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Elemental Quest: Rescue Party (SU, Rated-R)

VampirateMace

Internet Overlord
This RP is Rated-R for, violence, swearing, alcohol, and discussion of sensitive topics like racism, eating disorders, slavery, and abuse. There's also a chance of drugs and nudity (intimacy will still need to fade to black or time-skip). If you think any of this is going to bother you, please go ahead and close this tab.

RP Thread: HERE
Discussion Discord: https://discord.gg/QxdbqSd

Note: I know there is a lot of material here, I know, trust me, I know. However you only need to read the Setting & Plot and Chii & Magic Info sections in full, but for Species Options and Class Options you will only really need the stuff that pertains to your character. However if you wish to read the rest, you will be more informed on the details and setting of this world, and the knowledge will presumably serve you well.
_ _ _

Setting & Plot:
Our story takes place in White Hills, a decent sized village, in a magical medieval fantasy world. This does mean no plastic or modern inventions, but through ingenuity and magic some of these things will have reasonable proxies. For example, woven or wooden sandals are allowed, but rubber and foam flip-flops are not. Cellphones of course are not allowed, but under certain circumstances you may be allowed to make 'calls' via magic crystals. I will of course let you know if I see your sign-up breaks this rule, so that you can fix it.

Many of the villagers live in shacks that are made in what is known as stick and daub. That means they are one or two room shacks made out of branches and sealed with mud, clay, or manure. Wealthier citizens tend to live in better constructed stone, wood, or brick houses and manors, while farmers, woodcutters, and hunters occasionally build themselves log cabins. Business buildings and shops tend to be constructed from stone or brick as well. The local monastery is half stone building, half man-made mountain cave, and is where the Priestesses, Monks, and Warriors live. It is also the source of most of the stone used in construction here. Brick and black stone blocks are imported from the Demon Lands, and wood is obviously harvested from the surrounding woods.

The village lies along the southern coast of the Northern Sea. Not far out to sea is Lighthouse Island, and a bit further away are the Crystal Islands, then beyond the waters lie the Icy Lands. There are no known settlements on the Crystal Islands or in the Icy Lands.

To the West, a weeks' journey through the woods, is a dark and dismal realm belonging to the cruel Vampire Lord Arrowin. For this reason, no one in their right mind would travel past the Highwayman/Rouge or Wizard/Witch settlements in the western woods. The realm is also accessible via the Beach Pass, but again, people seldom go past a certain point.

Then to the East, another week away, is the Demon Lands, home to the Demonfolk, with whom the village has been at peace with for several decades now. Many Merchants travel through the Demon Lands to trade in White Hills, bringing [what are to us] exotic goods. Travel to the Demon Lands from White Hills is not often recommended however, as slavery is legal there, and many of the locals are known to favor 'exotic' slaves.

A bit farther away, at two weeks' travel time into the South, is the kingdom of Musica, a wondrous city-state that has also brokered peace with our village. Merchants and Entertainers occasionally visit via Musica, but not with the frequency of those from the Demon Lands. Those that do come, carry many beautiful and finely crafted goods.

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(Obviously this is not perfectly to scale, but should give you a good idea of the village layout.)

There is a square near the center of the village, this where most festival and holiday events take place, as well as town meetings. One of the best known holidays is of course ‘Quest Day’, where villagers 13-18 go off to try and earn their adult status by attempting challenges set forth by the village elders (though many parents encourage their children to wait until 16 for their first attempt, which is the age at which they transition from school to apprenticing, and are considered far more mature). Many who were still unsuccessful at 18 don’t bother to return to their own village afterward, but go off to start a new life in another village, where the villagers won’t know whether or not they are adults (though this often causes suspicion that outsiders are not 'adults').

Another exciting holiday is the Moon Feast, where the villagers celebrate the end of harvest with parties and feasts, and then enjoy a magical display put on by one of the local sorcerers. It's primarily composed of magically produced gold or silver sparks, and is very similar in appearance to the fireworks set off by wizards during the Summer Solstice celebration. The magic takes place on the beach, but can be seen throughout the village.

This year's presenter is Amos Wandson, a magically powerful and fairly well liked young sorcerer. At 21, villagers between 13 and 29 may have attended school with him (as children attend school between 8 and 16, in the village's one-room schoolhouse under Schoolmasters Damas and/or Lukas, except for those training to be Monks, Priestesses, and Warriors, who are usually educated at the monastery, and of course those who do not attend at all). Though powerful in magic, he is physically quite frail, and many suspect him to have an eating disorder.

The show starts off well. A mist of glittering gold magical discharge lights up the Northern horizon, signaling the start of Amos' performance. Following it, a series of golden explosions flash, briefly lighting the night sky. Then comes a pause, dramatic pauses are expected, but this lasts longer then a normal dramatic pause, and is followed by several low flashes of light, way lower then normal. . .

You know something has gone wrong, at the very least.

Perhaps a fight broke out on the beach, the implications of that are ominous. Has Lord Arrowin's Vampire army invaded from the West? Or have the Demonfolk of the East decided peace with White Hills no longer suits them? Or maybe some new unknown threat from the North has reared it's ugly head? Then again, for all you know, a portal to the underworld has opened on the beach and swallowed up the poor young man leaving no trace.

But maybe you're a realist. Perhaps Wandson's spell simply misfired, leading to a catastrophic chain reaction? It is not hard to imagine the frail and slightly clumsy Sorcerer has horribly injured himself after all. So, maybe he's just trying to signal for help. Then again, maybe the klutz is fine, and just looking for something he lost?

Whatever your reason for concern, you decide to head down to the beach and check the situation out.
_ _ _

Chii & Magic Info
There are two types of magic in this world, Elemental (aka Chii) and Non-Elemental (aka General). Non-elemental magic can only be inherited (class and species dependent, for example demonfolk and sorcerers) or learned (aka brewing potions). Examples of inherited non-elemental magic include energy blasts/sparks, shields, transformations/transmutations, and illusions. Potions brewing can be learned by those who have not inherited non-elemental magic, but it takes years of study (therefore it is limited to the Entertainer/Gypsy, Scholar, Sorcerer, and Wizard/Witch classes).

Elemental magic may be inherited (species and class dependent, for example faeries and wizards), or temporarily obtained by capturing spirit-like creatures called Chii, and using them in a chii device. There are six such types of elemental magic; fire, water, grass, earth, wind, and decay.

Most chii do not even have personalities or names, nor can they talk. Certain types and very old chii however, may speak. They are not the ghost of humans or animals; nor have they ever been alive as we know life.

* There are ghosts in this world, but they aren’t chii, and they may only be elementally aligned if they were so in life.
* There will be no chii pets allowed, because chii do not make good pets, they are spirits, not animals! Most are not very intelligent and cannot speak or understand you. If you have or catch a chii be prepared to use it, or for someone else to use it.

A chii cannot be used or battled with directly, but rather one catches it to obtain its power. This is done through the use of a chii device. When a chii is used in a chii device, it is torn apart molecule by molecule. In other words when you use a chii, it is gone. Don’t worry, you won’t hurt them, they don’t feel pain as far a we know, and their energy will be dispersed to eventually recollect and form new chii. Once a chii is use on it, the chii device then exhibits elemental powers.

Players in this RPG that are 'adults' (13 and older) having completed the requirements of adulthood, will have a chii device (or similar item). Upon turning thirteen every child is given a chii device (or similar item) by their family to help them on their quest to become a man or woman. See the chii device section for you class for examples of your chii device options. If you have a parent who is of a different class, you may have received a hand-me down device from their class. Additionally children of wealthy families and adults of all classes may have purchased a second chii device.

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Chii and Elemental Magic types:
(Remember, chii are not animals or people, most chii don’t learn to talk until they have grown old and very large [from gathering chii aura/essence for that long]. Do not plan to encounter old/big chii very often. Usually chii will only be around 2 inches tall/wide.)

Fire (heat, light, burning) - Fire chii usually appear as small flames or salamanders. Larger older fire chii may manifest as dragons. While fire chii create flaming weapons, the side affects of this may include chii-device being too hot to handle with bare hands. These chii create some of the most effective weapon attacks.
(Hint: Mix with Earth magic to make lava!)

Water (floods, rain, mist, clouds, minor wound healing) - Water chii usually appears as water drops or water critters like frogs and fish. Older ones may appears as nymphs, and even speak. There are however many legends of such water nymphs trying to drown men. Water chii tend to be very useful to farming chii-devices, they can however be used to make non-lethal weapons such as water cannons.
(Hint: Mix with Wind magic to make storms!)

Grass (plants, growth, minor illness/poison healing, poison) - Grass chii usually appear as small plants or seeds. They may also appear as nymphs when older. They are very useful with farming chii-devices, and will help nurture seedlings. In a fight they may be used as distractions, such as a pedal or leaf flurry. They may also be useful for medicinal purposes.
(Hint: Mix with Water magic for the most effective healing!)

Earth (rock, soil, metal, tremors) - Earth chii usually appear as stones or metallic bugs. Older chii may take the form of walls or monoliths. However when used in a chii-device weapon, the weapon it is greatly reinforced, though addition weight will be added. When used in masonry tools these chii can be used to enhance construction quality.
(Hint: Mix with Water magic to create mud!)

Wind (air, breezes, whirlwinds, flight) - Wind chii usually appear as bats, bugs, or birds, and are very hard to catch. Older ones may take winged serpent or thunder-bird forms. They will allow the user to fly for a brief time with certain chii-devices (like witches' brooms), or create wind attacks such as whirlwinds.
(Hint: Mix with Plant magic for aromatherapy effects!)

Decay (poison, corrosion, breakdown, rust, erosion) - Decay chii usually appear as mushrooms, and occasionally as whole swampy pits. They are generally very dangerous and use should be avoided. They often cause very harmful side effects; corroding your chii device, or even your body if you are not Decay aligned. They can talk at a surprisingly small size however, which may make them useful. This ability is believed to be a result of consuming corpses, and absorbing their knowledge. Often during the wet seasons, they can be heard singing in the forests.
(Hint: Mix with Fire magic to create explosions!)
_ _ _

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Species Options:
(The following is alphabetical to help you find what you want. If your desire a species not on this list, ask me before making a sign-up so we can discuss it. You'll notice each species has pros and cons, and as such custom species will be required to have pros and cons as well.
- Magic and species related powers usually start to manifest between 10 and 16. Fairies and Imps tend to learn to fly around age 5 however.
- Species with longer lifespans will experience a slowdown in aging, usually between 16 and 18.)

Dwarves
- Short (3-5 ft) and generally stout humanoids, usually fair skinned and haired from generations underground. They are a little stronger then humans and have exceptional night vision, but tend to be slower walkers/runners then other species. It is not uncommon for Dwarves to be colorblind due to their subterranean ancestors. They also tend to have good hand-eye coordination. Occasionally they may have a little Earth magic, regardless of class.
- Half Dwarves tend to be stocky version of their non-dwarf parent's species, because many dwarf genes are recessive.

Demonfolk
- Of varying sizes and builds, Demonfolk hail from the deserts east of White Hills, and may posses some non-elemental magic. They tend to fall into one of three archetypes; Imps (who are petite [2-4 ft] with nubby horns, and magically skilled in illusions and hexes. They may also have bat-like wings allowing them to fly) Succubus/Incubus (who are average sized [5-7 ft] with small curled or towering spiraled horns, and posses the abilities to alter their appearance and charm others), ogres (who are large [7-9 ft] with hefty horns, sometimes branching, and usually have no real magic, but rather immense strength. They also sometimes have large reptile-like tails). Demonfolk are rare here, as they tend to get cold easy, and therefore prefer warmer climates. Demonfolk may also struggle with certain aspects of the village's culture. Like vampires, they age slowly.
- Half demonfolk usually inherit horns and magic/strength from their demonfolk parent.

Elves
- Tall (6-8 ft) and generally slender humanoids, with pointy ears, often tan with dark hair, though there are fairer populations. They tend to be more agile and athletically coordinated then other races, but not particularly strong. They also usually have good distance vision. Elven Witches/Wizards tend to be Water and/or Grass aligned. Non-elemental magic is rare among elves.
- Half elves are usually recognizable by having pointy ears, but not the full-elves' graceful slender physic.

Fairies
- Petite humanoids (2-4 ft) with large fragile gossamer wings. Fairies' skin, eyes, and hair comes in all colors, and they're also able to see colors beyond the spectrum of most creatures. They usually have a natural alignment to at least one element, regardless of their class. However, they are very weak physically, with low stamina, and their wings are prone to tears which leave them unable to fly for days.
- Half-fairies almost never have wings, but tend to retain their magic and smaller size.

Humans
- What could be considered the most average humanoid (5-7 ft), with reasonable strength and passable agility. They are considered to have poor vision, often being nearsighted, farsighted, or colorblind, and not having much in the way of night-vision. When humans inherit magic, it's often the non-elemental magical linked to the Sorcerer/Alchemist and Entertainer/Gypsy classes. Humans and half-humans are the most common species in the village.
- Human genes are often dominate, and half-humans often seem fully human at first glance.

Vampires
- Pale humanoids of average height (5-7 ft) and usually slender build. They are stronger and more agile then humans, though not as strong as Dwarves and Were-Beasts, or as agile as Elves. Most vampires have Decay magic, with a few having a Wind or Fire alignment. They're almost never Water, Earth, or Grass aligned. They often also have a single non-elemental magic skill, such as wall-walking or an illusionary appearance. They age slowly, but while very long-live, Vampires require blood as their main source of subsistence and will die after a few weeks without it. They are also cold-blooded, with a very slow heart-rate, easily sunburnt, and have a heavy scent; traits which in the past, led to the false assumption that vampires were dead humans.
- Half-vampires tend to take more after their vampire parent, though with weaker magic.

Were-Beasts
- Were-Beasts vary in size based on their animal half (a were-rat may be 3-5 ft, while a were-wolf is 5-7 ft, and a were-lion is 6-8 ft). They have the ability to transform into their animal at will, as well as displaying some animal traits in their humanoid form, however they may occasionally loose control of their animal instincts. Like vampires, they have a strong recognizable scent. Were-beasts tend to be shunned and stigmatized by other villagers, and may receive inferior service.
- Half-were-beasts tend to look more like their non were-beasts parent in humanoid form, but usually still have a fully functional animal form.
_ _ _

Class Options:
(The following is alphabetical to help you find what you want. If you desire a class not on this list, either pick a best match, or let me know so we can discuss it. For example, if you want to be healer, you have three routes; a Smith [aka doctor], a Monk/Priestess [religious healer], or Witches/Wizards [witchdoctor]. Each class also has some notes on appropriate chii devices.
Notes:
- A few classes are not available to all species. There may be exceptions to these, but they will be dealt with on a case by case basis.
- You may use two classes only if they make sense with each other and your character. For example a retired Warrior may become a Monk or Hunter, a wandering Wizard may also be a Scholar, and a conniving Merchant may double as a Highwayman or Entertainer.
- Orphaned/abandoned children often end up becoming Warriors or Monks/Priestess, unless they are Demonfolk, Vampire, or Were-Beast in which case they may still be Warriors, but are more likely to become Hunters or Highwaymen/Rouges.)

Entertainers/Gypsies - Wanders who get food and make money through providing entertainment. During their childhood they may learn skills such as juggling, acrobatics, playing musical instruments, and potion making. They often come into a village for Quest Day allowing all their children ages 10-18 to go on a quest (this is the only exception to the village's 13 through 18 rule). Some may have a weak form of magic, regardless of species. They are survivalists and can usually find food and shelter in the woods or villages.
- They usually have a piece of clothing, instrument, or a flying broom as a chii-device. Some may also have a bo, or other light weapon.
* (Most gypsies are Humans, Fairies, or Elves.)

