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Topics - Astaphaios

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Africa / A Helping Hand (Gid and Lottie)
« on: November 27, 2019, 12:42:34 AM »
 The Côte d'Ivoire had always been an odd Sanctuary. Not many Grand Mages wanted to approach them; they had ridiculous power for such a small strip of land, and there had always been that awkward feud with the South African Sanctuary that made things difficult, in terms of diplomacy. It had left the Middle-East, with the land that they had amassed and kept a delicate control on, in an increasingly awkward position with their neighbours.
 Israel's death wasn't exactly anything Caialyn had mourned. She'd never particularly liked the telekinetic, and she was pretty sure she'd heard Uriah opening a champagne bottle from his office when news had reached them. Canaan's disappearance wasn't exactly anything to mourn either; the sunderer was ridiculously strong, if anything, it was nice not to have to rely on his good-will to know her lands would be safe.
 Still, it left Roland Mercer as Grand Mage. It was customary to offer assistance. Customary, and beneficial. Roland wasn't anyone that Caialyn had ever had the chance to get to meet, not particularly, and so she'd asked Uriah for some information on him.
 The Fire-Tamer had merely snorted -- snorted -- and said, "Old. Paranoid.". Needless to say, it wasn't exactly telling of a great chance at diplomacy. If he was old, he knew his way around politics, there was nothing really to worry about. But Caia was nothing if not thorough.
 That was why she'd thanked the powers-that-be that the Ivory Coast had recently been gifted with the presence of one Thorkild Feilstrom. The Norwegian was much easier to mince words with. He was also, as it happened, easily approachable. A few missives and they had already arranged a meeting.

 It was because of this that she now walked through the warehouse yard into the Sanctuary with Uriah in tow. Compared to her own Sanctuary, it was disappointingly empty. There was no hubbub of people, no bustling offices, and no ambience that working life always carried. Of course, it wasn't like it was good times for the Sanctuary.
 Caia had opted for clothing befitting an African country - her clothes of loose Egyptian cotton. A cream blouse with sheer balloon sleeves, the thick golden cuffs at her wrists, culotte trousers that tied at the waist. Her dark hair was twisted into a bun, and her veil was a dark splash of colour against her skin. People usually didn't tend to comment on her lack of Elder's robes, but she had the feeling that most of the Elders - the only Elder, now - in the Ivory Coast didn't tend to wear them either. Kindred spirits in that regard.
 The Administrator - she wondered if it was the original administrator, or someone having to fill in - nodded them forward and the elevator doors opened, allowing them to step into the Foyer. Caia gave them a nod in response and stepped through, pausing at the sight. The only thing that gave away her sudden shock at the devastation caused was that she had a degree of knowledge on this Sanctuary - she knew what was currently being carved into the outer edges of the Foyer Circle.
 A dark day indeed when so many names needed to be added to the circle. Caia's brows edged forward.
 "We'll wait here," She informed her fellow Elder. "Feilstrom would be expecting us here, anyway... and do try not to make a nasty comment, Ravan."

Approved Profiles / Brynn Halcyon
« on: August 16, 2019, 08:22:52 AM »
Name and Occupation
- Taken Name: Brynn “Bri” Halcyon.
- Pronunciation of the Name: BRIN “BREE” HAL-SEE-ON.
- Name Etymology: Brynn chose his name out of simplicity in being able to pronounce it. His given names are, frankly, quite ridiculous to try and say aloud to anyone who isn’t Welsh, so he went for a short and simple taken name that he found quite snazzy to say. His reasoning for taking the name “Brynn” in particular was in part due to how easy it is to say, and partly in honour of the Welsh soldier who had made the journey all the way to his family in order to inform them of his father’s death.
- Given Name: Cadoc ap Llywd ap Gruffudd.
- Pronunciation of the Name: CAD-oh ap huh-LOYD ap GRIFF-IFF.
- Character Job: Brynn classifies himself as a “professional Adventurer” among other things. In all honesty, aside from his normal work as a somewhat pretentious author, Brynn will take on whatever jobs he finds most interesting, and which he can apply his battle-field viscometry to most efficiently.
 Once, he was a battlefield “medic”, and has been known to offer his healing services to parties of adventurers since those days.
 Brynn also fancies himself a collector and seller of magical artifacts when he gets the time. You could also consider him a con artist, though that’s only with the one coin trick, so to speak.
- Qualifications: N/A.
- Titles: Brynn has been given quite a few titles over the years, though he discredits them all.
Ricky has a tendency to call him the Minuteman, much to his chagrin, due to his involvement with the Minutemen in the American Revolution.
 Many different names were attributed to him during the war, though simply the Torturer has been the only one to really stick with him past these years.

