiet when she thinks she's being treated unfairly, which is just about any time she isn't getting what she wants.<br><br>There's a genuine person buried somewhere underneath all of that baggage, though. She experiences the world as one trained in illusion might, always keenly attuned to her own senses. This manifests in a few ways. Most obviously, Ria is a rather skilled artist with both pen and brush. She's also a rather handsy individual that doesn't hesitate to run her fingers against any material that catches her curiosity. <br><br><strong>History:</strong> Life has always been a little too easy for Ria. She was born to parents that couldn't stomach telling their darling girl the word 'no.' To make matters worse, they had enough wealth and influence that they could ensure that the world was prohibited from doing so as well. The world was Ria's oyster, its pearls hers to pluck whenever she wished.<br><br>Obviously, when the time for education came along, Ria was placed into the most expensive and prestigious magic program possible. It hardly mattered that her father was on the archcouncil because Ria proved to be a generational talent that any academy would have scrambled to enroll. They correctly identified that the girl was a talented illusionist in the making, but just how innately adept she was in the discipline puzzled even the most tenured professors. Without any real effort, Ria blossomed into a prodigy and one of the academy's top pupils. There was never any question that Ria would earn top marks thanks to how much money her parents fed into the school, but in this case, it was all warranted.<br><br>Ria has spent what few years of adulthood she has under her belt at the academy rather than wander off in search of a career. There never was any urgency for Ria to do such a thing, and with the expectation of one day following in her father's footsteps as a member of the archcouncil, furthering her education until she was one of the most renowned mages in Foloven seemed to be the only path laid out in front of her. 
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Steir</strong> on <strong>06-12-2022, 15:29:19</strong>
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				<hr><span style="font-size: 14pt;" class="bbc_size"><strong>Character Sheet</strong></span><br><br><div class="floatleft">(https://i.imgur.com/XVWqjbw.jpg)</div><strong>Name:</strong> Freis Levian<br><strong>Age:</strong> 20<br><strong>Gender:</strong> Female<br><strong>Sexuality:</strong> Heterosexual<br><strong>Race:</strong> Human<br><strong>Nation:</strong> Foloven<br><br>Combat Class/Role: Mage / Crowd Control<br><br><strong>Equipment:</strong> <span class="bbc_u">Dextera &amp; Sinistra</span> - a pair of short staves about 3 feet in length, both are weighed at the bottom end and possess a spearhead on the top end. A circular cavity is present between the spearhead and the shaft, used as focal points for channeled elemental energy to collect in. Both staves are made of resilient materials with magic, allowing them to both withstand exposure to a wide variety of elements.<br><span class="bbc_u">Serene Robe</span> - a finely crafted silk robe that was infused with minor magic. Worn over her clothes, the robe protects Freis from the harsh elements and possible backlash from her own spells.<br><span class="bbc_u">Book of Elements: A Record of Interaction Between Various Elements</span> - a hardbound spellbook Freis keeps on her person. Its contents however are not exactly spells but reactions of how elemental magic react to each other when combined together. The book was constructed in a way that additional pages can be added. The spellbook has a combination of pages made from fine quality paper and well-written details, and average quality paper containing a variety of data and information as well as thoughts on what further tests are needed.<br><span class="bbc_u">Writer's Kit</span> - a portable writing kit containing writing pens, ink sealed in airtight bottles, as well as graphite sticks and rubber gum for drafting quick sketches. The kit is a lockable wooden box about the size of a moderate hardbound book. The insides are lined with soft leather to cushion the contents from damage.<br><span class="bbc_u">Stacks of Paper, Average Quality, 50 leaves</span> - Freis use these to record effects of her magic on various things, adding them to her book whenever they have a moment to rest.<br><span class="bbc_u">Traveler's Pack</span> - a simple pack including a hooded cloak to protect from adverse weather, bedroll, kindling, and food for a few days' worth of travel.<br><span class="bbc_u">Change of Clothes, Traditional</span> - a set of clothes better suited for more formal occasions, Foloven mages are required to present themselves with proper decorum during certain events.<br><span class="bbc_u">Knife</span> - a simple knife for cutting things, and if necessary, defending herself at close quarters.