Farmers/Ranchers/Woodcutters - Growers of crops, raisers of livestock, and lumberjacks, these are the simple people of our village, the commoners. Often they will have an animal companion they raised from birth. They are generally self-sufficient, and have knowledge of local plants and animals.
- They usually receive a chii version of a tool of their trade, such as a hoe that can water the field at the same time as plowing when provided with a water chii, or a sickle/axe that can be sharpened with earth chii.
* (Farmers/Ranchers are usually Human, but Fairies and Elves are not uncommon. Woodcutters are more likely to b half-breeds and less trusted species.)

Highwaymen/Rouge (Criminals) - Those who live on the outskirts of the law; tricking others, stealing, raiding, and/or taking assassination jobs to make a living. Highwaymen completely reject the thought of obtaining goods and money legally, while Rouges are mercenaries that can be bought at the right price and may sometimes be employed to protect the village, while at others they may be robbing travelers. They are urban scavengers and survivalists, having a small community set-up in the woods just outside the village.
- Highwaymen/Rouges usually have chii devices from their parent's class, and ones they've stolen from travelers and/or bought with stolen/blood money.
* (Highwaymen/Rouge are not limited by species, but species does tend to effect how they operate. An Ogre-type Demonfolk is not very skilled at being sneaky for example, and a Fairy lacks the physical presence usually needed for normal intimidation, though they can use their magic as persuasion.)

Hunters (Game Hunters, Fishermen, Slayers, Exterminators, Chii Collectors) - Hunters may either hunt food animals, fish, and foul, or they may hunt chii, or they may be vermin and monster hunters. They may keep an animal or weak monster for a companion. They are skilled in survival, and can usually find food in the woods, build shelters, and start fires without tinderboxes.
- Their chii device is often a light weapon such as a short-sword, bow & arrow, net, trident, or bo.
* (Hunter is considered one of the few good occupations for Were-beasts. It is an occupation often taken up by orphans who reject a devout life at the monastery.)

Merchants/Bankers - Sellers of processed foods and rare items from other lands, Merchants are considered the lowest class, because they are believed to be greedy and usually do not have to inherit their position. Wandering merchants will often obtain a companion animal to travel with. Bankers too are looked down upon as greedy, because of their contact with everyone’s money. However they are known for being shrewd and may serve as mediators for minor legal arguments.
- Merchants and Bankers usually either have a rare expensive chii device, such as a Moral Compass (that points to the path you should take), or will have sold theirs upon rejecting the family business and not bothered replacing it.
* (Mistrust tends to make it difficult, but not impossible, for Were-beasts and Demonfolk to become Merchants and Bankers.)

Monks/Priestesses - Monks are religious devotees trained in fighting and healing. Monks however are usually not sent to protect the town unless all warriors are dead, as a last resort. Instead they train the warriors; mind, body, and soul. Priestesses are religious leaders trained in scripture, cleansing, and healing (the local religion being matriarchal). Monks/Priestesses often receive donations of food and other goods from the other villagers.
- Common chii-devices for Monks/Priestess include; enchanted books and talismans, and light weapons, like daggers or bo (non-lethal fighting staff, not to be confused with magical staff).
* (Vampires, Were-beasts, and Demonfolk cannot become Monks/Priestesses, as they are considered 'tainted by evil'. Other non-Human species are rarer as well, as there is a tendency to reject 'human religion'.)

Nobles (Lords/Ladies, Judges) - Leaders of the people. Though their job is to look out for the villager's best interests, many people consider Nobles to be corrupt. It probably doesn't help that the richest highest ranking Noble in town is a vampire. (Local government is patriarchal.) Nobles make laws, oversee local events, plan village development, and settle major legal disputes.
- Nobles rarely have chii devices, as they have 'no need for the tools of lower classes'. So, often they will give their children protective talismans instead.
* (Vampires and Demonfolk tend to have an upper-hand in achieving Noble class when not born into it, because they are often both intimidating and sophisticated, as well as long-lived. Most Nobles though, are of old Noble families.)

Scholars - Wanderers in search of knowledge, either in general or about certain subjects, Scholars move from town to town, visiting libraries, monasteries, schools, and local experts. Sometimes they are asked to stay and teach for a stint, but the road will eventually call to them again. Scholars often learn to brew potions, and may double as potion master Sorcerer/Alchemists or Wizards/Witches.
- Scholars often have a hand me down chii devices from one parent's class and/or magical books/quills.
* (Half-breeds often become Scholars as they naturally have been searching to find their place in the world.)

Smiths (metalworkers, carpenters, cooks, doctors) - Makers of weapons, tools, and other goods. A deli chef or a doctor (the kind who’s practice involved leeches, of course) also fall into this category because they make their own good/services, while a barkeep usually would fall under Merchant because they simply serve import wine and beer.
- Smith usually receive a chii version of a tool of their trade. For example a blacksmith may receive a hammer, a carpenter a saw, and a doctor a scalpel.
* (Dwarves and Humans are the most common species for Smiths. Vampires are not generally trusted as doctors.)

Sorcerers/Alchemists - Magic users who use non-elemental spells (such as transformations, magical barriers, and illusions) and brew potions. Sorcerers/Alchemists usually inherit their magic from a parent, though there are some potion masters with no inherited magic. They need a chii device to do elemental magic. Sorcerers/Alchemists tend to have little logic, probably due to being surrounded by crazy magic 24/7, so they are often not allowed to handle money. Common belief however, is that a sorcerer with logic would do something reckless and destroy the realm, because they have magic, but are not attuned to nature as Witches/Wizards are. People generally come to Sorcerers/Alchemists looking for protective talismans and quick band-aid fixes to everyday problems.
- Like Wizards, they can work staffs or wands to amplify their power, or may acquire gauntlets to do elemental spells.
* (Most Sorcerers are Humans or Imp/Succubus/Incubus-type Demonfolk.)

Warriors - Fighters trained by the monks to protect the village. Most are orphans or children of parents too poor to take care of them, though a few may simply have aspired to serve the village from a young age. They will learn several styles of fighting during the course of their life. Like Monks/Priestesses, Warriors often receive free food from villagers.
- Common chii-devices include swords, crossbows, spears, and other large weapons. These weapons create dangerous and possibly deadly attacks when loaded with chii; tornado strikes, water cannons, and the ever popular flaming sword.
* (Fairies and Imp-type Demonfolk are ill-suited to be warriors. Vampires, Were-beasts, Demonfolk, and halfbreed of these species, are often not treated well at the monastery, and often leave before completing training as Warriors.)

Wizards/Witches - Magic users infused with elemental power, they do not need chii-devices or chii to use elemental magic of their alignment. They are usually aligned and can cast spells from one or two elements naturally through inherited magic, though like with sorcerers, some Wizards/Witches potion masters without magic do exist. For additional elemental spells they will need a chii device, such as a gauntlet. However, they cannot use non-elemental magic. Wizards, unlike Sorcerers tend to have great logic, and often make puzzles to test one another’s logic skills. Most Wizards live in the woods, finding their food and shelter amidst nature. People generally come to Wizards/Witches when they need healing or have unusual problems.
- Wizard often have a staff or wand to amplify their powers instead of a chii device, but they may also carry a flying broom (powered by air chii), or a gauntlet.
* (Many Wizards/Witches are Fairy, Elf, or part Fairy or Elf.)

* Ghosts exist in this world but have little ability to interact with it, and therefore are not a playable species.
* Zombies, Golems, & other Minions exist as well, but have no freewill, and therefore are not playable species either.
_ _ _

Sign-ups:

Reserved and Approved Players:
1. VampirateMace - Dimmy Nightshade (Lord, Overseer of Village Development, Vampire/Human)
2. Dragalge
3. Monster Guy - Leafy Woodwick (Wizard, Fairy)
4. Hydrangea - Aika "Ai" Flowers (Flower Farmer, Were-Deer)
5. Schade - Hei Faendalin (Smith, Chef, Elf/Fairy)
6. Vern - Cinnabar/Cinder (Rouge Thief/Assassin & Merchant barmaid, former Slave, Demonfolk/Human)
7. Andydemon - Kitai Hayashi (Wizard/Priest, Yokai Tribe's Ambassador, Werefox/Human)
8. Solsabre - Sequoia Reva Redwood (Fisher, former Warrior, Were-SeaEagle/Elf)
9. TheSequelReturns - Beryl Gloomheart (Alchemist, Vampire/Fairy)
10. Sketchie
11. Tearen the Absol - Lingwën "Sandy" Gellerien (Smith, Blacksmith/Jeweler, retired Warrior/Soldier, Elf)
12.


Some Important(ish) NPC:
(This list will probably get bigger as some of players' family members may be added. Note there are a few already designated slots that your char's family may fill.)

~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - The vampire lord who has led he town's government for the past couple hundred years. Despite the complaints of corruption in the government, no one seems to be in a hurry to replace him, which is probably partially because his presence helps keep the threat of Lord Arrowin invading at bay. His demeanor is cold and distant, but his rulings are fair.
~ [Head Judge]

~ Mother Gelise (High Priestess, Human, F 68) - A strict older woman who serves as head of the monastery. She oversees education and religious rights at the monastery.
~ Brother Wing (Head Monk, Half-human Half-dwarf, M, 53) - A kindly middle aged man who acts as head of the Monks.
~ [Head Warrior/Trainer]

~ Sorcerer Amos Wandson (Human, M, 21) - Amos was on the beach preforming for the the Moon Feast, when whatever happened went down, he may be injured or in danger. While he is powerful in magic, he's physically weak and kind of clumsy.
~ Sorcerer Castor Wandson (Human, M, 48) - Amos' father and mentor. His generally calm, but was admittedly nervous to let his son do the festival show alone, though he knows he won't be around forever. Physically he's stronger then his son.
~ Molly Wandson (Shepherd, Human, F, 47) - Amos' overprotective mother (have fun with that). She's bossy and usually tries to take care of everyone. Physically, her strength surpasses both her son and husband's.
~ Ann Wandson (Student, Human, F, 13) - Amos' obnoxious little sister. She started school the year after Schoolmaster Damas was murdered. She has manifest no signs of inheriting magic.
~ Grenda (Farmhand, Half-human Half-ogre Demonfolk, F, 20) - Amos Wandson's fiance, a large woman who's also rather protective of him. Genetics and years of baling hay have made her a force to be reckoned with.

~ Schoolmaster Lukas (Human, M, 23) - The current teacher for all students who were not educated in the monastery. It is believed that 5 years ago he witnessed his father Damas' murder, though the body was never found.
~ Schoolmaster Damas (Human, Male, 45-deceased) - The former schoolmaster, who was supposedly murdered 5 yrs ago. He was known to be cruel and abusive, and there was not much investigation into his disappearance.

~ Angus Burger (Smith/Restaurateur, Human, Male, 53) - Owns the popular local restaurant, FOOD. Is known to give his employees simple chii devices to help them in their work.

~ Cassius Gloomhollow (Banker, Vampire, Male, ??) - A thin, professional man, of noble birth (albeit in Lord Arrowin's Realm), with a reputation for being fair and always expecting honesty. He is also known to be a loving husband and father.

~ Captian Jonah 'Bo' Trask (Sailor/Fisher, Male, Human, senior?) – Captain of the fishing clipper, THE REELY NAUTI, and the main source of seafood for the people White Hills. And older man, kind and jovial, but also holds his crew to a certain standard.


Sign-up Form:

Name:
- Who are you? Most people in this world only have a first name, but you may have middle and surnames as well.

Age:
- How old are you? (13+) Keep in mind Vampires and Demonfolk age slowly. And that magic and species related powers usually start to manifest between 10 and 16.

Gender:
- Are you a boy, a girl, ect? Listing your sexuality is permitted, but not required.

Species:
- What species are you? Have you inherited any magic based on your species?

Class:
- What do you do for a living? Did you inherit any magic related to your class, or learn to brew potions?

Chii-Devices (or Similar Items):
- What chii devices/weapons, magic power amplifiers, or magic/protective talismans do you have? Your limit is 3, (one from the birthday before Quest Day, and 1-2 you've obtained sense) make sure to use enough details about your devices.

Appearance:
- What do you look like? Make sure to take your species and lifestyle into account. 8+ Real sentences

Personality:
- How do you think and act? Remember real people are not perfect. 8+ Real sentences

History:
- How did you get to this point in life? Did your adulthood quest go smoothly? 8+ Real sentences

* Family:
- Who are your relatives (if applicable)?

* Companion Animal:
- Optional. If you elect to have a companion animal, please describe it's physical appearance, personality, and history here. Please ask me before submitting any unusual or magical/mythical animals. Talking animals will not be allowed (okay, maybe parrots if they only mimic). 8+ Real sentences
_ _ _

Mine:

Name:
Lord Dimamire ‘Dimmy’ D. Nightshade

Age: 21

Gender: Male (Bisexual)

Species: Half-Vampire, Half-Human (aka-Dhampir)
~ Dimmy inherited light decay magic from his father:
He can use this to breakdown (decay, rust, erode, etc) targets, either through direct touch, resulting in a hand-sided area of damage, or by lobbing dark red-black 'blobs of fire', which effect a larger (1 ft circular) area, but do less damage. It would be nasty for a person to be hit with either, but it certainly isn't fatal.
~ Dimmy, as a half-vampire, also inherited the ability to wall/ceiling walk:
Basically this is a very creepy disregard for physics. With a little confidence and concentration, Dimmy can crawl or walk wherever he wants. While doing so, he's limited to his normal carrying capacity, and by the awkwardness of trying to carry something in a unconventional position.

Class: Noble (Specifically, Overseer of Village Development)
~ Dimmy oversees the prospecting of undeveloped land and construction of new public buildings, such as libraries, prisons, and meeting halls.

Chii-Devices (or Similar Items):
~ On his 13th birthday, Dimmy was given the ancestral talisman of his father’s family line, which he wears around his neck. It is a large blood red jewel and set in gold. It supposedly carries the spirits/ghosts of past family members. Faint whispering can be heard coming from the talisman, and it glows from within when danger (or at least what it perceives as danger) approaches.
~ Additionally, since obtaining adult status, Dimmy has purchased a bronze colored dagger for self-defense, which can be charged with various chii. However, he obviously does not need chii to charge it with the Decay element.

Appearance:
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Dimmy is slender, and a little under average height, giving the impression he may be delicate, which isn't untrue since he actually is a little fragile. His skin is a pale, almost bluish hue, taking after his vampire father's. His red eyes and slight fangs were inherited from him as well. His curly dirty blonde hair however, came from his human mother. He keeps it long, though it's usually tied back in in a loose ponytail. Its the frustrating sort of hair that is hard to keep from looking dirty or frizzy.

Dimmy dresses nicely, preferring expensive clothes. Generally he'll wear a white tunic, with ruffles on the sleeves and down the front, coupled with black or dark brown pants, sewn from a fine fabric, and in his eyes fitting of his class. He also wears a black leather belt and matching boots, both with golden clasps. A small dagger’s sheath hangs from his leather belt. The one piece of jewelry he wears is a blood red ancestral talisman on a gold chain around his neck. Outdoors, especially during the day, he wears a woolen, hooded, black cloak over all of this.