Character Mentality
- Character Personality: Despite his life experiences, Brynn is an almost obnoxiously optimistic individual, with a wilful ignorance of negativity in his life. With countless years of fighting under his belt, he’s decided that life is too short - even for mages - to be anything short of content with it, and it’s rare to ever find him in a bad mood. He’s an absolute busy-body, constantly finding something to occupy his time and when he’s not occupied, he’s either writing or going out to meet new people.
 Always a polite individual, Brynn never wants to offend anyone. He always wants to be made aware of what they find uncomfortable, and will go out of his way to make people feel safe in his company. He’s too used to people looking at him and seeing a scary man, and he just wants to have good conversation and a nice time with people. It is extremely rare for Brynn to forget his manners, especially in the presence of a lady (it is in this regard that he can be considered overly “chivalrous” at times, though this is due to centuries of being raised with a particular ideal of masculinity).
 To continue on the idea of centuries of a certain ideal of masculinity, Brynn can have a rather “toxic masculine” view on things. He is used to men being told to be a certain way, and being taught that a man holds certain values - these are the same values that he will always hold to himself, meaning that the concepts of sensitivity and open-mindedness can be alien to him at times. He has tried to learn and grow with the changing times, but there’s only so much self-improvement that you can expect a busy man like Brynn Halcyon to rigorously adhere to.
 It is in this regard that he can also be seen as somewhat sexist, as he has a certain view on how women tend to be and will, in dangerous situations, tend to gravitate towards protecting women before himself (though he is aware that this is not always necessary, of course).

 Brynn has suffered an awful lot of trauma from a very rough few centuries of living. Having lived so much of his life constantly fighting, Brynn feels physically and psychologically incapable of getting back into the lull of a normal life. This has characterised in his reckless hunting for something to do, always, which he will label (along with a large portion of the magic community) “adventuring”.
 He is most definitely a survivalist. Perhaps not to the extent of certain others, but he does like to test his limits very frequently. It is not rare for Brynn to disappear for weeks on end from his friendships to see how long he can survive in nature without food, water, and with only his skills - he is aware that this is likely a coping mechanism of sorts, though he genuinely doesn't believe that he's been through anything harrowing enough to consider why he needs such extreme coping methods.
 It is through this regard that while Brynn will never invalidate someone else's experiences, and will always show compassion for the suffering of others, he is completely desensitised and disconnected from his own life experiences. Brynn is completely unaware of how much he has changed in many ways through the centuries, and tends to think back on his most horrific of memories with a completely dissociated viewpoint. He could talk for hours on end about his experiences in chilling detail without even showing the slightest crack in emotion, as it has just never clicked that these things have happened to him, and that he should probably have some sort of reaction.

 He has an extreme interest in magical artifacts and their applications in contemporary life. Though this interest can probably just be extended to “artifacts” in general. Brynn feels incredibly old and jaded at times, so he finds a degree of satisfaction in the restoration of antiques, making old things once more useful. He may not be old for a mage, but he’s certainly not young by any means - a fact that he detests.
 Like most magi of his calibre, Brynn is a child at heart. He finds great enjoyment in the small pleasures in life; good food, warm drinks, anything homely. He himself is also a homely man. There is a deep fondness and respect within him for “honest work”, though he may not be able to do so himself anymore, he loves farm and animal work and respects those who work in these vocations at a very deep level.