<br><br><strong>Magic Expression:</strong> Elemental Fusion. A complex form of evocation that allows the mage to cast two elemental spells and then fuse them together into a more potent spell. The more powerful the component spells used in the fusion, the more potent the resulting spell becomes. This allows Freis to cast more powerful spells even with basic spells, but proves to be problematic with more advanced spells that require more concentration and casting time. More powerful spells tend to lack precision compared to the weaker spells since Freis still needed to perfect them. Freis can utilize four different elements - fire, water, wind, and earth.<br><br><strong>Strengths:</strong><br><span class="bbc_u">Focused</span> - Freis can cast spells with a level of concentration years ahead of her peers. Casting two low level spells together counts as a simple feat she can accomplish on a regular basis. This also helps her better resist most mind-affecting conditions that can afflict others.<br><span class="bbc_u">Level-headed</span> - Very few things can get on her nerves when she sets her mind on what she needs to do. When others panic, the first thing she does is think of what can be done.<br><span class="bbc_u">Seeker of Knowledge</span> - Freis learns quick, whether it is a natural talent or her drive to reach her ambition, she would quickly grasp the concept and find applications for that.<br><span class="bbc_u">Negotiator</span> - if she knows someone needed something she can take advantage to strike a good deal for her party. It's important to keep both sides happy for a successful negotiation.<br><span class="bbc_u">Multicaster</span> - while her true power is in combining spells, Freis can use spells separately when she needed to throw out firepower with more frequency than intensity. Higher level spells still need time to cast, however.<br><br><strong>Weaknesses:</strong><br><span class="bbc_u">Close Quarters Newbie</span> - while Freis learned and practices self defense, she can be easily overwhelmed by a physically superior opponent in close quarters combat.<br><span class="bbc_u">Spellcasting Needs</span> - spells need verbal and somatic components. Freis cannot cast spells should she be denied the ability to speak and move her arms.<br><span class="bbc_u">Spellcasting Stamina</span> - casting spells is mentally taxing, and there is a limit to how many spells Freis can cast before needing rest. Should she force herself to use spells past her limit Freis could end up falling into a mental stupor and only recover with enough rest.<br><span class="bbc_u">Fastidious</span> - Freis expects the best from others as much as herself, so she could be difficult to convince if certain matters need not be done perfectly.<br><span class="bbc_u">Socially Awkward</span> - having immersed herself in her academic pursuits and family business, Freis doesn't really have much to talk about when it comes to casual conversations.<br><br><strong>Appearance Details:</strong><br>Freis carries an air of elegance around her, even when dressed in her adventuring outfit she looks presentable enough to give a lecture in class. She stands at 5'4" and weighs around 115 lbs, maintained with properly observed diet and exercise. She has long straight violet hair that reached down her back and eyes of amethyst hue. Freis' complexion is light due to most of her time being spent indoors of the academy.<br><br><strong>Personality:</strong><br>Freis is a serious, career-oriented individual. She has goals to reach and aims to someday become a respectable representative of her family, eventually becoming a member of the archcouncil. As such she plans ahead, finding out as much as she could for tasks assigned to her in order to accomplish them to the best of her abilities. She expects others who are with her to do the same - give their best in both planning and execution.<br><br><strong>History:</strong><br>Ever since she was a child Freis has been interested in magic and how it worked, taking a more scientific approach to understanding why and how spells worked. Upon manifesting her magic expression Freis could be seen practicing with her magic - learning how it works and what limitations her magic possessed to better improve her abilities.<br><br>Upon coming of age she took it upon herself and volunteered in participating in the Levian family duties regarding affairs in Foloven. The family was primarily involved in seafaring and trade, exporting goods in and out of the nation while bringing in goods and knowledge from other nations. Freis made sure to keep the logs straight and improve efficiency in their processes, allowing them to ship things out at a better price and strike a better bargain with their trading partners.<br><br>While her parents were proud of Freis' accomplishments, they were also worried the likelihood of her finding a suitable partner to help her and stay at her side. The young woman simply assured to them that she'll handle that when the time comes, but that wasn't something she needed to attend to in the immediate future.