Tattooed onto Dimmy’s back, out of sight, is the Nightshade family crest. Also, while not visible it should be noted that he generally has a nice smell about him, as he wears an expensive imported cologne to mask his death-like vampire scent.

Personality:
Dimmy is somewhat secretive, and doesn't open up easily. For example, very few people know his middle name. He's not necessarily reclusive or quiet, but he has learned to guard himself both physically and emotionally from other people, due to common views on the Noble class and creatures such as Vampires, and having been the victim of many insults during his school years. Plus, he was hurt in the past by someone he was supposed to be able to trust. So, in general, he has trouble trusting people. The natural result of that of course, is a very clingy attention starved friend, if you ever manage to get close to him.

Romantically he's kind of shy as well, preferring someone he already knows and trusts, though as stated there are very few people he trusts. As such, he's also not really one to make the first move, but is also a little nervous when someone else does it as well.

Though aware of the common opinions that Nobles are corrupt and Vampires are evil, Dimmy is proud of his position, his father, and his heritage. He clings to a belief that those who treat them disrespectfully are unsophisticated, and are probably just jealous. He honestly believes Nobles to be superior, a notion which his father drilled into him. He is not particularly fond of the monastery or the Monk/Priestess class in general, which has kept him separate from his mother most of the the time, nor is he particularly proud of being Half-Human. His Noble Vampire superiority complex also does not keep him from moments of low self-esteem either; fearing he'll mess up in ways that make him, his family, or species look bad.

Dimmy was raised to be a gentleman, polite and proper, but still, if you haven't guessed, he's a little self-righteous. He respects authority, but not that many have authority over him from his POV. And while he may do things humans find distasteful, which of course includes drinking blood, but he would never bite a civil person without their permission.

He is rather intelligent as well, and has learned to read the magical language as well as the common language, though he experienced learned failure in regards to higher math during his later school years. The resulting lack of confidence has since been eliminated but the memories from that time period still surface occasionally.

History:
Dimmy is a half-breed born of wedlock between a Vampire Lord, Trombolt Nightshade, and a young Human Priestess, Sister Allison. The affair was scandalous, as in his mother's religion Vampires are considered tainted by evil, and a Priestess is supposed to remain pure. As soon as Dimmy was weaned he was sent to live with his father, and has rarely seen her since. She meanwhile, struggled not only with loosing custody of her child, but to redeem herself in the eyes of her superior, Mother Gelise.

While he was a young child, Dimmy's father and uncle (who also lives in Nightshade Manor) pretty spoiled him every chance they got, impressing upon him that he deserved it, because after all he was of the Noble class. It wasn't until he was eight and started attending school that he learned that other classes and species were resentful of Nobles and suspicious of Vampires. There was teased and ridiculed relentlessly by the children who he'd been excited to play with. Within the year, Dimmy became increasingly withdrawn and secretive, avoiding most other children. Among the few friends he made were the Schoolmaster's son, Lucas, and a Sorcerer in training named Amos.

On his tenth birthday Dimmy's father gifted him his horse, Butterscotch, and that evening took out bow hunting. It was then that he got his first taste of blood, after they killed a young buck. He rather like the experience, but now gets a craving to drink whenever he smells blood, something that can’t make you too popular.

As he approached thirteen, Dimmy's father had the family crest tattooed onto his back, as family tradition dictates, though requested he wait until sixteen to take part in the adulthood quest. At this time Dimmy was also given extra education through private tutors in order to prepare him for his adult life as a village noble. He was doing well in school and his studies in general, though he seemed to be struggling a bit in math and was often asked to stay after class on this premise, by Schoolmaster Damas. Then a few days before Dimmy's sixteenth birthday, Schoolmaster Damas was murdered in front of his eighteen year old son, Lukas. Few people know the true details of this events; Lukas, Dimmy, a mutual friend, and Lord Nightshade. While Dimmy in no way missed Schoolmaster Damas, Lukas was one of his few friends, so he did his best to help and comfort him after the murder.

Dimmy's father threw a big lavish party on his sixteenth birthday, which many of the other teens in the village attended, though very few of them were actually Dimmy's friends. Aside from his parents fighting, the event went well. During the party, his father passed the Ancestral Talisman to him.

Dimmy then took part in the next Quest Day following his sixteenth birthday, the quest going well, without any major incident. Afterward, he went to apprentice with his father full-time, and was put in charge of overseeing the construction of a library. Since then it's been business as usual in their nice peaceful little village.

Family:
~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - Dimmy's father, who's been part of local government for around 200 years. His demeanor is cold and distant, but his rulings are fair.
~ Mother Allison (Priestess, Human, F, 39) - Dimmy's estranged mother. She lives at the monastery and Dimmy rarely sees her. He loves her deeply, but her occupation keeps them apart.
~ Gregory Nightshade (Noble, Vampire, M, 240) - Trombolt's younger and more cheerful brother, who also lives at Nightshade Manor. He tends to meddle in the affairs of others, but that's only because he cares.
~ Desden Nightshade (Noble/Scholar, Half-vampire Half-succubus Demonfolk, M, 37) - Gregory's son and Dimmy's cousin, Desden spends part of his time in Nightshade Manor and part of it in wandering the Demon Lands where his mother lives. Though a bookworm, he is not shy, and likes to flirt with all the other young men.
~ Adina - (Sorceress, Succubus Demonfolk, F, unknown) - Desden's mother, Dimmy has only met her on one occasion. She seemed nice, but strange.
~ Elder Nightshade (Noble, Vampire, M, ancient) - Dimmy has only heard tale of his grandfather, and not met him face-to-face, but from what he understands, his grandfather is a very powerful vampire.

Companion Animal: While not exactly a companion animal, Dimmy owns a small light brown horse, named Butterscotch. Really, he might just be a large pony, but he's big enough for a single rider, which is good enough for Dimmy's purposes. He was given to Dimmy as a present on his 10th birthday, and has been well cared for ever since. His coat, mane, and hooves are all kept very clean by the manor's stable boy. He is outfitted with a light leather saddle and lead for riding, which almost match his coat color. Butterscotch is very tame, and is willing to be hand feed, and likes being patted/pet. His favorite treats are apples. He is a bit skittish though, being particularity weary of Demonfolk and Were-beasts, though he's used to being around Vampires.
 
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Schade

Metallic Wonder
Name: Hei Faendalin
Age: 21
Gender: Male
Species: Half Elf/Half Fairy. Dubbed "Fabulelf". Hei has an alignment to Decay magic due to his status as Half Fairy.
Class: Smith. Hei is a surprisingly well known chef working in a resturant on the Main Street.
Chii-Devices (or Similar Items): Hei has two chii devices on him at more or less all times. His first one has the shape of a plain oriental fan, in a deep red color. It has the ability to create wards to fend off magical attacks aimed towards him. Keeping the ward up is very energy draining though, and Hei can't keep it up too long at the time. He mostly use he fan as an accessory more than anything.
His second chii device is a more offensive oriented one, and takes the shape of nothing less than a plain metal spatula. He obtained this device during his first day working under Angus Burger in his restaurant.
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Appearance:
At first glance, it is easy to mistake Hei as a normal Elf, if not a bit on the shorter end of the spectrum. Standing at 6 ft tall, he is considered short by elven standards. His height is due to his fairy heritage, and even though he is tall by most standards, he often feels like the odd one out when accompanied by other elves. He has a toned physique, although due to his fairy heritage, there is literally no strength behind it. He has slightly brighter skin than what is normal for elves. His fairy heritage is also visible in his hair color. He keeps his natural dark teal hair in a ponytail which reaches to well below his waist, and he keeps a silver hairpin at the ponytails roots. He keeps his eyebrows neatly trimmed, and they give his bright teal eyes a friendly yet somewhat smug look to them. His overall appearance can be considered feminine, though he has sleek elven features noticable in his high cheekbones and prominent jawline, as well as his pointy ears, which he has several silver piercings in.

For clothing, one can say that Hei dresses to impress. Who is he trying to impress? Who knows. Hei knows, and Hei doesn't dress to impress anyone. He has a very flamboyant style of dressing, and he looks cool! He dresses mostly in expensive garments, and often in a variety of colors. His main attire is a pair of black leather trousers and a see-through yellow tank top in silk. He wears a deep red leather belt, and matching deep red belted boots. His outfit would not be complete without an abnormal amount of jewelry, and Hei has a weird obsession with silver. He wears a black leather choker around his neck, accompanied with a necklace decorated with silver leaves. He wears a silver wristband on his right arm, and a wrapped up silver chain on his left. His appearance is one that is quite easy to pick out in a crowd, and he doesn't mind people staring, or not understanding his way of thinking. In Hei's mind, he looks effing cool. He also wears a beige frilled apron for when he works.

Personality: Hei is a person you would recognize in a crowd almost immediately, unless of course you were looking for someone else. Colorful, erratic and probably posing randomly, Hei has a very flamboyant and 'out there' personality. He is almost never seen with anything less than a huge grin on his face, and he has a positive go-getter attitude which to some can border in on naivety, though he is far from it. With an eerie positive attitude, Hei could freely speak casually about things others would consider to be horrid and uncomfortable, often alienating himself from others in the process. He doesn't really a full grasp on the concept of socialization, and it is safe to say he is socially oblivious to a degree. It is easy to mistake Hei's outgoing personality as stupidity, though that is far from the truth. He is very cunning and calculating, and people are often caught off-guard when learning that.

Despite his Flazèda personality, Hei is very secretive about his own feelings. Never hinting to his true state of mind, he is a difficult book to read, though a somewhat entertaining one. Due to the issues with his family, Hei has developed some severe trust-issues, which is partially why he doesn't care to open up to others. The second reason for this is that despite his outgoing social nature, Hei has very little interest in making friends, as he is very ambitious and goal-oriented. To him, social bonds are little more than means to an end, with himself at the center, clawing his way forward in life. Call it a grain of evil, or a minor mischievous side, but Hei tends to do things out of self-interest, regardless of how it may affect strangers. Though cunning, Hei doesn't manipulate people into doing what he wants, he is rather upfront about his agendas, and would rather be honest rather than potentially getting into more awkward consequences later. His empathic side shows in how he treats those he considers friends. Family is everything to Hei, and though he has more or less cut all contact with his parents, he is still very close with his siblings, and would rely on them for anything, just as they know they can rely on him if they needed to.

Hei is a character that is mostly out for himself. He has the luxury of knowing what it is he wants from life, and he knows maybe like kinda how to get it ish. His personality has also made him somewhat impulsive on the social field, and he have a habit of speaking his mind without regard on how others might take it. Honesty is the key, and Hei believes that the truth will set you free. Or at least relative truth in order to get what he needs from you. Hei is the kind of person that has very little concept of empathy towards strangers, and is the one most likely to not understand what he did wrong after the woman left crying after he called her out on the un-flattering dress she wore. Though not evil, Hei would very likely not do something unless there was a lil' somethinsomethin in it for him at the end, and his ambition might cloud his judgement. Despite all this, once you get to know him, he is very reliable due to his goal-oriented nature. If you can withstand his flashy nature, it is well worth your time.

History: Hei's life looks more like a trashy TV soap opera than a normal, healthy environment for a kid to grow up. He was born to Pin Faendalin and his wife, Gen, being one of many in their small army of children. His father, Pin is a very successful businessman, and his mother is more or less a trophy wife doing nothing more with her life than to spew out children every now and then and spend their family fortune on needless things and services. The family business mostly relied on contacts in high places, good weather and a freaky gypsy woman living in the woods, and the family were well off, enough so that none of the kids ever needed to work a day in their lives. However, said kids Wanted to learn and wanted to work. Though every other normal parents would've found this mindset to be ideal, with a flock of children ranging from wanting to be everything from nobility to a misunderstood artist with a love for spaghetti, it quickly became apparent that Pin didn't really care too much about what his kids would do with their lives.

Despite all the family drama and secret plots of patricides, Hei's early life wasn't too difficult. Though he pointed out as being shorter than his siblings, as well as having brighter skin and differently-colored hair, he was on good graces with all his siblings. His mother was also very loving and caring for him, the few times she took breaks from her weird shopping sprees. Hei spent a lot of time with his mother, and his father distanced himself from him for reasons Hei did not understand. Nevertheless, Hei lived a carefree and relatively normal childhood, as normal as it gets when your family could literally buy half the kingdom.

As Hei grew up, it would be apparent that the previous suspicions his father had surrounding his heritage was correct. In a twisted turn of events, Gen was approached by Pin and eventually broke, telling the entire story of how she was having an affair with the ridiculously muscular fairy Briar while Pin was on a business trip. The forbidden secretive fling had left Gen pregnant with Hei, and she had tried brushing it off as yet another kid of Pin's, because that would be a very believable story in the Faendalin family. Pin was never the same after learning this truth. He openly ignored and pushed aside Hei, and removed him from his will. Hei, not understanding why his father was so mad at him, became secluded and sad in return. He was too young at the point to understand the weight of the situation. His mother though, kept him close and showered him with love, while his siblings acted more or less as if nothing had happened. Life went on in the Faendalin household, and rumors started that a certain hunky fairy got his absolute sh*t beaten out of him by an enraged elf.

Life went on. Life went on and Hei grew more and more tired of his family with each passing day. Sure, he loved his siblings and was pretty Meh with his mother, who did all she could to reassure him that sure, even though you're not a pureblood elf like the rest of us it makes you lesser, that still means you're something. Great going mom. Where was i? oh yeah! Life! Hei was an average student in school. He did have inherited magic from his real father, which he found out when he accidentally burned a hole in the dining table with a corrosive sneeze. NEedless to say he was not really encouraged to pursue a career in magic. This worked out fine for Hei, who had entirely different plans in his life. Though he was more or less an emotional wreck due to the trauma and confusion surrounding his upbringing, he had one goal in his life: To get the hell out of the house.

The plan started on Hei's quest day. Being given a chii device that his mother had used during her own quest day, he managed to get through the ordeal relatively fine. He was 16 at the time, and managed to get through the quest without major difficulties. After he was done and self-proclaimed adult, Hei moved out of the house. He moved in with a friend of his, and got a job at a restaurant. Hei is his own person, and he knows what he wants in life.

Family:
- Gen Faendalin: Hei's maternal loving mother, Gen is the trophy wife of the wealthy businessman Pin Faendalin. She has no trouble spending Pin's earned money on clothing and whatever she desires in her husbands abscence. She is not known to be the unfaithful wife, though she has had numerous affairs during her husbands travels. She has more or less gone into hiding after her secret regarding Hei's true father was revealed. Despite her status as a trophy wife, she is still very loving to all of her children, including Hei, even though their relationship is very tense and awkward at the moment.
- Pin Faendalin: Gen's husband and Hei's presumed father. A wealthy nobleman, Pin travels a lot in his work, leaving his wife Gen to her own shenanigans back at the estate. He is understandably upset about having been left in the dark regarding his wife's sideruns, and a dark cloud of distrust has lowered itself in the great Faendalin Estate.
- Briar Bushwell: An unnecessarily hunky elf and Hei's biological father. Gen met Briar during her husbands travels, and found solace in the company of the fairy. As cheating trophy wives tend to do while their husbands are away on business, She ended up getting involved with Briar romantically, which ended up in her pregnancy with Hei. She was quick to brush it off as Pin's child, but after a few years it became obvious that she had been unfaithful. Briar and Pin are bitter enemies now, and Briar has gone into hiding, not being a part of Hei's life at all.