 Brynn has a tendency of avoidance and emotional numbing due to the trauma that he has suffered, and any mention of his family or his past can trigger him to either completely withdraw and become disinterested in the conversation, or for him to become a completely different man - losing his charisma and his friendliness in a split-second and becoming exactly the sadistic beast that he was known for in the War. This is an extreme defence mechanism, and he rationalises his terrible actions during this harrowing time as the idea that he did what he had to, even though he went way above and beyond the call of duty -- it’s hard for the man ever to truly get a moment of relaxation. It is times like this that he realises that every smile is fake, every nice conversation is just small-talk to distract from the horrific memories that are consistently plaguing him. This is one of the only topics in which he will very suddenly and very violently realise that he has been through a lot of horrible experiences, and this very realisation makes the mere prospect of living a suddenly unbearable burden, so Brynn merely avoids it.

 In his mind, he has lost everything that there is to lose, and he’s now just here to have the best remainder of his years until he very much naturally shuffles off this mortal coil. He may not actively be reckless with his life, but he certainly isn’t avoiding any danger whatsoever, and has very little regard for his health or his life. It’s more important to Brynn that he’s always being productive, always getting that rush of adrenaline from a brand new situation or a brand new artifact, and everything else is just the slightest bit arbitrary.
 He has a natural distrust towards certain afflicted, though this doesn’t impair his judgement of them as individuals, though he is specifically distrusting of Auramorbonists in general, due to his experience with one terrible Aura, and Fae - again, due to a bad experience. Though if any human has a particularly good opinion of the Fae, they are likely just the slightest bit mad. On top of this, Magiphage are a topic of discontent for Brynn, finding that anything that can copy your magic is oftentimes not good.