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Revelation</strong> on <strong>06-12-2022, 15:35:11</strong>
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				<div class="floatleft">(https://images2.imgbox.com/fd/94/V6kQPuWp_o.jpg)</div>Name: Mathis Vaugeois <br>Age: 23<br>Gender: Male<br>Sexuality: Hetero<br>Race: Human<br>Nation: Cabista<br><br>Combat Class/Role: Damage dealer / Putting the ‘Risk’ in Risk vs. Reward <br>Equipment:<br>Reckoning: A greatsword that acts as a family heirloom. Enchanted to aid the wielder in pyrokinetic feats, the blade retains heat exceptionally well and is enchanted to never melt or burn its wielder. <br><br>Extra clothing<br><br>Rations for the road<br><br>A fireproof backpack filled with camping supplies primarily.<br><br>Magic Expression: The Vaugeois family is a unique family among Cabista – known for being able to manifest and manipulate fire. This ability is known as Pyrokinesis, and is known as a dangerous art as while the extraordinary skill offers some protection against flame, more than one among the family have become kindling to their very gift. The nature of the magic requires the ability to keep a calm mind in battle, yet the flames burn hottest during moments of intense emotions, requiring a delicate balance between focus and rage. <br><br>Appearance Details: Standing around six feet and with an athletic though not overly muscular build, Mathis sports long red hair that’s usually kept in a loose, messy ponytail. With eyes just as crimson as his hair, he tends to dress in whatever clothes are appropriate for the climate. If left to his own devices, Mathis prefers to wear darker clothing of a nice, but no not extravagant fashion. Flame cares little for the clothes of peasants or the finery of kings, as everything burns in the end. That being said, it’s not unusual to see some scorch marks, frayed ends or burn marks upon said clothing. Surprisingly, he seems free of burn scars himself.<br><br>Personality: Mathis may at first seem somewhat cool and aloof towards others, but to those who get to know him he presents a far warmer and friendly visage. Confident in himself and his abilities, he’ll be the first to stand up for others should he feel they need assistance. In the throes of battle, the cool facade he keeps can be overruled by a passion for battle and the enjoyment of bloodshed. While some may see this as borderline sociopathic behavior, to Mathis it’s simply the ebb and flow of battle. <br><br>History:&nbsp; The Vaugeois family holds the distinction of a minor noble family within the archipelago of Cabista. While many within Cabista flock towards the more chivalrous and honorable orders, those who follow the more martial path gravitate towards the art of berserking. Born as the sole son of his father, it was and is expected that the young man is to continue the family lineage, and traditions of the house. While growing up was a trial of patience for the young Mathis between learning noble etiquette alongside general education; his family was supportive of their heir and wished to see him grow and develop into a fine young man. It was in his early teens that he learned the art of the blade – as well as learning how to control the family art of pyrokinesis – both proving to be far more arduous tasks than knowing the proper fork to use for a certain meal.<br><br>Yet he took to the law of swords well, and the flames of magic bent to his will steadily over time. Flickers and sparks turned to smoldering flames that were just as deadly as the sword he held. Weaving fire and blade together, it was clear that he had taken to the art of violence with gusto. When it came to join a knightly order – it was natural that he joined the one most predisposed to violence and battle rather than any that took the more ‘proper’ course. Whilst lacking the sheer strength that some Cabista families held, Mathis made up for it with a surprising lust for battle and a unique form of magic. By the time he had ‘graduated’ as it were, Mathis had been honed into a true warrior. Rather than stay solely in Cabista, Mathis felt it best to learn as much about the world first hand, as well as to hone his martial skills even further. <br><br>While one may think the spark of wanderlust would fade over time, it simply seemed to grow for him – though some may say that said sense of wonder may well be a facade for more violent impulses and urges.<br><br>Strengths<br><br>1) Pyrokinesis: As previously mentioned, Mathis knows how to control fire, often to devastating effect in battle. Outside of it, he can easily conjure flame if necessary, or even seek to exert control over an active fire. Having learned how to control fire, he likewise holds some resistance to being burned.<br><br>2) Strength: While nowhere near as strong as some, Mathis possesses a strength greater than the average warrior.