- Pan Faendalin: Pan is Hei's older brother, and more or less his protector. Having always been there looking out for his brother, due to Hei's lack of physical strength. Pan was the most understanding and supportive once Hei learned of his true origins, and acts as Hei's voice in the family when he is unable to speak for himself.
- Sho Faendalin. Sho is Hei's sister and is about a year younger than him. Sho is very snobby and very high-class, looking down on more or less anyone not an elf. She had some issues when learning of Hei's background, and encountered some life-altering beliefs and opinions surrounding herself when she decided that she loved her brother no matter what heritage he comes from.
- Kan Faendalin: Kan is Pan's twin brother, and is probably the buffest elf you'll ever see in your life. Being about 95% muscle, there is little room for brains in his handsome face. Kan didn't get a full grasp on the family matter, and decided to follow whatever lead Pan led, therefore being protective avd supportive of Hei. He is deathly afraid of Kirsi. Like.. almost comically so.
- Chi Faendalin: Chi is Hei's youngest brother, and is too young to understand why his family is so angry all the time. He loves everyone unconditionally, and is the only one in Hei's family not deathly afraid of Kirsi.
- Fen Faendalin: Hei's sister and the most level-headed of the family. She is somewhat distrustful of Hei after learning of his true origins, but understands his position and acts neutral/supportive-ish towards him. She is very intelligent and often acts as a neutral mediator in the arguing between her parents and siblings. Her main wish in life is to "Get the hell away from this crazy circus"
- Rei Faendalin: Rei is Fen's twin sister and is more or less an identical clone when it comes to both her own and her twin's mental state and appearance. The only thing really seperating the two is that Rei has the habit of awkwardly laughing in evil glee to all the drama in their family.
- Lup Faendalin: Hei's brother and quite the artist. Wanting nothing more in life than to become an accomplished artist, he feels empathy and relates a lot to Hei's position as the family Outcast considering the family looks down upon artistic careers and interests. He is a painter, and he is the one who enjoys Hei's cooking the most.
- Jos Faendalin: Hei's sister and a pretty blend young woman. She is a little shy and doesn't speak out very often. She is, in fact, the result of another of Gen's affairs, although literally no one, including Gen and Jos' biological elven father, knows about this.

Other:
- Due to his inherited alignment to Decay magic, Hei is immune to all poisons, including Kirsi's.
- This also means his own blood is toxic. (And also black in color). It causes mild irritation when in skin-contact with others.
- He is somewhat of a kleptomaniac, and has an unhealthy love for pretty much anything silver.
- He is a very good dancer and a decent singer
- Hei is an excellent chef.

Companion Animal:
Hei's companion animal is Kirsi, a huge black spider and an intimidating prescence at the size of a medium large dog. She is, despite appearances, a friendly spider, gradually taking a liking to Hei through his use of decay magic in his special meals that he prepared for her when her kind infested the resturants cellar. Though the head chef of the resturant managed to get rid of the infestation, she kept coming back, scaring customers off as well as demanding food. It is easy for people to misunderstand Kirsi's intentions, as her eccentric nature can easily be mistaken for aggression. She is by all means, the most docile and cuddly spider in the entire world. She loves cozying up to people, and has a habit of jumping unto peoples faces in order to express her love and apreciation in the form of hugs. As most people also know, she is very, very poisonous. Her bite can dissolve a grown bandits organs and eventually his skin only within 10 painful minutes. It's true, Hei's witnessed it. Though she would never intentionally harm another human, she does bite when feeling threatened. Lucky for everyone else, she doesn't feel threatened unless she is in a genuinly dangerous situation, in which she is a force to be reckoned with.
 
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Hydrangea

Just a creature
Staff member
Moderator
Name: Aika "Ai" Flowers

Age: Seventeen

Gender: Female

Species: Were-Deer

Class: Flower Farmer
Although not usually being trusted with this line of work due to her species, Aika was able to continue her adoptive elven family's business --- some of the locals may still look at the Were-Doe with disdain despite this.​

Chii-Devices (or Similar Items):
  • Aika's quest day item was a rather large and imposing sickle. Although she mostly uses it for gardening and harvesting grass chii, it can also be a rather threatening weapon if one strikes Aika or attempts to harm her.
  • When Aika was found by her elven parents as a young child, she had a small yellow teardrop necklace tied around her neck. Presumably it is a heirloom of one of her birth parents. It seems to have magical properties and will often form protective barriers around it's master when it finds her in danger.
Appearance:
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Aika is a slender and feminine looking creature. She's not what one would consider large for a were-beast, standing only at 5'2" and weighing around 160 pounds --- mostly due to her rather strong lower half. Aika's body type would be what one would call hourglass, and she would certainly be considered conventionally attractive if it wasn't for her unfortunate were-beast status. Aika has fair skin, marked by a few patches of freckles and some encroaching greyish brown fur that can be seen on her forehead. Her eyes are large, noticeably full of empathy and a stunning bright green in colour. Her hair is messy, a large bundle of curls that often appear frizzled out and windswept. Her hair is parted by two large fluffy greyish brown deer ears, each of which has been wonderfully decorated with butterfly earrings by her mother. She looks remarkably human from the waist up, having around C cup breasts and being only truly noticed as a member of her species by her large ears. Unfortunately for Aika, her legs aren't exactly what one would call human. Aika has two strong legs, from her belly button down a large amount of fur has grown --- covering her legs with smooth fur. Her feet are also black hooves, making rather loud clacking noises as she walks across pavement and leaving hoof marks. She has a small deer tail, often remaining unseen.

Clothing is... difficult for the young woman. Her top half is no issue, but finding pants that can cover her legs is quite a chore. She often uses long dresses in the hopes of hiding her unhuman legs, but this only hides them from sight --- it's still rather obvious that she has hooves due to the fact she can't wear shoes. Due to this, over the years she has simply opted for comfort and looking at least somewhat presentable. Her current attire consists of a short green dress that's marked with lovely sigils. Covering this is an emerald green robe that ties nicely at the front, making a makeshift fancy looking dress. Her yellow teardrop necklace shines brightly around her neck. When just relaxing on the farm, Aika can usually be seen wearing a loose green sweater and a pair of brown shorts that have been cut in the back to allow her tail to stick out.

In her animal form, Aika takes the appearance of a normal doe. Her fur is the same colour as her ears and legs in her were form, and the only thing that remains on her is her butterfly earrings (which she now assumes were added so that locals wouldn't shoot her in the woods) and her necklace.

Personality: Aika is very shy. She spent her entire early life painfully aware of the fact that her species is mistrusted by the locals, as such she has learned to avoid most confrontation. Aika only speaks when spoken to, preferring to remain passive in order to eliminate conflict. She's very mistrusting of others, believing that anyone that treats her nicely simply wants something from her or is looking for something to make fun of her for. She has trouble talking with people her own age, preferring to almost exclusively speak to those older or younger than herself. She finds them generally more accepting, especially of differences. Younger children usually call her adorable, the elderly seem to take pity upon her but at least they're kind. Aika maintains a positive attitude despite the many things that may drag her down.

She's a very happy individual most of the time, she always tries to do her best to meet other's expectations but she always feels like she'll disappoint them. She's usually very quiet, she prefers to listen rather than speak; which makes many people rely on her when they need to vent or just simply need someone to talk to. Sometimes this causes her to get somewhat overwhelmed, as listening to the problems of those around her makes her feel helpless; as she knows she can do nothing to help them, and she has so many issues of her own that she keeps buried deep inside. She likes her private time, however she has a strong fear of being left completely alone without any companionship and with well, nothing. Nothing to keep her company whatsoever, just the cold glaring darkness staring back at her.

She longs for romance, considering herself somewhat of a hopeless romantic. She has a pleasant singing voice and can often be heard humming tunes of her own creation about love and romance. However Aika is a little too trusting, especially in relationships. She'll believe anything you tell her, even if its an obvious lie. This is her ultimate downfall, as well as her ability to forgive; which will most likely run her into some trouble down the road. She tends to fall for people older than her, and usually people who are extremely bad for her.

History: Before Aika was born her mother was a proud Were-Deer, living on the edge of the Witches Woods. Following an errand, the young Were-Deer accidentally stumbled into the Rogue Woods and was very quickly greeted by a pack of rogue Were-Wolves. The leader of the pack, Chief Rallizes, took a liking to the doe. He demanded she be taken to his chambers in order to be branded as his. Following what was the worst night of her life, Azalea found herself to be pregnant. Upon the wolves finding out, they kept her there, hoping that the unborn child would be a deer to give them a rather delicious meal. Azalea's empathy got the better of her, and she offered herself to be consumed in the place of her child instead. She explained that she was much larger with far more meat on her bones, enough to actually fill the bellies of her captors.

The wolves allowed Azalea to give birth on the edge of the Rogue Woods, where she silently hoped and prayed that the small doe that had resulted would be found and taken in by someone. Following leaving her child, the doe was ready to die. She accepted her fate with pride, becoming a martyr to protect her newborn child. The newborn was not given a name, and the wolves thought it best to simply leave her be. They may be vicious, but they held true to their word. Luckily for the child, it seemed that fate was on her side. Two elderly elves that were exploring the Witches Woods just so happened to hear the crying coming from the edge of the woods, wandering deeper to find the small Were-Doe that was screaming out for a mother that would never come.

The elven couple was old, too old to have children of their own. They had spent their youths being scholars, simply retiring as farmers. Luris, the male elf, saw this as a blessing. They had been gifted by the gods with a child to raise, finally being blessed with a baby. Enra was pleased as well, but she was afraid. It was clear that the child was a Were-Beast, she was afraid of what the locals would think when they brought the child home. Luris told her not to worry, as long as they loved the child and cared for her, the locals would at least treat her with dignity. The two loved their adoptive daughter instantly, taking her in and naming her Aika. Luris affectionately referred to her as Ai from a young age, and the girl was quick to bond with her parents.

Aika's childhood wasn't exactly what one would call positive. Although she had extremely caring and loving parents that would do anything for her, the village children were rather quick to point out the Were-Beast's appearance, mocking her for being an animal and telling her she'll never be normal. The bullying continued to grow worse, especially when they caught wind that the girl had been abandoned and found by the elven Flowers couple that was raising her. They made up rumors that her mother was nothing more than some sort of cheap call-girl, impregnated by a disgusting Were-beast and that she was left for dead because who would want such a disgusting looking child. The bullying got so severe that it got to the point where it was physical. Following the terrible bullying incident, Luris and Enra decided it was best to pull the girl out of school.

Being thirteen at the time, the girl was homeschooled by Luris, who was a fantastic scholar back in his prime. The girl learned well under him, and she became quite bright. Life went on without much consequence until her quest day. She was gifted with a sickle, one crafted by Luris' father that was passed on throughout the generations. Fortunately, Aika's quest day was successful. Unfortunately, Luris' time on the Earth was done, and he passed away just before she returned. Aika was devastated, she became reclusive and it took a lot of prodding to get her to return to normalacy.

With Enra being rather old and frail, Aika became the new flower farmer for the village, providing flowers to beautify the village and to honor those who have passed away. She's known by the other villagers, but she is rarely seen without Enra. She refuses to be alone in the village at the fear of the villagers attempting to harm her.

Family:
  • Kanji Rallizes: Aika's biological father, a rather handsome were-wolf who takes what he wants by force... which also happened to be Aika's mother. Kanji is the pack leader of his group of rogues, and after forcibly impregnating Azalea and abandoning the freak child that came from her him and his pack decided to have a rather excellent meal.
  • Azalea Lotus: Aika's biological mother, a young doe who was taken from her homeland by a ravenous pack of wolves. She was forcibly impregnated by the pack leader, who forced her to abandon her child in the middle of a forest before she was consumed by the entire pack. She offered herself instead of her newborn, her last wishes were that they wouldn't harm the young girl.
  • Enra Flowers: Aika's adoptive mother, an elderly elven woman who found the young girl abandoned in the forest while on a walk with her husband to gather some wood. Enra has a heart of pure gold and would do anything for the young girl, despite knowing that the villagers may judge her harshly for taking in a were-beast.
  • Luris Flowers: Aika's adoptive father, an elderly elf who passed away a few days after Aika's quest day. A sharp tongued man who only ever wanted his wife to be happy. He loved Aika more than she could possibly imagine, feeling blessed that him and his wife were able to have a child for the first time in their long lives.
Other:
  • Aika rarely goes by Ai, it was something Luris called her and following his death she was unable to hear the name without feeling upset.
  • Aika has sharp teeth and is an omnivore despite her deer origins. Presumably this is due to being part wolf. She prefers herbs and vegetables, but she certainly won't turn her nose up at a fresh steak
  • Aika doesn't know her origins, she would love to find out but thinks that there is no possible way to know.
Companion Animal:
Ahri: Ahri is Aika's farm cat. She's a gruff female cat with a beautiful Calico pattern. She has a mind of her own and often wanders away for days at a time, she usually comes back with fresh prey within her jaws. Aika loves her deeply, but she keeps her a secret from Enra.
 
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Monster Guy

Fairy type Trainer
Name: Leafy Woodwick

Age: 18

Gender: Male

Species: Fairy
He's petite, he has wings, he flies, he uses magic. More details in the Class section.

Class: Wizard

As a Fairy, he is alligned to Grass elemental magic, and being a wizard, he also developed an affinity for Water magic.

With his grass magic, he can do a variety of things like making vines grow from the ground to ensnare foes, creating a flurry of razor sharp leaves, There must be some form of plantlife around in order to be able to do anything.

He primarily combines his Water magic with his Grass magic to heal wounds and sicknesses. He can also make it rain which causes plants in the area to grow and helps with droughts. He also uses water magic on it's own, like firing streams of water from the tip of his wand. Unlike with grass, he can produce water from the air.

Courtesy of his father, he does know how to brew potions.

Chii-Devices (or Similar Items):

Magic Wand: Basically, a thin wooden stick used for casting spells. While he can charge his wand with other types of chii, he mostly uses Grass and/or Water magic that he is alligned to.

Seeds: He carries a bunch of seeds in pouches attached to his belt, so that his grass magic has something to affect.

Appearance:
96adeHR.png


By fairy standards Leafy is quite tall, standing at exactly 3'11" While he does not have bodybuilder proportions, he does have a toned athletic physique that he is quite proud of. Due to living pretty much all his life outdoors, his skin is lightly tanned. Not pale, but not bronzed either. He has a toned physique that he worked really hard to obtain. His face is round, and rather boyish. Marked by large, expressive, brown eyes. These features give him a rather youthful appearance. He has short, messy, chestnut brown hair. Except for the top of his head, and eyebrows, the rest of his upper body is void of any hair. His most noticeable feature is his large ornate wings, that resemble leaves.

Were it up to him, Leafy wouldn't wear any clothes period. Unfortunately, some people don't like that kind of thing, and so he is forced to cover up a little. The only clothes he does wear are a pair of forest green tights with a swirling vine pattern on his legs, a pair of leafy booties on his feet, and a brown leather belt around his waist. The belt has several pouches attached to it where he carries things in. He doesn't wear a shirt, because showing off his chest is the only way to prove to people he's not a little boy. Besides, how do you expect to put on a shirt with those wings anyway. He has a small green leaf that he keeps in his hair, and a viney armband around his right bicep.