- Character Likes: +History: Being a traveller, there’s a fair amount that Brynn has lived through. Somehow, though, there’s even more that he hasn’t experienced. An entire world of thousands of years of history is absolutely fascinating, and reminds Brynn that people have had similar experiences to him or even worse ones. This humbling experience is something that fuels his passion for history - and he’s never gets bored of an older mage’s rambling.
+ Ricky’s Bodega: Having lived a long and traumatic life, Brynn finds pleasure in the smallest of things. Most notably, he finds comfort in his friend Ricky’s humble bodega. It is a safe place, and a nice spot for him to meet with a friend and have a relaxing day. What would life be without Ricky’s world-class deli to smooth things over?
+ Weaponry: What with being a soldier for so many years, Brynn has an incredibly vested interest in weaponry. There’s a degree of security to be felt in knowing exactly how a gun or a blade works, and exactly how to wield it. A lot of his time is spent learning about these things, even if he doesn’t carry weapons on his person constantly. It also interests him greatly to learn how every-day objects can be utilised as a weapon.
+ Pain: An unfortunate side effect of Brynn’s branch in his magic, Brynn has an almost addictive love of pain - both the inducement and the experience of pain. He’s not especially proud of this like of his, but that doesn’t stop him from being awkwardly drawn to pain. He often will hang around with people who are somehow hurt or in the presence of people with random ailments due to this.
+ Nature: He has a fondness for the beauty of nature, finding it to be a very calm and grounding experience. There is little that is more calming in the world than a nice bevvy in a heavily wooded area surrounded by nature, after all.
+ Horses: They are both smart animals, as well as a trustworthy means of transportation. Brynn has a fondness for these animals, finding them to be good companionship on top of good practicality. However, they have nothing on…
+ His Goliath: This car is Brynn’s pride and joy. Many nights have been spent sleeping in his Goliath, and she is an extremely reliable means of transport for him. A lot of the money that he managed to build up over the centuries went to one incredibly impulsive buy that he hasn’t managed to regret yet. Even when leaving the country, he prefers to travel by ferries so that he can continue to use his Goliath. It brings a great deal of comfort to him. Plus, she’s a damn looker.
- Character Dislikes: - Heat: Having watched his sister die before his very eyes, and his own traumatic experience with the American Queen Wrathia Venora, Brynn has developed an outright hatred for heat, fire, lava, anything of the like. It’s a hatred that borders on fear.
- Violence: While Brynn does not actively shy away from violence by any means, he doesn't particularly experience any great enjoyment towards it. If anything, he has more of an exasperated attitude towards violence in general, finding it to be a bit of an annoyance overall.
- Sudden loud noises: Slamming doors without warning, smashing objects without warning, anything sudden and loud is an extremely effective way to put Brynn instantly on edge. He has lived through so much violence that this experience will very quickly put him in a cold sweat - and his reaction is very often defensive.
- Red-haired women: They don’t even have to resemble his sister in appearance or anything like that. The hair doesn’t have to be long, or even the exact shade - just any tinge of red in their hair spurs an instant dislike of the woman before him. Brynn is aware that this is unfair, and he feels a great deal of guilt about it, but he can’t bring himself to remember anything about her. Rhiannon’s death left a huge mark on Brynn, and this very simple reminder of her is the most evident way it manifests, he’s almost borderline rude to these poor women.
- Whips: It’s very evident why he’d have a dislike of whips - or anything that can be used as such. During his years as an indentured servant for the Virginia colony he was transported to, Brynn was often subject to flagellation as discipline by his contract holder. This has left him with a lot of physical scars down his back, and a severe hatred for whips. Even the threat of this will be one of the only things to provoke an extremely violent reaction from the man.
- Restraints of any kind: Again, his period of transportation (being a very harrowing journey to America), and his years as an indentured servant have ingrained a very heavy dislike of restraints, though he does not have nearly as violent a reaction to this, he’ll just do everything in his power to avoid such a fate.
- Cats: Honestly, his reasoning for not liking cats is hilariously weak. He just doesn’t like them. They look evil, they’re always glaring, they get treated like royalty. What is actually to like about a cat? They carry fleas and there are strays all over New York. There is very little to like about cats.
- Mental Traits: Although Brynn has never actually been to a psychologist for a diagnosis of any kind, he exhibits some rather obvious traits of Post-Traumatic Stress Disorder (PTSD), like pretty much any mage his age likely will exhibit, most notably in the form of “emotional numbing”. Brynn also suffers from brain and nerve damage due to a life-threatening injury in the 1800s, mainly in the form of extremely bad short-term memory. Brynn can quite easily lose track of what he has done recently or forget conversations he’s had and has taken to writing a lot of things down or putting them as notes in his phone at risk of forgetting them otherwise. While the nerve damage is not excessive or severe in any way, and has been helped with the use of magic, it also slows his reaction times mildly and affects his depth-perception/spatial awareness in every-day living that can at times feel overwhelming and crippling for him.

Species and Allegiance
- Species: Human.
- Ethnicity: White, Welsh.
- Nationality: Welsh. Though he operates mainly in America and for all intents and purposes is usually referred to as an American.
- Alignment: Lawful Neutral.
- Allegiance: N/A.
- Reasoning: He likes to remain impartial in pretty much all matters that don’t concern him, though he is aware of his society’s laws and will try his level best to abide by them for the most part - he doesn’t want to cause harm to others without due cause, and usually seeks to find a peaceful solution to disputes.