<br><br>3)&nbsp; Berserker: In a fight against a foe that most would regard as challenging, Mathis becomes a relentless force on the battlefield, able to ignore some injury and having an uncharacteristic resilience. Keeping enough acumen to weave fire, he can become an unstoppable force on the battlefield.<br><br>4) Loyalty: Always wiling to help a friend out, Mathis seeks to do right by them and would never intentionally put them in harm’s way.<br><br>Weakness<br><br>1) Pyrokinesis weaknesses: Pyrokinesis requires a delicate balance of control and fury. Should fury win and the flames grow too hot, eve Mathis can fall victim to them. This can include simple burns and such, up to the potential of being reduced to cinders should he lose all control and let fury overwhelm him. As far as other weaknesses go, in rain or otherwise wet areas,&nbsp; it requires more effort and concentration to control flames than normal, and the flames are not as strong as usual even then.<br><br>2) Berserker: When one thinks of a berserker, a raging warrior who knows not from friend to foe comes to mind. Mathis knows well enough to not injure his friends, but fire does not possess the same restraint. Furthermore, in the heat of battle, Mathis can seem like a different person altogether. One who treats the battlefield as a canvas and his blade, a brush. Should he go into this state, it can be hard to relent ‘til the fight is over. Furthermore, just because he does not feel some injuries he takes in battle, does not mean they go away after this state wears off. <br><br>3) Bottles emotions: Due to being taught the virtue of control, he has acquired a flaw of bottling certain emotions. Anger, jealousy &amp; envy, and certain other negative emotions can be locked up until they come bursting out. <br><br>4) Pride: His pride as the heir to his family as well as possessing a unique for of magic for Cabista has earned him a bit of a prideful streak. Said streak can often lead to him making choices that aren’t the wisest.<br>
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Envious</strong> on <strong>06-12-2022, 15:48:11</strong>
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				Note: I changed name from Azra to Astra and haven't updated the entire sheet yet.<br><br><div class="floatleft">(https://i.imgur.com/f4gYJV8.jpg)</div><span style="font-size: 18pt;" class="bbc_size"><strong>Astra </strong></span><br>Age: 32<br>Gender: Female<br>Sexuality: Pansexual<br>Race: Halde<br>Nation: Orold<br><br>Combat Class/Role: Healer and Utility<br>Equipment: Sunspeaker (https://i.pinimg.com/564x/98/2c/bd/982cbd0c64530749ec5f96e3d4169676.jpg), Magic Wand | Book of Seeds, Volume III (https://i.pinimg.com/564x/bd/18/11/bd1811c585e43008873fe0a927f30958.jpg), Book of Magic | Book of Potions, World Tree Edition (https://i.pinimg.com/564x/33/19/83/331983f3abb3c18cc00f2c7bcef08a23.jpg), Magic Book of Containment | Rot Eater (https://www.pinterest.com/pin/70437485756821/), Healing Crystal | <br>Magic Expression: Azra is a druid who prefers to use her magic for healing. She uses her <em>Inner Sun</em> - the burning light that shines within - to provide nourishment to the plants she uses. <br><br>Azra can manipulate plants. She will sometimes use the plants already available around her, awaken long-dormant seeds underground, or use her Book of Seeds which contains a wide variety of seeds that she has cultivated herself. She uses the plants for a variety of purposes, but her most common application is healing. She can create consumables such as potions and salves that heal damage, cure illnesses, and create limited enhancements to the user. She dabbles in hallucinogenics for recreation. She is well-versed in poisons and toxins, but will <strong>never</strong> use a natural material to make a harmful consumable. <br><br>Her Book of Seeds is a magical container that holds more powerful seeds. Her Book of Potions is a magical container that holds potions and potion-making artifacts.<br><br>Some examples of her powers are: She can manipulate plant parts to perform a special task, such as growing a very large dandelion to use its floss to disperse a message across long distances or growing a thorny patch of vines to ensnare and slow down enemies. Her Inner Sun can be used offensively, but to do so takes away her energy from healing which is her primary role in campaigns. Some examples include casting a blinding flash to disorient enemies or to channel a solar beam that burns hotter the longer it is targeted on something.<br><br>Quirk: She always remembers a face. You sold her an apple two years ago? She'll ask how your youngest child is doing. She healed you on the battlefield? She'll ask if your leg still bothers you. <br><br>Appearance Details: 5'9, 150 pounds. Her eyes are a golden fire that shines in darkness. When she uses her power, a similar golden light shines through her pale skin, following her veins and arteries. Her hair is so light a shade of blue that it is almost white. She's soft-bodied; she leaves the heavy lifting to everyone else in the party. Don't expect her to carry her own weight. Literally - she's not strong enough for it. She's on the thick side.