Personality: Leafy is a bright, cheerful person, with an optimistic view on life. He can often be found with a smile on his face, even when things look bleak. As such, he often makes jokes, and does silly things when the situation is tense to lighten things up, but his attempts to make people laugh sometimes backfire. He can't stand seeing others be sad, and would do anything in his power to help them. He believes there is some good in everyone, and for that, he is very trusting of others. A genuine nice guy, he is always willing to help someone in need. Often putting the needs of others ahead of his own. Due to his own experiences with bullying, Leafy is able to empathize with others in a similar situation. He makes it his personal mission to befriend and help people like this. Sometimes though, he can be too nice, to the point of gullibility, and people often take advantage of him for it. Leafy is very outgoing and social. He likes meeting new people, and making new friends. He is not afraid to strike up a conversation with a random stranger. He openly expresses affection through touching in the form of hugs, holding hands, as well as stroking and grabbing shoulders. He is loyal, empathetic, and very protective of those he cares about, making him a good friend to have.

Leafy is very energetic, some would say hyperactive even. So much so, that it is very difficult for him to sit still and concentrate on one thing for long periods of time. He can Because of this, he likes to actually do stuff, instead of sitting there reading about it. While he is able to think quick on his feet during intense situations. he often acts impulsively, and jumps to conclusions without thinking first. Leafy can be childish and immature at times, and is the type of guy who wears his heart on his sleeve, His feelings are there for everyone to see, and he's pretty easy to read. For example he cries openly when something upsets him, and he is affectionate towards close friends. Due to his cheerful nature, it is usually difficult to anger him. Leafy is the type that wears a happy mask to hide his pain, not wanting to burden others with his problems. When something annoys him, he tends to keep it to himself, so when things become too much, he has really bad angry outbursts where he just lashes out at the appropriate target. That said, Leafy isn't one to hold grudges for very long, and is very quick to forgive people.

Despite his optimism, Leafy still has some insecurities from his childhood. He masks it with a smile and laughter most of the time. but it still lingers in the back of his mind. These feelings are what drive him to get stronger, and to make more friends. Those same reasons are why he dresses the way he does. tries his hardest to be the best wizard he can be. He doesn't want to have to deal with bullies ever again, and he feels like getting people to like him means they can't be bullies.

Leafy is a very proud to be a fairy. He loves the fact that he can use magic, and practices his skills whenever possible. While he prefers to use his magic to help people, and he is not particularly violent, he is by no means a pacifist, and he is willing to use his magic to defend others if necessary.

History: Leafy was born to a community of fairies living in the witches woods. They made their homes in treehouses, and got everything they needed from nature. Both of Leafy's parents were powerful wizards. Many people came to the woods to seek their aid. Whether that was for healing, or to create rain during a drought to help the crops of farmers. Leafy was taught to use his magic at an early age. It took him a while to fully master. Mainly because his parents had a hard time getting the young fairy to sit still, and actually study. He liked to run around the forest, and go swimming, than memorize spells and potion ingredients.

While he lived in the woods, and was trained in magical arts by both his parents, he still attended school in the village with people of other races. While he got along well with other fairies, races that were physically stronger than him had a great time picking on him because he was an easy target. He wasn't particularly good at magic yet, so he had a hard time defending himself. There was an incident where a Werecat student thought it would be funny to claw out his wings. It was a painful, traumatic experience that he doesn't like talking about. The schoolmaster found out about what happened from Leafy, and the Werecat was punished. The bully justified it by saying that they grow back, ans and didn't see what the problem was. Schoolmaster Damas beat the kid senselessly for saying something so insensitive, to the point where the kid nearly died. The kid's friends also continued to give Leafy problems for snitching. This scared the young Fairy, and it's why he never told an adult about the bullying he received.

While all the bullying upset him, he kept up a cherful demeanor in front of others, not wanting to burden them with his problems. He believed that if he thinks positively, things would get better. Outside of his fairy friends, he did have one very close friend. A human also studying magic, Amos Wandson. Both of them were on the receiving end of bullying, they both studied magic, and they had personalities that got along together.

Because of all the bullying, Leafy started working out to overcome the physical weakness that came with being a fairy. This gave him strange looks from other fairies. They would look at him doing pushups in the forest, and wonder why he tries so hard. He also put more effort into his magic studies. He put a lot of effort into being the best wizard he could be. He and his friend Amos studied magic together, and both of them helped each out whenever possible.

After he graduated from school when he was 16, Leafy's parents felt he was finally ready to go on his quest. He was gifted with a hand crafted wooden wand, and sent on his way. His quest went well, though not without incident. He wound up in the rogue encampment, and wound up in a fight with a bunch of grouchy highwaymen. He made it out ok thanks to his magic, but he did get a bunch of injuries, and damage to his wings.

Nowadays. he lives in the woods, but often ventures out to help out the villagers of White Hills whenever possible. Some people love him, while others find him a nuisance. He also helps out with his parents work. While he is a trained wizard, he is still young, and is figuring out his place in the village. He still keeps in touch with Amos from time to time, but after they both graduated, they haven't been as close as they used to be because of being busy with their own lives.

Family:

Briar Woodwick: Fairy Mother. Witch: A Grass fairy witch with a knack for using magic for healing. People often seek her out specifically for her magical healing. She is playful and fun loving, as well as a nurturing mother to her son. Many people say that Leafy takes a lot after his mother.

Alder Woodwick: Fairy Father. Wizard: A Grass fairy wizard who's skilled at making potions. He sells his concoctions in a shop that he and his wife run, that also offers other magical services. He is more serious and traditional, where Briar is more fun loving. He and his wife work well together because they're personalities compliment each other.
 
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Solsabre

The Reforged Soul
Done

Name: Sequoia Reva Redwood

Age: 26

Gender: Female

Species:
- Half Were-beast (sea eagle)/ half-elf

Sequoia inherited her mother's eagle eye vision, so she can see further than most elves. Makes it easier for her to spot prey/chii at a distance.

She also retains much of the elf slender and athletic physique as her mother was quite graceful in her humanoid form. Her bird legs and feet make her an agile jumper for scaling cliffs, trees, or buildings.

Class: Hunter (Sailor/Catcher of fish)
-She actually started out in the Warrior caste early in life, but couldn't stand the rigid and obedient life style. Plus, she was often treated poorly or ignored by the Monks and Priestesses in favor of the pureblood humans.
*

Chii-Devices:
A simple silver cuff (camouflage charm) – Sequoia wears this on her upper forearm. The cuff has an open gap on one end, so that when she shifts to that of an eagle, her white feathers can fan outward with being hindered. The silver cuff is a magical charm that produces a glamour to hid her exotic appearance into that of an ordinary if short elf. A simple charm that her deceased father, Faelar, commissioned for her as a quest day gift after saving up for several years as a means of disguising herself from potential slavers. Sequoia seldom uses this as she prefers a more direct approach.

Duodent (fishing spear/weapon) - A light-weight two-prong spear often used to piercing fish from the water or fishing nets to flinging them into a sea vessel's deck. She generally channels wind chii with it to create gusts to move her ship's sail. Sequoia is quite adapt at using it for self-defense from the training she received in the Warrior caste. She uses primarily wind and water chii in this function as those are the most accessible chii when out on the ocean.

A leather anklet with a clear crystal – A chii device that can be charged with different chii with different effects, but activates with a high kick sweep. Sequoia found this band hidden at her mother's abandon aerie when she returned there as an adult. This anklet stays on regardless of which form Sequoia is currently in.

Appearance:*
Sequoia is rather tall at 5'5” for an avian were-beast, but remarkable short for an elven half breed. She retains a visage of the slender athletic form of the elves as her avian were-beast mother is also considered lithe and graceful in her humanoid form. Her ears are slightly pointed, a gift from her elven father. Straight dark brown hair goes down below her waist, though it is often kept up in a long pony-tail.

At a first glance in the distance, Sequoia's appearance would indicate she was of elven blood and dressed in exotic clothing and feathers woven into her long black/white hair. However, on closer inspection, light gray feathers protrude seamlessly from her skull along her hair line and going back for 2 or 3 rows. Finer grayish/black feathers cascade down her neck and back, a patch of white feathers can be seen on her lower back. The bright white feathers flow down the back sides of her arms, stick outward, and stop just above her elbows; giving her upper arms a vague winged appearance. (Her mother is fully feathered as a humanoid).

Her eyes are a startling golden-yellow with the same telescoping abilities for distance viewing as true eagles. Her eagle eyes in humanoid form are fierce and sharp looking for those meeting Sequoia for the first time, but in truth it is a sharp contrast to her lively and outgoing demeanor. The most obvious trait of her mixed blood are the lower halves of her legs. From the knee down, her legs and feet are the yellow scaled feet and talons of a wild eagle. The odd configuration of the bent-back leg joints grants Sequoia a remarkable jumping ability for scaling trees and cliff sides. The combination of her elf and avian heritage gives her an exotic and striking appearance. Unfortunately, this tenders to attention from unsavory characters.

Due to the issue of clothing and were-beast transformation, Sequoia dresses in a simple halter top, which ties with thin straps around her neck and around her back at the base of her shoulder blades. A loose fitting skirt sits low on her waist with the material being shorter on her hips and thighs and a draping loincloth in the front and back going down to her knees. Her clothing is usually colored in blues, greens, and various shades of gray. Though her dress of choice would be considered scandalous and suggestive by most of the villagers, it more for the ease of quickly dressing or undressing when she shifts to and from her eagle form.

Lastly, Sequoia will transform into a very large and white/blackish Stellar's Sea Eagle.

Personality: Lively and upbeat, Sequoia chooses to look on the brighter side of life, choosing to make lemonade when handed a lemon. She refuses to let persecution from being a were-beast and half-breed get her down. While she doesn't let the prejudice openly phase her, dealing with it on a regular basis can be quite wearing after a while. She can quite cheeky, but seldom in mean way, but more so teasing to friends and acquiesces. Hearing her sing-song greetings isn't an unusual occurrence.

With her free-spirited and fiercely independent nature, Sequoia has sought life on the open, unpredictable seas to the mundane routine of the village. The gentle sea winds blowing through her hair and feathers grants her a rare sense of peace, only to shift thrill and adventure when storms rage and rough waves challenge her skill at survival. Sequoia feels truly alive in these moments.

Her daring and bold attitude can cause her to be abrasive towards authority or anyone who thinks they can push her around. Nor is she afraid to speak out her mind for herself or others, when harsh words or treatment is being given in public. Fairly outgoing and compassionate, the half-breed will reach out to someone hurting, since she understands the pain of rejection and disdain. As for her own pain and sadness, she hides it behind a determined and defiant face. A quirk of her were-eagle side, a weakness must be hidden, that others might not take advantage of her. This includes injury and sickness.

She enjoys meeting new people, especially if they have exciting adventures to share. However, she has a hard time relying on others or opening up to them, unless she trusts them completely. Her only true family are the ragtag sailors of Captain Jonah 'Old Bo' Trask's fishing clipper, THE REELY NAUTI.

The bird woman has little modesty, simply because clothing is an inconvenience for shifting between elf and bird form. She does keep multiple stashes of clothing hidden throughout the White Hills and aboard the her boat to keep people from guffawing, when she needs to run errands in town. Though if someone spots her in the nude, she'll simply shrug.

She’s quite adaptive and quick to think on her feet can generally keep a cool, clear head. *On the rare occasions she is startled or feels threatened, she'll vocalize a variation of her eagle cry as a warning and posture accordingly. Being a sailor/fisherman and initially raised by her full were-eagle mother, she learned to be resourceful and procure what she needed from the land as many shopkeepers wouldn't sell to her.

Sequoia is quite graceful and serene, when she wishes to be. Deep down though, she's a rough-neck and curses like any good sailor. (She does have enough manners to tone it down away from the docks.) From her training in the Warrior caste, the bird woman developed her own street-fighting style with tumbling falls, kicks, trips, and throwing dirt in the face of potential kidnappers and slavers that target her for her exotic looks. She'll often use a light weight duodent (a two pointed spear) for fighting as well as fishing. She can be aggressively protective of those she cares deeply for.

History: Faelar Redwood, a poor elf orchard farmer, spotted a mesmerizing sight in the skies above his orchard one day. A massive majestic eagle soared high over head, but something was wrong as its flight path was eccentric and unstable. The huge raptor finally crashed among the farmer's orchard. Faelar ran in a hurry through the grove, but what met his eyes was not a bird but rather a beautiful and striking female were-beast her humaniod form. She'd been shot with an arrow to the wing/shoulder. Faelar, a kind and gentle elf, tried helping the bird woman, but distrust and hate was plain on her face. With time and patience Faelar won the eagle woman, Aella, over and treated her injuries.

Aella remained with Faelar as she regained her strength and during that time the pair grew close and in love. However, Aella grew restless and the skies called to her bird-of-prey instincts again. With a sorrowful, but understanding parting, Faelar said goodbye. The elven farmer didn't see his beloved Aella for several years, until the female were-eagle returned one day out of the blue with a surprised. Disheveled and exhausted, Aella introduced their six-year-old daughter, Sequoia Reva. The were-eagle woman left as quickly as she appeared, only stating that she was being pursued by dangerous people and left Sequoia with her father. Weeks later, rumors of slavers seen traveling to the east of White Hills traveled throughout the village.

For the next six years, Sequoia helped her father with the orchard, learning the ways of the land and caring for it. Suffice to say, the avian girl was a handful and usually bored with the slow life of cultivating food. However, she came to love her adoring father and with enough pestering would generally follow his instructions with creativity interpretations. However, at age 12, her father became sickly. Unable to care his daughter and fearing for her safety, he petition to the Monastery to take custody of her and train her in the Warrior Arts. So that her physical needs would be met and she'd know how to defend herself to escape the likely fate of her mother. Sequoia stubbornly refused. However, Faelar got through to her that this was for the best and made her promise to stick with it till her Quest Day.

Life at the Monastery was not kind to Sequoia for there was no way to disguise her obvious bird legs and feathers coursing down her back and arms. She was often excluded and ignored by the other orphans or ganged up on in verbal taunts. The monks and priestesses would overlook her in favor of the pureblood humans. Throughout it all, Sequoia kept up a brave face, letting none take pleasure from her misery. Older students would try overpower her in combat training with cheap hits, but with time Sequoia learned to outmanuever them with her swift jumping ability, agility, and skill with a spear. The physical training she could throw herself into to release the frustration and tension. At night, she'd sneak out of the dormitories for a short flight to remind her who she was and what freedom was like.

A week before her seventeenth birthday, one of the more open minded monks called her to his office with sad news. Her father had passed away the night after a long battle with his illness. Though Faelar didn't own much in his life, especially at the end, he'd painstakingly saved for many years to commissioned a protection charm for his daughter that would hid her avian nature and appear as a normal elven maiden when activated.

A short while later, Sequoia, and others in her age group, attended their Quest day. The challenge went well enough in the beginning, but the avian girl realized the others were trying to set her up for failure. Fed up, Sequoia broke off from the group and completed the quest on her own. Officially recognized as an adult, Sequoia bailed out of the Warrior ranks after honoring her promise to Faelar.

No where else to go and her father's orchard sold to another, Sequoia returned to the White Cliffs to her mother's aerie. For a time, she lived on her own, never happier, but loneliness did tug at the back of her mind. She eventually found an abandoned Stellar's Sea Eagle's nests with a single egg hidden in the depths of the nests. Embracing her eagle nature completely, Seqouia brooded the egg herself, leaving the nest only to hunt as she needed too. A few weeks later, a health male chick hatched and she named him, Aukai.