- Allies: Generally, Brynn will tend to ally with the Sanctuaries. Otherwise, he makes a point of being neutral in all things; he likes to believe that he’s impartial in most matters. Nadine Efugio has approached him from time to time for information, he could be considered one of her “contacts” in that regard, though he has no strong feelings of alliance towards the Spanish info broker.
- Enemies: Other than his dislike of the Church of the Faceless, Brynn doesn’t tend to have many enemies. He has run shy of Lupa Risus too many times in his lifetime, and she is likely the only woman he’d call “murder-on-sight” simply due to how much of an annoyance she has been.
- Family: His parents are deceased. He has two older siblings; Rhiannon Hiraeth and Madoc Sequoia. He was soul-bonded to his sister, Rhiannon.
- Friends: He makes many friends, though not many of them are really big names. He has developed a liking for the Elder Thorkild Feilstrom in recent years due to them both being absolute monstrous guys during the War, yet pretty swell now. Brynn also has a “sort-of” friendship with Siobhan Donovan after getting some tattoos from her a while ago, though he finds her a little too cold to develop an actual friendship with. He’s close friends with an Auramorbonist (and professional Swell Guy) named Ricky Acosta, while their friendship initially started with Brynn merely being a customer in his bodega, it quickly became apparent that Ricky was into some shady business, and he now functions as a sort of quartermaster for Brynn in-between jobs, Ricky has a large array of weapons and good food that Brynn is incredibly interested in and will stock up whenever he gets the free time (and they’ll also have a nice chat, he’ll nerd out about the Goliath). However, his best friend is likely his Rough Collie, Banner.
- Significant Other: N/A. As much as he’s overall a swell guy, he’s just not blessed with the ladies.

Character Age and Gender
- True Age: 570
- Appearance Age: Approx late 20s to early 30s, maybe 28-ish.
- Character Birthday: 10/01/1449
- Gender: Cisgendered male. This means he was designated male at birth and identifies as male.

Character Appearance
- Skin Colour: His skin is a tan white colour, though does look fairly sun-damaged in some spots, especially on his face. His body is covered in freckles.
- Height: 5ft10
- Weight: 80KG
- Hair Description: Unkempt, relatively shaggy. It falls to his shoulders in dark auburn curls, and he tends to tie it up into a loose bun.
- Eye Description: Cognac-brown eyes, quite narrow. They are by far the most unremarkable feature on his face, looking rather muted at times. He has laughter lines on the sides of his eyes and thick brows hooding them, characterised by dark circles from countless restless nights.
- Facial Details: Brynn has quite a square head, covered in freckles, with rather symmetrical features - other than his nose, which has clearly been broken and set wrong and now looks a little flat on his face. His eyes are wide-spaced, though look a little high up on his face. His lips are thin, though his entire mouth seems to be covered in scar tissue - burn scars and scratches that cover his mouth and jaw, all the way down to his neck, that mars the freckles which sit there. When his hair is down, it frames his face in crisp waves, and he has a neat beard and ‘tache that he keeps trimmed and oiled in an almost exactly square shape, coming out at about two inches from his skin.
- Physical Appearance: Standing at a very average height for a man, Brynn’s most distinguishable feature is that he is incredibly broad. This gives him a rather “trapezoid” body shape, with his shoulders being the broadest part of him and his hips being just the slightest bit thinner. He’s relatively muscular, most evidently in his arms and shoulders - his back is covered with lashing scars, and his arms are covered in freckles. Brynn has what one would call a “lumberjack” build.
 His stomach is quite toned, though there doesn’t appear to be any shape to it - no six-pack for him, though he can dream. Overall, he is quite a heavy-set man, looking fairly intimidating at first glance. His hands, while quite large and wide, have long fingers - though some of his knuckles look out of place and his hands tend to relax in an almost-claw shape from his fingers being broken - with badly chewed fingernails and hangnails, with long scars running across his palms.
 Just between his shoulder blades, Brynn has a symbol placed to enhance his physical abilities - this was done by the renowned tattooist Siobhan Donovan in the early 2000s. As with most of Siobhan’s symbols, it is enclosed in a circle - about five inches in diameter, and looks pretty much like a squiggle;
(click to show/hide)
- Attire: Brynn likes to dress “smart-casual” pretty much every opportunity he gets. This usually means;
 Plaid slim-fit cotton shirts at any opportunity, usually with the sleeves rolled up to the crease of his elbow. He will forego ties in favour of just undoing the top button, though if he has to wear a tie he’ll usually pick a bow-tie (not a clip-on, a clip-on is for fiends)
 Cotton cardigans/sweaters, they’ll usually be a nice deep red in colour. He doesn’t always tend to wear these unless the weather is somewhat cool.
 Skinny jeans or khaki trousers, usually blue or black. He’ll always wear a complimenting belt with these.
 Stanley Impact Safety boots, in a honey (tan) colour, size 9. These boots are steel-toed, with a breathable insole, making them both practical and stylish, and suitable for absolutely everything.
 When leaving the house with the sole intent of combat, Brynn has a specific set of attire that he will wear;
 Heavy-pocketed trousers with his boots. Most usually these will either be combat trousers or cargo trousers in a tan or sandy colour.
 A breathable shirt, colour and style may change completely varying on both weather and what he feels like wearing.
 Usually, Brynn will not wear any jackets, though he did get converted into the style of certain motorcycle jackets during his meeting with Siobhan, and will sometimes be found wearing one of these in combative situations.