<br><br>Personality: Chaotic good. She's a bit of a mother hen - probably from seeing too many young adventurers meet untimely ends due to over-confidence. They stop one apocalypse and they think they're the shit. She's more bark than bite and her nagging and cautionary tales come from a good place. She's an approachable personality, an easy conversationalist, and someone people not only feel comfortable confiding in, but enjoy doing so because she <em>cares</em>. They just need to get past the horns and give her a chance. She does have a mischievous streak when it comes to making sure people get a little karmic justice, but her pranks are never anything outrageous.<br><br>History: Azra is a child torn between culture and heritage. She was born and raised in Orold, the land of druids. Her father ensured that her interactions were always positive, but she grew up keenly aware that she was born from a demon and the people around her lived in a weary and suspicious fear that her heritage would overpower the ways of the Druid. Azra is a kind soul, though. The reservations of those around her have only strengthened her resolve to follow in the footsteps of her father and be a renowned healer. Her demon mother abandoned her early on and she has no memories of her. <br><br>Azra makes her way in the world as a Healer for Hire. Her passion is to improve relations between Halde and other races, travel the world collecting rare plants to add to her Botanical Memoir and Seed Books. Her Botanical Memoir is a non-magical book of art and information about the plants she's come across. She is the artist and writer for it. One day, she hopes it will be published for university use. <br><br><br>Need to add animal companion still.
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>MyttraDW</strong> on <strong>06-12-2022, 19:54:57</strong>
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				<div class="floatleft">(https://i.imgur.com/OU8STeM.png)</div><strong>Name</strong>: Kael Marielle Caliburn<br><strong>Age</strong>: 21<br><strong>Gender</strong>: Male<br><strong>Sexuality</strong>: Pansexual<br><strong>Race</strong>: Demon<br><strong>Nation</strong>: Bente<br><br><strong>Combat Class/Role</strong>: Move fast and hit hard<br>Equipment: Clothes, including a choker he is very protective of, armguard gauntlets.<br>Magic Expression: As a demon, Kael is unable to utilize humanity's magic, instead having intrinsic demonic magicks. He uses these to increase his agility and strength when needed, as well as coat his limbs in the energy of the underrealm to even further increase their destructive power. He utilizes a modified Skri-Daal style, going with the flow of combat before dashing in and crushing his opponent with a single, powerful blow.<br><br><strong>Appearance Details</strong>: Large demonic wings (magically bound), clawed fingers, red scales on arms and legs. 5'6", 150lbs. Magically binding crystal in his chest.<br><br><strong>History</strong>: Kael is considered by most he meets a dangerous oddity. His magick is bound with multiple techniques and is only able to be unleased upon a command from his handler - a martial artist from the Skri-Daal school of Bente. Indeed, many who only see him think he's a tool who is waiting for a chance to break free and destroy them.<br><br>The truth could not be further from that. Kael is the son of Caliburn and Marielle, a demonic couple who escaped the underrealm while he was still growing inside her womb. They had, and still have, no desire to fight the humans - according to them, a good number of demons who aren't in power desire to let go of the war and perhaps start over with humanity. They were lucky to be taken in by the grandmaster of Skri-Daal, who ordered the demons bound - if at least for sake of appearances. When Kael was born he was bound in a similar way, with a gem binding his wings and magicks being embedded into his chest. Only a few of Bente know of Kael and his family's existence.<br><br>Kael grew up alongside the grandmaster's son, learning how to use his demonic agility and power while keeping it under control. One day, during a sparring session, assassins attacked both of them. They fought bravely, but were unable to defeat the demonic assailants with their power. Kael was captured. He would have died if the grandmaster hadn't arrived, but Kael was already broken. The grandmaster was barely able to bring Kael back to himself after the slaughter he had performed, but the young demon was inconsolable for the longest time. He had lost his control.<br><br>But the Grandmaster and his parents helped him grow beyond that. The young man is kind and gentle, fiercely loyal, and wants nothing more than the fighting to stop.