One morning, she'd taken Aukai to the ocean to go searching for food that day. It was that day she caught the attention of Captain Jonah 'Bo' Trask as the fishing clipper, THE REELY NAUTI, was in the same area. Impressed with the lass's skill at spotting and catching fish, he offered Sequoia a place on his crew as their scout and offered to teach her the ins and outs of sail rigging. Intrigued, Sequoia took him up on his offer and proved to be an accomplished sailor in time. She also became adept at spear fishing as she had trained with a bo and spear during her years in the Warrior caste. On her 21st birthday, a year after she joined the crew, Old Captain Bo gifted her with a Duodent, a two-prong spear that could channel chii.

Sequoia lived and worked alongside the crew of THE REELY NAUTI for six years and were as close as family. Captain Bo was her adoptive father; Larry, Curly, and Moe, the nitwit sailors, became her adoring uncles; and Stephen, the Captain's son was her best friend.




Family:
Father (Deceased) Faelar Redwood, a poor elf farmer, who cared for an orchard near the eastern White Cliffs. Passed away before/after Sequoia's Quest Day. Gifted her with a camouflage charm.

Mother (MIA)– Aella- an avian were-beast fisherman (fisherwoman?). Raised her daughter alone at her aerie on the White Cliffs for Sequoia in her early years. Aella mysteriously left Sequoia with Faelar, at age six, simply stating that she was being pursued by strange folk of ill intent. Rumors flooded the village weeks later of slavers being spotted on routes near White Hills. Aella hasn't been seen since.

Captian Jonah 'Bo' Trask (Human) – also known as Old Man Bo or Old Bo. A rascally and jovial old sea captain of the fishing clipper, THE REELY NAUTI. He took Sequoia on as part of his crew after witnessing her skill at spotting and catching fish. Though he expects as much out of her as the other sailors, he affectionately sees her as a daughter.

Sailors (Larry, Curly, and Moe), nitwits who squabble to a comedic degree, otherwise competent sailors and fishermen. Loving 'uncles' who adore Sequoia and get away with teasing her relentlessly about her being their lucky sea charm.

Stephan Trask – Captain Jonah's son, a quiet, honest, and hard-working man. A fair contrast to Sequoia's vibrant persona. He harbors feelings for Sequoia, but hasn't confessed to her yet.

Companion Animal:

- Aukai, A young male Stellar's Sea Eagle. An eaglet that imprinted on Sequoia.

Appearance: A massive Stellar's Sea Eagle, though somewhat on the smaller since he's male. Aukai is predominately dark brown/black with white feathers on his wing ridges, tail, and legs.

Personality: Aukai is solely loyal to Sequoia and very protective of her. He has learned to tolerant the Captain and crew of the REELY NAUTI at Sequoia's insistence. The eagle is prone to mischief and will snatch tools and fish from the sailors, which usually result in hilarious chases. Getting pooped on is also a regular occurrence. He will often preen Sequoia's feathers and hair affectionately when he gets a chance. (Aukai means “Explorer of the Sea”)

History: Sequoia had found a wild Stellar's Sea Eagle's nest ransacked by a predator and abandoned. However, one egg remained untouched while hidden in the branches and feathers to one side of the nest. The bird woman decided to finish incubating it herself in case the egg was still viable. Several weeks later, the egg hatched to a healthy fluffy white eaglet. Sequoia raised the chick to maturity and taught the juvenile to hunt for himself. But rather than settling off on it own, the sea eagle followed Sequoia everywhere. Rather lonely at the time, Sequoia accepted the eagle's companionship. The pair can often be seen flying through the air together. He often perches on the high mast's of the REELY NAUTI or seen on rooftops or trees when Sequoia goes into town.
 
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Vern

Why not both?
Just gonna toss a WIP here...

Name: Cinnabar (Some people call her Cinder, or occasionally Cindy).
Age: 25 (about the same as a human 18-20 year-old when taking slowed aging into account).
Gender: Female.

Species: Half-Demon, Half Human (Incubus Sorcerer Father, Human Witch Mother)

- Cinnabar possesses some limited Shield Magic, inherited from her Father. It's not very strong and won't block anything powerful when taking it head on, but is useful enough for parrying attacks/projectiles with her bear hands, as well as protection against sharp objects when she's climbing/walking in the woods/wherever else it might apply. It appears and functions more like a slightly more rigid, translucent white-ish bubble than a hard, solid shield.

- She also has a fantastic grasp of Illusion Magic, as well as minor shapeshifting magic. Her illusions are among the best there is within her circles, almost identical to just plain real life. She mostly uses them to change her appearance when carrying out thefts or assassination jobs, and is a master at replicating someone else's features. She can also use them to create smokescreens and other distractions to help in an escape. They're most effective on a small scale. She can also make some minor changes to her physical shape, but these are generally quite small and used only to supplement her illusions to add more realism when impersonating someone of a different physique.

- Being a demon, Cinnabar also has increased strength/speed, as well as abnormally keen senses. Her genetics allow her to perform some amazing acrobatics, and gift her with

Class: Rogue (more specifically, thief/assassin).
- Cinnabar is a master trickster and thief, as well as a skillful and efficient killer - to the point where her ‘work name’ (Cinder) is regarded with a sort of reverence from those that are familiar with that part of the criminal world.

Chii-Devices (or Similar Items):
- Cinnabar’s favourite weapon is also the first one she ever wielded - a simple needle. Well, it’s more than that, being incredibly strong and sharp, but it has no magical properties. She takes care to keep it impeccably sharp, and it pierces flesh with ease. Along with her knowledge of pressure points, blood vessels, and just the general makeup of any race’s body, it’s a lethal weapon. Not very useful in a proper fight, but very very useful when killing people quietly and instantly while they don’t suspect it.

- Apart from her needle, Cinnabar also owns a chii ring. Her mother was an earth/water elementalist, and she has a natural affinity for the earth/water elements (somewhat ironically, considering her work name is Cinder). However, it isn’t very strong, and her own natural magic can’t do much beyond making surfaces more slippery/un-slippery. It’s useful for climbing and can allow her to perform some pretty cool acrobatics. It’s also useful for slipping out of someone else’s grip if she gets caught. Of couse, the ring can be charged with other chii for more powerful effects.

Appearance:
K3Eq7j7.png


Cinnabar is normally about average human height, but due to the double-jointed nature of her demon legs, is considerably taller when rising to stand at her full height. Her skin is unnaturally pale and has a greyish, slightly inhuman tint, often appearing dusty or covered in a thin layer of soot. She inherited her vibrant orange hair colour from her demon father, and it reaches down to her ankles - she usually uses her magic to shift it into a shorter length when working, and in her free time often ties it up in a sort of a bun and some braids that seem to just hang everywhere in a bedraggled mess. Her eyes are a bright red colour with some hints of yellow or orange, and have reptilian slit pupils. Both her hands have clawed fingers, but she uses her magic to keep them in human form most of the time for convenience’s sake. Reddish-black, tattoo-like patterns with a shiny texture cover large swaths of her body, being quite visible on her right arm, and almost entirely covering the upper part of her legs. She also has a thin, grey, and pretty much featureless tail, as well as a pair of twisting, demonic horns that sprout from her forehead. A grey triangular mark can be seen under her right eye.

In terms of clothing, Cinnabar dresses in order to allow herself maximum freedom of movement, as well as to leave maximum ambiguity to make shapeshifting easier. She wears a simple, loose white shirt that has grown grey and muddied over the years, as well as a grey garment that looks sort of like a skirt with two leather-like patches on the outside. All the clothing she owns is slightly stained with dirt and occasionally blood, and tend to have tattered edges.

Personality: Cinnabar is a very wary person, trusting in (almost) nothing and nobody. To most people, she presents and impenetrable wall of normalcy, giving nobody any reason to remember her as anything other than ‘that kinda nice person I met the other day’. She’s great at fitting in and remaining unnoticed, and is always polite, helpful, but never to the point of excessiveness. Any layman who doesn’t bother to look too hard usually just sees her as a nice, but easily forgettable person. She rarely interacts at length with people unless there is good reason to, and as such has very few meaningful relationships, or relationships at all. Her general worldview is that nobody will give you trouble if you don’t give them any reason to give a crap about you.

To those who play a larger, more significant role in her life, Cinnabar is a completely different person. Around the Rogues and outlaws she lives with and interacts with on a daily basis, she’s an energetic, playful youngster, brimming with smiles and cheer. To those people, she pretends to live without a care in the world beyond the next job or the next meal, untroubled despite their less-than desirable lifestyle, She had initially adopted that sort of persona as a sort of escapism and a coping mechanism for the harsh conditions she used to live in, and over time it’s become the de-facto ‘real’ personality she presents to people who look for more than her ‘boring nice person’ facade.

But even that is a mask of sorts. Although she is a fantastic actor and shows her "true self" to nobody but the one or two people she trusts with her life, under her facade lies a scared, confused child. When doing jobs her attention never strays, but in her spare time she's almost always anxious and stressed, trying to simultaneously forget about and justify the moral consequences of her actions and the lives she has taken. She's always lonely and desires a connection to other people, but is wary of them and doesn't dare to let anyone see her vulnerabilities. She often has nightmares, and owns a large amount of mild sleep potions for that reason. She holds a deep resentment and hatred for people in general, and, unsurprisingly given her past, despises noblemen in particular.

History: There was a time in the distant past where Cinnabar lived a life free of troubles and pain, sheltered within the confines of her Father - a powerful Archdemon - 's mansion. Her mother was a human witch, and the two had fallen in love in one of her Father's trips abroad. In the early two years of her childhood, Cinnabar was probably one of the happiest children alive. All she retains of those two years in the lingering scent of her mother's perfumes and the faint feeling of silken blankets draped over her shoulder. During a period of political turmoil, an assassination was attempted, and Cinnabar's parents escaped with their lives, being forced to flee the Demon Lands to seek sanctuary in the more deserted realms up north. Believing their child to have been killed in the brawl and the massive fire that ensued, they buried their guilt and disappeared, hoping to start anew in a different place, with a simpler life.

But Cinnabar was not dead. She had been 'rescued' by a trafficker who specialized in young children, and after raising her to a decent age, he covertly sold into another Demon noble's household as a kitchen slave. Thankfully, the Trafficker didn't know who she was - for he would have immediately advertised her as such and earned a much higher sum for his efforts. Without the knowledge that her parents were once esteemed nobles, she was spared the ‘preferential’ treatment such children received, which lead to much more attention, which in turn lead to much more abuse from all parties. She was allowed to sleep, unnoticed, with the other younger slaves in the cellars her Master’s manor. While the conditions were harsh and the treatment they received harsher, it wasn’t unbearable, and the virtual anonymity of the kitchen slaves, who rarely set foot in the manor itself, relieved her of some of the worse ravages of her ‘profession’. She grew to become close friends with some of her ‘room-mates’ - a hyperactive demon who called herself ALF and a demure human boy named Crow - and began almost to enjoy herself.

Unfortunately, that happiness was short-lived. As she matured and grew into an undeniably beautiful almost-woman, she, along with ALF, attracted the attention of their master - attention of the most unwelcome sort. Soon, he began to pull them out of the kitchen at regular intervals to ‘service his personal needs’, and started to give them the ‘preferential treatment’ which all the slaves dreaded. Alienated from the rest of their peers by their now obviously cleaner garb, un-malnourished bodies, and unnatural duties, they soon became the object of envy and even hatred, being accused of discarding their dignity for material privileges. Life quickly grew to become a never-ending chain of increasingly unpleasant experiences with increasingly unpleasant people, and they both grew to harbour an intense hatred for the demon they were forced to call Master.

Despite their growing distance from the slaves, Crow remained their friend. He too had grown increasingly spiteful and discontent - although for different reasons - and wanted to be rid of the man. Together, the three of them hatched a plan. He would use his position as an errand boy, who had more contact with the outside world, to secure the weapon, as well as a means of escape. And when either ALF or Cinnabar or both would be called in to their Master's room for those special ‘services’, which the man insisted to be conducted without the presence of any bodyguards, they would take the weapon, feed him a sleeping potion, and do the deed. Then, they would escape through the tunnel that the slaves used to enter and exit the building without disturbing the guests, and leave the kingdom on board a cargo ship, who’s captain Crow had an ongoing business relationship with. They eventually settled on a metal needle for the weapon. It was light, would be easily hidden even in the most revealing of clothes, and was capable of a quick, soundless kill if stabbed into the back of a person’s neck at a certain angle - an opportunity which would not be hard to come by. Crow procured the weapon from a travelling merchant who asked no questions.

The deed itself was in many ways almost anticlimactic - everything worked out almost perfectly. Cinnabar and ALF were called up into her Master’s room on a stormy night. ALF poured him some tea, which was spiked with a tasteless sleeping potion, and after coaxing him into a face-down position, Cinnabar buried the needle in his neck without hesitation. The two left the room, informing the bodyguards that their Master was feeling unwell and was not to be disturbed, and had ordered them to return to her quarters prematurely. Within the cellars the two of them met up with Crow, and the three ran from the manor under the cover of the storm and night. The guards who normally stood watch at the gates weren’t exactly dying to stand out in the storm, and a few silver coins slipped covertly into their pockets earlier in the morning was enough to ensure that they were fast asleep on their bunks when the three made their escape.

The three were deposited on a port near the edge of the demon lands, where the influence of the demon nobles was less overpowering and there were plenty of merchants and other personalities of other races constantly coming and going. Knowing that a search warrant would quickly be put out for the three of them (given the fact that their master had been killed and the three had gone missing directly after), they agreed - reluctantly - to go their own separate ways for the sake of each other’s safety. Cinnabar wandered around, taking some unremarkable, forgettable jobs for money (like cleaning in a pub), until she was contacted by a middle-aged, hollow-eyed man who referred to himself as Kale.

The two talked within the wine cellar of the tavern Cinnabar was working in, and Kale related to her the situation. He was the leader of a band of outlaws, and he needed to carry out an assassination - a specifically, of a human nobleman who lived in the region surrounding the White Hills. He was, Kale assured her, an absolutely despicable human, responsible of illegally holding and abusing slaves he received from the more unscrupulous dealers within the demon lands - many of them abandoned children like Cinnabar herself. During his preparations, he came into contact with Crow, who had been travelling around with a merchant. Crow had - at a fee - disclosed the location at which he had last seen her and recommended her as a possible candidate to carry out the killing. He knew that her hatred of those kinds of people ran deeper than ALF’s or his own (due to a particularly unpleasant experience in her early days as her original master’s personal ‘assistant'), and that she would welcome a chance to rid the world of another similarly terrible person. Kale offered her a place to stay, a sanctuary where she wouldn’t have to worry about the reach of the law, a family, and what’s more, a chance to practice, in a perverse way, her own vision of justice. Cinnabar agreed.

Once again, she pulled off the kill near-perfectly, in a similar fashion to her previous assassination. Using her magic to take on the guise of one of the nobleman’s many lovers, who had been ‘temporarily detained’ by some of Kale’s acquaintances, she snuck her way through his security, once again used her needle to jab that specific spot on the back of one’s neck. She escaped undetected, having done as Kale had instructed and left a few pieces of evidence that it was the work of a disguised hitman rather than the innocent woman’s own work.

Since then, Cinnabar became part of Kale’s group of outlaws, living within the settlements they constructed in the nearby woods, and helping out with raids, thievery, or assassinations when asked, but rarely of her own accord. She spends most of her days living out a relatively peaceful, almost normal life in town, even earning a decent living as an employee in one of the local taverns - a luxury she could afford by virtue of her shapeshifting abilities.

Family:
- Percy Alleine Crow (originally just ‘Crow’): [Human] Crow was a former slave along with Cinnabar. Since the assassination, he has buried his past and become a skilled conman as well as a decently successful merchant. He used to be ambitious, but has slowly become disillusioned and cynical, as well as a little sick and tired with his life and the moral corruption of the nobles he often ends up making deals with. Travels a lot, and occasionally visits Cinnabar at her makeshift home when he passes through the country. The two are still very close, often becoming totally different people in each other’s presence, and are prone to being mistaken for a romantic couple by those they don’t know.

- ALF: [Demon (Succubus)] Former slave, also helped with the assassination. She is a sorcerer and an entertainer, having found work in an acrobat troupe (according to Crow’s information, that is). She’s a little too friendly, slightly iffy in the head, and irrationally creepy to many people. They used to be like sisters, but have more or less lost touch with each other after separating a few years ago to avoid capture. Cinnabar still loves her deeply and hopes to see her again someday.

- Kale: The de-facto leader of the outlaws Cinnabar associates with. He acts as a sort of father figure to her, and the two share the same dwelling (along with a few other members of their ‘gang’). He’s generally quite likeable and caring, not the kind of person you’d see becoming an outlaw. He has some strong political views, but keeps them relatively bottled up in order to get through daily life. Most of Cindy’s ‘jobs’ are given to her through him.
 
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TheSequelReturns

Faithful Crusader
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Name: Beryl Gloomheart

Age: 17 (Due to slowed aging, looks more like 14ish)

Gender: Female

Species: Half-Vampire, Half-Fairy
Beryl has a natural alignment to Wind magic and can use simple spells involving it (such as powering her broom) without the need of Chii. She has also inherited her father's silent-step magic, whereby she can move about in total silence.

Class: Alchemist
Beryl wants to do what she can to help her parent's make a living, and has taken to collecting items to brew potions. She's gotten quite good at it, and even has regular customers.
~ She can make a large variety of potions, concoctions, and other magical brews to suit a wide variety of needs. These range from mundane remedies and catalysts to more reactive mixes like acids, dyes, and potions to grant certain magical abilities.
~ Her skill with magical potion craft can be combined with her inherited magic from both parents to give her a knack with non-elemental magic. Her specialty is in affecting the environment around her with things such as illusions, barriers, and using her potions to affect the plants, buildings, and even other people around her.


Chii-Devices (or Similar Items):
~The year before she took partook in Quest Day, Beryl was gifted a chii device in the form of a witch's broom. Flying it has become her primary means of getting around town. Its a simple design, a dark-stained wood handle with copper wire wrapped snugly around the straw bristles and a little compartment to store chii.
~She also has a pink ribbon with a heart shaped jewel that she normally wears affixed to her blouse. Placing a hand on the jewel and holding it there will enhance her senses, like sight, smell, and hearing. She can't move very well while doing this, as the sudden increase in sensory input can be disorienting when in motion, but its helpful to help her get her bearings or to find items for her potions.

Appearance:

NjN5TKQ.png


Beryl is a rather short and petite young girl who stands at about three and a half feet tall. Her hair is a pale pink color, a duller version of her mother's vibrant bubblegum pink hair color. She keeps her relatively short hair pulled back in a short, spiky ponytail. Her eyes are a rich and bright violet color. As a vampire, Beryl's skin is quite a bit on the pale side. But she manages to keep just a shade of warm color in her skin thanks to being only half-vampire. A pair of vampire fangs also pokes out just a bit from her lips. She hasn't quite grown into her full teenage appearance, and still looks a bit like a kid overall. Her small, round, button nose, heart-shaped face, and large ears don't help much with that either. Neither does her usual toothy-grin and high-energy mannerisms.

A large cutesy skull-shaped hair-pin with a lavender ribbon is clipped to her hair on the left side of her head. Beryl's usual outfit is a high-quality dress made from durable but soft fabric. The main body of the dress is lavender and has slightly puffed shoulders, a pleated mid-length skirt, and short-sleeves. A sleeveless, vest-like second layer of fabric sits above the waist and wraps around the back without actually meeting at the front. Hiding much of the front of the dress however, is a silken pink ribbon that sits just under her neckline. Its a surprisingly bright and frilly accessory compared to the more muted colors of her physical appearance and attire. The ribbon is actually a mere holder for the enchanted, heart shaped amethyst at its center. Around her waist sits a waist band that almost looks like leaves. Its actually a dark, muted fuchsia colored leather wrap that has been very expertly crafted to look like the leaves and vines of an Ivy-like plant. Unlike her lavish outfit, Beryl's footwear consists of cheap, pink socks and plain but durable black slip-on shoes.

Personality: Beryl is a very energetic and active young lady. Always on the move, she can't stand to sit still for too long and is always on the lookout for something to do. Its more or less what sparked her interest into potion making, it gave her an active, productive reason to go running off into the woods at a moment's notice. Always up for an adventure, Beryl is the sort to go poking around anywhere she can get into no matter the risks. That is, except for venturing too far into the woods. Even she isn't that reckless. And now that she has a broom, its not uncommon to see her running along rooftops, flying low over the beach, or making dive bombs off the White Cliffs just for the fun of it. She lives for the excitement, the chaos, the fun. The only time you're going to see her still or quiet is when she's asleep. Her antics have become a little less chaotic as she's gotten older, but no less frequent. She's just better now at not doing anything too crazy, or at least not getting caught if she does.

Beryl isn't just active in her activities, she's also got a mind that moves at a thousand miles per hour. She can be quite intuitive when she's focused and is the sort to get annoyed with any obstacle she can't resolve on her own. Becoming an Alchemist almost happened to her by accident, she simply became enthralled by the seemingly endless routine of gathering ingredients, brewing concoctions, and testing them out. No more boredom, no more dull house work, it was like a calling for her. Beryl can spend hours just going through her collection, writing new notes, testing new potions, mixing crazy combinations, casting magic on things just to see what happens, and then rushing out into the world to see what sorts of fun she can have with what she's learned. Its even managed to land her a source of income by selling potions, remedies, magical concoctions, or "special tonics" whenever she manages to craft a good batch. Although her father doesn't trust her with money (and for good reason, she's liable to waste it all on candy and exotic potion ingredients) her mother always sneaks her a few coins from the weekly haul for Beryl to spend on herself, something Beryl relishes. Its not everyday she gets to add a rare spice from the demon lands or an expensive flower from down south in the Musica Kingdom into her potions to see what comes out. But indulging her sweet tooth is something she tries to do as much as possible, be it candies or simply blood with a high glucose level.

Perhaps because she is so high-energy, Beryl often has little time to spare on the more mundane aspects of life. Her parents try their best to make sure she's well off, and she appreciates it, but Beryl isn't one to bother with the little signs of affection. Small glances, a shouted "Thanks!", or a crisp high-five are sometimes the only thing you'll get from an interaction with her. And yet, at other times she's all in and engages the conversation with her usual fevered energy and hardly letting anyone else get a word in edge wise. That's par the course for her. Beryl often gets so lost in her own mind, in her own actions, that she forgets there's other people around with thoughts and feelings of their own. People who aren't simply background characters to her story. And when she does remember this, she's liable to try and slink away. Its easier for her to retreat and write it all off than it is for her to actually deal with another person who expects something of her. A hasty retreat is also her preferred method of dealing with dissatisfied customers, though she's quick to accept any and all praise deserved or otherwise.

History: Beryl's father, Cassius Gloomhollow, was once a noble in the domain of Lord Arrowin. Beryl knows little about his time there, he doesn't speak of it much, but the one story he fondly tells is the tale of how he met her mother, a fairy woman named Euphemia. A Fairy woman wandered a little too far into the vampire lord's territory. Lured in by the songs of the decay chii, Euphemia became extremely lost and wandered the dark woods until she was captured by a patrol of vampires. Her father became curious about the strange Fairy who had wandered into the realm and went to take a look at the newcomer. For Cassius, looking upon the warm, vibrant, Euphemia, it was love at first sight. He visited her again that night and after struggling to convince her that he meant no harm, that he did indeed want to help her escape, Euphemia trusted him and together the two ran as far away from the dark woods as they could get.

As the two traveled, Cassius became more and more hesitant to leave. And Euphemia began to enjoy his company. She was a warm presence the vampire found intoxicating. And he was a supportive partner that Euphemia knew she could trust. In the end, the two never parted ways again and settled down together on the outskirts of White Hills. And in time they would have a child, Beryl. Cassius took what portion of his families wealth he carried with him and invested it, becoming a banker by trade in order to provide for his family. Euphemia, meanwhile, but her voice and creative talents to work as an entertainer, putting on shows to collect tips.

Beryl's childhood was rather easy going. Her father doted on her with lavish gifts and her mother would always drop whatever she was doing to spend time with her. Her father's money made things easy for a time and for most of her early years things were smooth sailing in the Gloomhollow household. And then an investment deal turned sour and took a chunk out of their savings. Things got a little tighter. Her father worked longer hours. Her mother spent more days, and occasionally nights, trying to earn what she could. And suddenly Beryl had time to herself. This was a new concept for her, she had always had at least one parent around to spend time with. So she did what most kids do with their first taste of freedom, she started getting into trouble.

As time passed and Beryl grew into her preteen years she became more and more eager to get out of the house and go explore the town and the surrounding world. She never developed a rebellious streak, per say, but instead she developed a knack for getting herself into troublesome situations. Many was the day when her father would have to negotiate fees for property damage restitution or her mother would have to grab her by the ear and drag her down to one neighbor or another so Beryl could apologize for trespassing, stealing fruit, or messing with the livestock. She became an aimless child, always wandering around, always sticking her nose into every situation, always seemingly at the one place she shouldn't be. It came as a huge relief to her parents when she came home with a set of vials, jars, and supplies and declared that she was going to be an Alchemist.

As it happened, Beryl wandered onto the property of a local Sorceress. The old lady, rather than chase Beryl off or chastise her as the young girl expected, took a liking to Beryl and invited her into her workshop. There, she showed the curious girl all about the art of potion making. And Beryl was enthralled. "You do this everyday?" Beryl asked. "Oh no," said the Sorceress, "Some days I try something new. Some days I practice something old. And some days I do a bit of both and try something crazy just for the fun of it. Magic is an endless pursuit dear." And with those words, Beryl was hooked.

With a craft to devote her time and energy too, Beryl managed to get a hold of her rambunctious streak and channel it for something productive. And as she approached sixteen she was a much more confident young lady full of passion and energy. But if anything, she even more chaotic than ever. Now she was almost never home. She had almost no time to spend with her parents. Trying to win back her favor, her father had a lavish dress custom made for her and her mother gifted her witch's broom Chii device on the eve of her quest day attempt. The gifts, funded by years of saving spare coins on her parents part, were well received and her quest day went off without a hitch.

Now though, as a legally recognized adult, Beryl is slowly drifting ever further from her family. And even the few friends she managed to make. Its a curious case, she's known all over town for her antics and most people in the farmland, market, or shopping district would recognize her on sight. And yet no one really knows her at all because she keeps everyone and everything at arms length. For the time being, Beryl is content to confine herself in her little world of potions and magic with the rest of the world little more than a place for her to have fun.

* Family:

Cassius Gloomhollow - Beryl's father, and a pure blooded Vampire. He is a tall man, thin even for a vampire, and is always dressed professionally. He handles himself well, speaks with a high class lingo, and has become well respected for his honest dealings. Even with the shadow of Beryl's antics a constant shadow on his public image. Once a noble of an esteemed, middling rank house, he gave up his birthright and inheritance in order to run off with Beryl's mother. He has an extended family back in Lord Arrowin's domain, but he hasn't been in contact with them in many years and is estranged from most of them. He is currently serving as a Banker at the town bank where he primarily deals with transactions between shopkeepers and suppliers and the resulting disputes. He has a reputation for being fair and even handed, though he has little to no tolerance for liars or cheats. He hopes to one day work under the town Governor, Lord Nightshade, and put his talents to use as a Judge and/or treasurer for the city.

Euphemia - Beryl's mother, and a pure blooded Fairy. A petite woman who's youthful beauty makes it hard to guess her real age. Her warm tanned skin, vibrant pink hair, and sparkling cheerful eyes make her quite the beauty. She is deceptively flippant at first meeting, but is always one to remember a face, a name, and a story. She's the sort to remember trivial details you brought up in a conversation two months ago with perfect clarity and then turn around and forget why she was even walking this particular way. Euphemia has a talent telling stories and likes to use this in her shows as an Entertainer. She weaves tales on the fly, something new every day, and then brings them to life by moving and animating paper figures with her innate wind magic. Having left her home town many years ago simply to see what was out in the world, she eventually got lost in the deep woods, captured by vampires, and then freed by Cassius. She dismisses any talk of her home town or her blood relatives, leaving some to wonder if there is some secret to why she left home in the first place.

* Companion Animal:
While not pets, per say, Beryl does keep a large variety of small critters in her workshop for various reasons. She does name some of her favorites, but most of them are essentially either test subjects for her potions, ways to produce more resources, or ingredients themselves.
 
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Andydemon

Nanomachines, Son!
(I'll leave a WIP here before I go to bed.)

(Aaaaand done.)

Name: Kitai Hayashi

Age: 13

Gender: Male

Species: Half Were-Fox/Half Human

Class: Wizard/Priest
-Inherited illusion and shapeshifting magic, and is attuned to fire magic from his mother's side.
Chii Device:
-A staff given to him on Quest Day. A traditional gift for children of age from his tribe, this staff has a loop at the top from which hangs six paper talismans, each talisman has a symbol written in the language of Kitai's tribe, and each symbol has a corresponding element indicating which chii the talisman is meant to contain.

火 Ka (Fire), 水 Mizu (Water), 草 Kusa (Grass), 地 Chi (Earth), 風 Kaze (Wind), 減衰 Gensui (Decay)

-Kitai's tail is a sort of natural chii device inherent in his kind. Upon completing his quest and being declared an adult, he underwent a ritual that caused him to get five more tails, giving him six in total, therefore increasing his magical capacity.

Appearance: Kitai stands at roughly 4 feet and 7 inches. His skins is a pale white complexion, he has short golden blonde hair, and his eyes are sky blue. He also has fox-like ears covered in fur with the same color as his hair with silver fur at the tips on the outside, and just silver fur on the inside. In addition to the ears he also has six long bushy fox tails with silver fur on the tips of each one while the rest of it is predominantly gold.

Kitai’s clothes are designed with a Japanese like style to them. He wears a black shirt with a light leather chest piece over it for some protection without hindering his movements, and a black hakama with a large hole in the back for his tails to slip through. He also wears a white haori that covers him down to just below his knees and white socks with wooden sandals on his feet. The haori has a hood with holes in it for his ears, long sleeves that go so far as to nearly cover his hands and another hole in the back for his tails. He wears a sash around his waist in which he keeps a hunting knife.

When he’s in his fox form, the six-tailed fox he turns into is has almost entirely golden blonde fur aside from the silver fur at the tips of his tails and ears. His clothes and belongings seem to disappear while he’s in this form, but they come back when he turns back into his ‘human’ form.

Personality: Kitai is a gentle, yet timid individual. He can be oblivious and naive at times, but not to the point where he can be completely manipulated. Even though he’s a child and hates being alone, he’s not overly dependent on others as he is able to take care of himself.