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				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Kissa</strong> on <strong>07-12-2022, 03:58:10</strong>
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				<div class="floatright">(https://i.imgur.com/wXzxE8j.jpg)</div><br><span style="font-size: 14pt;" class="bbc_size"><strong>Nerissa Echethier</strong></span><br><strong>Age: </strong>24<br><strong>Gender:</strong> Female<br><strong>Sexuality:</strong> Bi-curious<br><strong>Race:</strong> Beastblooded<br><strong>Nation:</strong> Peneisle island, Foloven<br><strong>Combat Class/Role:</strong> Magic support, healer<br><br><strong>Equipment:</strong> <br>-Big leather backpack<br>-Small supply of medical herbs and flowers<br>-Alchemy field kit<br>-Medallion of Halea<br>-Magic jewelry<br>-Three change of clothes<br>-Personal hygiene items<br>-Some pieces of jewelry<br>-Money<br><br><strong>Magic Expression: </strong><br><span class="bbc_u">Priestess of Halea</span> - Halea is the eidolon fortune and pleasure. Uneducated people often consider worshippers of Halea as prostitutes, which isn’t the case. Although some of them might give sexual services, which is due to their openminded and accepting philosophy considering sex. For a worshiper of Halea it’s important to value highly all pleasurse of life and strive to live a rich life. Pleasure of the life mean more than just sex and rich life more than just money, which is something not all commoners understand about the followers of Halea.<br><br>However, the temples of Halea rarely lack money. Their priests are well versed in healing and spells of sexual nature. For some reason, money is never a problem when a person is looking for greater pleasure, so those who seek aid of the Halea’s priests pay generously for their help (and silence). <br><br>As a priestess of Halea Nerissa is acquainted with the art of healing and sex related spells. She can use her magic to heal both wounds and diseases of different kinds. As a side effect of her healing the target often feels a pleasant ‘tingling’. <br><br>The most known magic of the Halea priests are spells that help people either get pregnant or avoid it, enhancing one’s performance or appearance and curing different kinds of nasty diseases. These kinds of spells aren’t the only ones Nera knows and she has worked as an escort for the other priests of her home temple. One can imagine the disappointment of those who hire her thinking the word escort is just a fancy way of saying a prostitute, when it actually is how the Halea priests call their guardians. <br><br>Nerissa doesn’t have in her repertoire any traditional offensive spells, like lighting bolts, fireballs and such. Her magic is meant for good, but it can be used for bad too and she can play dirty if necessary. Making one’s clothes fall off suddenly, suffering an unexpected orgasm for no apparent reason or making the target succumb into desperation believing no one loves them and they are no good are good ways of if not defeating the enemy, then at least distracting them. <br><br>Those who know what kind of people priests of Halea are, know they are generally hedonistic and conflict avoiding people. Just because they appear like a happy little bunch of nymphos is no reason to underestimate what they can do. Those who appreciate their sex life know not never anger a priest of Halea.&nbsp; <br><br>DISCLAIMER: Player characters can be fully immune to everything that can be considered as manipulation or affect a character’s independence for whatever reason or for no reason at all. <br><br><span class="bbc_u">Fox magic </span>- Embracing her foxy self, Nerissa uses magic that her kind is often familiar with. She can shapeshift into a red fox. While being a full fox she can’t speak, but she can communicate with the others telepathically. Magical foxes are elusive and so is Nera when she wants to. She can become temporarily incorporeal and phase through inanimate objects or avoid being hit. However this ability has its downsides. Nera can use the ability only in short bursts or she will risk becoming temporarily blind. Using the ability longer than that can have even graver consequences (weakness: Formless).