Kitai starts off nervous when talking to someone for the first time, and how long it takes for him to open up to others varies from person to person. He opens up quickly to those he considers nice while doing his best to avoid those he considers scary. Despite his timid nature, he’s willing to approach others and speak up when he absolutely needs to. He also tends to be very curious, often eavesdropping on conversations or watching some kind of commotion that interests him from a hiding place, be it behind a wall or tree or on a rooftop. Once he’s made a friend he’ll try to spend as much time around them as possible and around complete strangers he’ll either hide until they prove to not be dangerous, or try to run if they prove hostile.

History: Kitai was born in a village once hidden in the southernmost part of the Forest Wilderness, here lives a tribe of Were-Beasts who called themselves the Yokai Tribe. This tribe follows religious beliefs all their own with Kitai's family worshipping the Fox Goddess, Inari, and those who closely follow these beliefs being called Shrine Keepers and Shrine Maidens rather than Monks or Priestesses. Kitai's mother was the Head Shrine Maiden, or High Priestess, of Inari, the nine-tailed Kasumi Hayashi, and his father was a Human Monk by the name of Father Alex, who's life Kasumi had saved long ago when he had gotten lost in the forest, though he knew the Monastery would not approve of him marrying and having a child with a Were-Beast, his gratitude driven love that he felt towards Kasumi back then far surpassed any fear of repercussions he might have had.

Growing up alongside both his parents throughout most of his life, Kitai grew up training just the same as anyone else from the Yokai Tribe, but with the added pressure of being the son of the High Priestess, which made him next in line to be the primary guardian of Inari's shrine in the village. It was also clear that he had taken after his father's more compassionate side rather than his mother's cryptic and mischievous nature, as he seemed to favor the same healing magic that Alex mostly practiced rather than the magical talents for fire, illusions, and shape shifting that Kasumi, and really Were-Foxes from that village in general, were known for. Though this did not stop him from proving efficient with whatever magic he was asked to perform by his elders, only ever refusing to use any decay magic as his desires, and in fact his upbringing as someone from the Yokai Tribe, preferred magic as a means to heal and protect rather than kill. After he turned thirteen, he set out on his adulthood quest, receiving a staff from his mother to help him in the endeavor, and though he was afraid to go off on his own for the first time, he managed to complete his quest, thus making him be considered an adult. To further his passage into adulthood, Kitai underwent a Were-Fox specific ritual to strengthen his magical capabilities now that he was considered ready for it, though it was painful, he made it through the ritual with five new tails, giving him a total of six counting his original one, and with the promise that he would be given his last three, thus making him a full fledged Ninetails, once he was ready to assume the role of Inari's Head Shrine Keeper in the village.

Having been considered ready to take on a position worthy of the High Priestess's son after becoming an adult, Kitai was sent to White Hills with his father to serve as an ambassador for the Yokai Tribe. However, upon arriving Father Alex was immediately summoned to the Monastery to be redeemed for his involvement with a Were-Beast, this tore Kitai from his father, but not before being able to get in touch with a old friend, an elven noble named Mordred Ladimoore, and asking him to take Kitai into his home so he'd have a place to stay while in White Hills. Now living in a village full of people of varying races, most of which he has heard of, but never seen in person, torn from his old family and forced to live with a entirely new one, Kitai has spent the next few months since adjusting his new life in this new home, hoping to one day see his father again.

Family:
Kasumi Hayashi: (Were-Fox, High Priestess of Inari, Mid 30s) Kitai's mother, a nine-tailed Were-Fox that protects the Yokai Tribe and the shrine of the tribe's fox goddess, Inari. Though she handles her position responsibly, she has a mischievous side and tends to speak in cryptic sentences. She loves her family deeply and quickly grows fond of anyone that befriends her son, while becoming unforgiving to those that threaten him. Rarely visits White Hills except for whatever business she might have with the nobles there, but stays in touch with Kitai via magic crystals. Rather than the traditional staff, she appears to use a paper fan as her main chii-device.

Father Alex: (Human, Monk, Late 30s) Kitai's father, fell in love with Kasumi after she saved his life and now lives in the Monastery being forced to redeem himself for his involvement with her. Hasn't seen Kitai since, but still stays in touch with him through letters and magic crystals.

Mordred Ladimoore: (Elf, Noble, Late 30s) Alex's best friend, and Kitai's current caretaker at the request of his father. Though he treats Kitai like a son, he treats his position as the Yokai Tribe's ambassador in White Hill as merely a formality, he does not actually take it seriously because of his age and only lets him attend meetings with other nobles as a bystander along with his daughter.

Minerva Ladimoore: (Elf, Scholar, Late 30s) Mordred's wife. Ignores Kitai for the most part. Seems to spend most of her time reading and monitoring the state of affairs within the village on her husband's behalf.

Maria Ladimoore: (Elf, Gypsy, 14): Mordred's daughter, a free-spirited young girl that enjoys dancing and roaming the village. Longs to see the outside world and treats Kitai like a little brother, affectionately calling him by the nickname: Kit.
 
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Sketchie

literally some guy
right so i'm just gonna write both SU's at once and whichever finishes first/whichever mace likes better, i'll use them.

Name: Hellik

Age: 24

Gender: Cisgender Male, Pansexual

Species: Half-Elf, Half-Were-Eagle (Elven father, Were-Eagle mother)
- Inherited air magic from his father. Can manipulate the wind, and has since learned to manipulate other gasses such as vapor and smoke. However, he often uses fire chii, because using air chii would be pointless since he already knows that.

Class: Hunter
- Strong as hell...ik. Hellik is rough and tough and can easily throw more than his weight around. He knows his surroundings and knows how to survive well. He's a tank. Put him on the front lines because he can take a beating sort of guy.

Chii-Devices (or Similar Items):
- Greataxe: Hellik primarily uses a huge double-bladed axe for a weapon. It's very heavy and he keeps it very sharp. It has a spot in between blades for chil.
- Light Dagger: A small but kept-sharp dagger that Hellik mostly uses in his trade. There is a spot on the hilt for chii, but he doesn't use chii nearly as much with the dagger.
- Father's Amulet: Given to Hellik with his father's dying breath, Hellik owns a small, bronze amulet, kept in a pouch tied to his belt. This amulet uses chii to amplify his magical power and allows him to use magic outside of his god-given air talents. He is most proficient in fire magic, but he has been known to dabble with water, grass, and earth. He stays far away from decay.

Appearance: The first thing you notice about Hellik is his size. This man is quite imposing at 6'8", with the physique of a post-serum Steve Rogers. He is very strong, and it shows in his strong arms, core, legs, everywhere. The second thing you notice about Hellik are his piercing golden eyes, that shine like whiskey in candlelight, decorated with long, enviable eyelashes. They are complemented by a beautiful olive complexion, though he is marked up with scars that he wears as badges of pride. His thick, dark chocolate brown hair is fairly unruly and usually all over the place in that windswept instagram look. He keeps it short and trimmed on the sides and back, but the top of his head? Well, that's its own beast. He has a sharp and defined nose, and he has a bit of a twitch that he gets a little embarrassed over. His lips are perfectly kissable and usually drawn up in a dazzling smile. His whole body is fairly proportionate, though to the average small person he just seems to be mostly leg. Beautiful, muscular, toned leg. (hercules i think u mean HUNKules)

Hellik and shirts do not like each other. He will wear a simple cream tunic if he absolutely has to, but his go-to torso wear is a simple leather vest, never buttoned, in fact has no buttons to speak of. He took them off. He wears simple brown trousers, tied up at midcalf to keep it from getting in the way, and leather boots. He tends not to wear any jewelry, but he keeps his father's amulet in a pouch tied to his belt. He has other straps tied to his legs to hold daggers, and mostly just has to hold his axe.

Personality: Hellik is the goodest of boys, and his personality is essentially the mix of a German Shepard and a Golden Retriever. He s kind-hearted and very soft, and he loves to make friends wherever he goes. He loves to make jokes, the worse the better, and has a deep, hearty laugh that is recognizable anywhere. He can sometimes be a little too friendly, especially since he is so physical, and sometimes misses boundaries. (What do you mean everyone doesn't like hugs??? Hugs are THE BEST THING EVER??) Hellik has a boundless love, if you're his friend you're his BEST friend, and he's willing to go to bat for you if you need him. He has a great respect for the world around him, and although he is a hunter, he does what he can to not waste any part of game. Animals deserve respect, and while they were given to us by the Holy Mother for our use, they are still alive, and deserve the respect for the dead. (More on the Holy Mother later.) He can act very innocent, but he is... not. Very much not. He's not a **** or a sleaze, very respectful even in bed, but he does love his time in bed. Once in a stable relationship, he's very loyal, but until then he'll sleep with anyone interested.

Hellik is headstrong and brash, and tends to not think things through. He has no really solid strategies about anything, other than "be physically stronger than the other thing."

tries his best!!!! sometimes his best isn't GREAT but i mean he really does do his best. kind hearted and soft, loves jokes and friends! smiley boy! also very angry when you finally piss him off. long fuse, big kaboom. honestly basically a big golden retriever/german shephard mix.

History: did not originally live in white hills! moved there as a youngin' because his parents got McHeckin Dead. somethin idk i'm reworking a dnd character here ok gimme a lil bit of a break

Family:
- Dead Father:
- Dead Mother:
- Dead Little Sister:

Companion Animal:
- Francis: Francis is a big fluffy orange cat who started following Hellik around. a big strong boy. aloof like a cat.


Name: River

Age: 19

Gender: Cisgender Female, Pansexual

Species: Fairy
- Inherited her parents' water magic, often uses it in her dances.

Class: Trained as a witch, found it boring, decided to be an Entertainer instead.

Chii-Devices (or Similar Items):
- Staff:
- Dual Daggers:

Appearance: River is, as most fairies are, very small. While she will proudly tell you she is a whole three feet tall, that is a lie. She is only 2'11". She will not let you call her out on this. River is quite slender and spritely, but don't take her small size for weakness. She has a strong, developed dancer's core, and muscular legs that wouldn't be pleasant to get hit by. Of course, she is still a fairy and could easily be bested by, well, anyone trained, but that does not make her any less of a force to be reckoned with.

Small, slender, agile, and spicy. Anika makes a point to look as extravagant and fun as she can, because DANCE is her CALLING. lots of bright colors in her clothes.

Personality: Personification of the >:3c emoji

History: >;3c

Family:
- ???
 
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Tearen the Absol

Carpe Noctem
Name: Lingwën "Sandy" Gellerien

Age:
73. Appears to be in his late thirties.

Gender:

Male. Asexual, but fond of physical affection.

Species:

Pureblooded Elf, but his ancestral lineage gives him a natural inclination for fire magic.

Class:

Smith, Metalworking. Sandy does not like to incorporate magic into his craft.

Chii-Devices:

- Ambarmóna, an ancient brass and catseye periapt that can fasten to a cloak or robe. It's a family heirloom, respectfully tucked away inside his shirt most of the time. The trinket can store small amounts of a single type of chii at a time, usually enough to perform simple, practical tasks.

-Maitan, Sandy's Litume longsword. This heavy, double-edged, carbon steel blade can be infused with a fire chii to make the edge superheated for just a few moments. For these fleeting seconds, the ancient elven weapon can cut through most mundane, non-metal materials with relative ease. It is a wasteful process, and Sandy finds it distasteful. He keeps the sword hidden away in his attic, where it has gathered plenty of dust.

Appearance:

Sandy's bloodline, though elven, is that of an exotic lineage hailing from the far side of the Demon Lands, called the Litume. He is a tad short for an elf at 5'10", but is far more muscular and taut than otherwise. Most notable is his dark brown skin and shock-white hair, leading most people to assume he is a half-breed at first glance.

Sandy's facial features are stretched and gaunt. As he is approaching middle age for an elf, he is beginning to cultivate a small patch of stubble on the point of his chin. Other identifying features are the fact that his right eye is missing, and he wears a modest, black eyepatch over it. Sandy's remaining eye is a deep green color, and the slight crow's feet around it hints at a life full of pain and wisdom.

The desert elf dresses in practical clothes that hide his muscular body, often in muted khaki tones and heavy fabrics. More often than not, he is wearing a singed and stained burgundy leather smock for metalworking. On the occasion he feels like dressing up, Sandy has an old Litume gown he can wear. It is a flowing red robe of light fabric and yellow trim, hinting at his ancestral affinity for fire. Elven runes run along the seams and cuffs, and it bears the distinct appearance of royal garb.

Personality:

Sandy is, for the most part, grumpy and quiescent. While he is not outright antisocial, the blacksmith usually prefers to keep to himself and quietly fulfill his various orders in peace. Though he does have a few friends in White Hills, he finds most of the town's population to be too loud and in a hurry for their own good.

Indeed, Sandy is never in a hurry, and will always prefer to take his time on a task rather than rush and make a mistake. Ironically, this leaves him with little patience for young people, which is pretty much everyone in his opinion. In spite of his social ennui, however, Sandy is compassionate and loving on a very fundamental level. He has seen enough sorrow and suffering in his long life to realize the importance of love and care, and would rather see those around him happy...after he gives them his full opinion on whatever they did wrong.

Sandy generally assumes he's the smartest person in the room, even though he doesn't go out of his way to flaunt it. While this isn't always true, it usually leads to him coming off as dismissive or condescending in casual conversation. This isn't his intent, but his world-weary mentality and elven heritage can sometimes supersede his social sensibilities. This is especially true when he interacts with Demonfolk. Despite his desire to treat everyone with love and kindness, he still harbors some deep grudges towards the people who destroyed his homeland, however justified it was. Still, when things get tense, Sandy is more liable to simply retreat from the situation, rather than pick a fight. In fact, the Litume elf has little desire for any sort of violence, and for this reason, usually refuses to produce any sort of weapon or armor at his forge. Likewise, Sandy has little fondness for magic, having seen the kind of horrors it can inflict, and tries to use it sparingly.

History:

The history of Lingwën Gellerien is essentially a history of the downfall of the Litume elves and their desert oasis kingdom of Erume Maril. To be brief, Lingwën grew up as a soldier and smithy within the ranks of the Litume army, who gained ground against the Demon Folk for centuries before the spread themselves too thin. Lingwën wasn't always on the front lines of the war, but he did see enough combat and dead friends to eventually grow sick and tired of the Litume's hungry conquest.

He was not the only soldier of Erume Maril to feel this way, and over time the Litume war machine ground to a shuddering halt. The royal family, which Lingwën had some distant kinship with, eventually capitulated to the vindicated demon folk, and receded back beyond even their initial borders. It was a sad and pathetic defeat, and a standing testament to the dangers of excessive ambition. Lingwën could see the writing on the wall, and so, departed the blood-soaked sands of Erume Maril with little ceremony or purpose. He wandered for many years across the land, plying his military smithy skills here and there before coming to settle in White Hills over seventy years ago.

He found the people of the Westlands to be very poorly versed in the ways of elven metalworking, and found an easy niche within the community as a smith and jeweler of eminent craftsmanship. Lingwën was never particularly open about where he came from or who he was; only that he had come from 'sands beyond the land of demons', which eventually earned him his nickname Sandy. This was fine by the Litume veteran; the easier it was for him to forget the tarnished legacy of his homeland, the more quietly he could live his life.

Family:

Probably all dead or scattered to the edges of the earth. Sandy prefers not to think about it.

Other:

- As a soldier, Sandy's primary job was to create and repair war gear, but he is a trained swordsman and has decades of swordplay under his belt. Doesn't like to show it off. Conversely, is not a very good archer.
- Enjoys peppering his dialogue with random elvish words, just to remind people that yes, he is an elf.
 
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