&nbsp; She can use her phasing ability in both forms. <br><br><strong>Appearance:</strong> Nerissa is quite short, being 5’4 (164cm) tall ears excluded. Her body is curvy with a large bust and wide hips. Nerissa’s beast blood shows in the form of brown and fluffy fox ears and tail. She has big golden eyes and light pink hair, which she usually keeps free. In her animal form she looks like a regular red fox.<br><br><strong>Strengths: </strong><br><span class="bbc_u">Alchemy </span>- Being able to stir up a curing salve, remedy to hangover or a potion for upset belly is the basics of being a healer. Nerissa’s knowledge of alchemy is limited to mixtures that have healing or erotic nature. <br><br><span class="bbc_u">Fauna knowledge</span> - In order to make a potion, one has to know what to put in it. Though alchemic products often require more than herbs and florals, Nerissa has adequate knowledge of fauna.<br><br><span class="bbc_u">I know who you did</span> - People from all aspects of life some seek help for for their problems, which are sometimes quite intimate. For this reason, Nera knows private secrets of some people, which she can use in order to blackmail ask for a favor. <br><br><strong>Weaknesses:</strong> <br><span class="bbc_u">Cursed</span> [HIDDEN] <br><br><span class="bbc_u">Formless</span> - Nera can shift into an incorporeal form for a short period of time. If she stays in that form for a longer time, she might become temporarily blind. If she doesn’t return to her physical form soon after losing her sight, there is a risk she will be stuck in non corporeal form for good.<br><br><span class="bbc_u">Gullible</span> - If it makes somewhat sense, she is likely to believe it. Nera likes to believe there is good in everyone and so for their intentions are good too. She is easy to persuade into doing stupid things.<br><br><span class="bbc_u">Bad luck </span>- For some reasons, stars of good fortune don’t align for Nerissa. Accidents happen, and more often to her. The fact that things go wrong often around her might make people think she is a klutz, but in reality, she just has bad luck. <br><br><span class="bbc_u">Not a fighter</span> - Nerissa is a squishy little fox, not a hard and sturdy fighter. She can’t take the beating and she sure doesn’t have melee fighting capabilities of any sort. <br><br><strong>Personality:</strong> Nerissa is an outgoing, bubbly and chatty person. She might be a bit on the simpler side, but makes it up with her caring and kind personality. Nerissa is the kind of person who rushes head on new and exciting things, with little or no thinking of possible consequences. She struggles keeping focus on things she finds boring, like academic studies. She learns better by doing than by reading books. <br><br>The pink fox is a hedonistic creature. She enjoys the little pleasures of life, tasty food, fine wine, listening to songs and dancing the night away. If possible she avoids physical conflicts and prefers settling things with words, which is fitting for a priestess of Halea. However, she will defend those dear to her ferociously if need be, despite not being a fighter.<br><br><strong>History:</strong> Nerissa was the child her both parents wanted and were finally blessed with. She is the only child and her parents have spoiled her as much as possible. Her parents kept telling her the most important thing in life is to be happy and she should do what makes her happy. Teachings of Halea aligned well together with the teachings of Nera’s parents so she decided to become a priest. Focusing on enjoying the life at the fullest and helping other people felt like the right choice for her. So Nerissa traveled to Peneisle, a vassal island of Foloven, where studies of divine magic happen. <br><br>Her life wasn’t just smooth sailing, however, and the accident prone young priestess eventually became a headache to her superiors, who weren’t sure what to do with her. She undoubtedly meant well and it would be immoral to kick her out of the order, but they were genuinely worried she might accidentally blow up the whole temple at some point or cause some other catastrophe of similar scale. <br><br>In the end they came up with a plan; they told Nerissa they would send her on an important mission. Nerissa was to find a lost familiar of the Halea herself and bring it back to the temple. They armed her with a magic jewelry that would start glowing the brighter the closer she was to the familiar and sent her on her mission. Nerissa has been on this mission for two years and she still doesn’t know that no one is expecting her to find something.<br>
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			<dt class="postheader">
				Title: <strong>Re: The Crucible of Souls -- Secondary OOC &amp; Lore/Character Thread</strong><br>
				Post by: <strong>Outcast</strong> on <strong>08-12-2022, 01:19:39</strong>
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				<div style="text-align: justify;"><div class="floatright">(https://elliquiy.com/elluiki/images/3/3c/TattooedAxeWarrior.jpg)</div><strong>Name:</strong> Amelie van Alt, Dame of House Berserker<br><strong>Age:</strong> 24<br><strong>Gender:</strong> Female<br><strong>Sexuality:</strong> Lesbian<br><strong>Race:</strong> Human<br><br><strong>Nation:</strong>&nbsp; Cabista<br><br><strong>Combat Class/Role:</strong>&nbsp; Close-range damage output; distraction; ablative armour for more fragile comrades - i.e. what one might expect from a scion of House Berserker<br><strong>Equipment:</strong>&nbsp; <em>Biting Retort</em>, her magically durable axe.&nbsp; <em>Collar of the Wild</em>, a fur collar enchanted to help its bearer resist the effects of temperatures and the elements.&nbsp; <em>Impenetrable Hide</em>, ensorcelled (light) armour, intended to be impossible to cut - though it only protects some parts of her, and is markedly less useful against impact.<br><strong>Magic Expression:</strong> Enchanted tattoos.&nbsp; She can create them for others, but they are appreciably stronger when created by members of her tradition as foci for their own style of magic.&nbsp; Each requires specific activation, usually by touch; the more effects she has in operation at the same time and the more they are challenged by external magic, the more they drain her physical and mental reserves.&nbsp; Her primary ones include:<br>* Eyes of Twilight: see in full colour at night or in black and white when in total darkness; see magic as a glow with the particular colour and brightness matching the type and power of the effect.<br>* Tears of Experience: resist physical and mental pain, enhanced defence against magical influence or compulsion<br>* Blades of Light and Shadow: throwing or punching daggers pulled from the tattoos on her thighs, they include 'normal' steel, blades plated in alchemical silver and gold, and cold iron.&nbsp; She can make them vanish at will, but can only produce them by directly pulling them from their relevant tattoo, and can only have one in existence at any time.<br>* Shield of Strength: on her right shoulder and upper arm, this taps her reserves of stamina and physical strength to encase her in a shimmering armour of light.&nbsp; It is exceptionally fatiguing, and only used when she feels it is entirely necessary.<br><br><strong>Appearance Details:</strong>&nbsp; 6'0" tall, auburn-haired and fair-skinned athletic warrior.&nbsp; She looks much more like a stereotypical barbarous 'savage' than most people's conception of a knight of a noble house.<br><br><strong>Personality:</strong> Brave, sarcastic, thrill-loving.&nbsp; Honourable in her own way, if not exactly conventionally chivalrous in the manner one might expect of a knight.&nbsp; Enjoys a good celebration, loves time spent amidst nature, revels in a good fight - but enjoys surprising foes with use of tactics and strategy.&nbsp; Whenever she can, tries to learn about the places she visits.<br><br><strong>History:</strong> Though many of her kin had hoped that Amelie would be drawn to a markedly more respectable calling, from an early age it was clear that she was drawn to both the ethos and the magic of her mother's House Berserker heritage.&nbsp; She served as a page and squire within the House before being knighted; in the comparatively short time since she has gleefully thrown herself into the life of a roving adventuress.&nbsp; In theory, she seeks out fearsome foes in need of defeat for the greater good... though she is somewhat prone to getting distracted by the prospect of a more straightforward good time instead.<br><br>That said, she takes her oaths of service seriously, and quite genuinely sees herself as a protector and servant of not only House Berserker and Cabista, but of the world as a whole.&nbsp; After all, why limit oneself when in search of excitement and deeds that might go down in legend?<br><br><hr><br>Details likely to be added; connections welcome.<br></div>
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