Speech and Habits
- Character Voice: Weathered, gravelly, and quiet. It grates a little on the ears when he raises his voice. When he doesn’t strain it, he’s rather soft-spoken.
- Speech Traits: Due to his age and travel, he only has a very soft Welsh accent - sounding more North American nowadays. He speaks quite quickly and lazily most of the time, making a lot of his sentences initially incoherent to those who haven’t heard him speak often. Brynn also tends to use colloquialisms and older slang in his speech. He has a tendency to roll his r's a little too heavily at times.
- Languages: English, Middle Welsh due to being alive at such a time, he is fluent in French as he spent time in the Francophone regions of Africa during the War. He can pick up certain bits of written Latin, though isn’t fluent. He is fluent in Afrikaans and Amharic.
- Habits: He bites his nails and knuckles. Tends to run his tongue over his teeth when idle, an old habit.
- Mannerisms: Brynn’s fingers tend to shake, and he can never keep them fully still due to them being broken, and set incorrectly on top of nerve and brain damage from an old injury. Upon being angered, he will usually fall completely silent and still.

Weapons, Equipment and Artifacts
- Large Equipment: The Animated Shield; this was acquired in Africa during the War. Through the use of magic and a spoken word “Onwrikbare” (Unyielding in Afrikaans), the shield can be controlled to a certain degree to protect Brynn without the use of his hands, allowing protection from one side and leaving both hands free for fighting. If he is too injured in combat, the shield will merely fall as it requires concentration to uphold. This has been dubbed “The Loyal Aegis” by those who have seen Brynn use it in action.
- Small Equipment: He carries a lighter on his person, generally. A small, very aged wood carving lies in the Goliath, depicting what is presumably an attempt at a European Honey Buzzard - though this carving reminds him of Madoc, it was gifted to him from his sister Rhiannon, and most likely was her attempt at carving with their elder brother a long, long time ago. He has also been known to carry this in his pocket on particularly hard days, and the base of the carving has been worn through from where he’s rubbed it so frequently in times of distress.
- Weaponry: As a soldier, Brynn has come to like having quite a few weapons around, though he doesn’t carry them on his person;
- Mossberg 500 tactical pump shotgun - this gun has a 28 inch vented rib and an 18.5 inch barrel, a 12 gauge slug with 5 + 1 capacity. Due to the easy barrel swapping of this gun, he can switch it up in under twenty seconds. Attached to the end of the barrel is a “breacher brake”. A standard muzzle brake with 3 centimetre long slightly inward-curved spikes designed to be thrust into doors and other soft surfaces to allow the shotgun to create holes and breach doors. The brake also functions as an effective melee weapon in a pinch.
- Entrenching tool; a three-way collapsible entrenching tool that can multi-purpose as both a shovel, pick, spade, and axe - due to it being technically a multi-tool, he is able to carry it around frequently, giving him a good weapon.  He carries this around in his truck.
- Ammunition: Brynn has a three-gun waist rig for his shotgun, carrying up to twenty shells if needed. This also makes multiple quick-reload techniques for the Mossberg much easier to achieve, so he will tend to wear this for combat or general “adventuring” on any certain jobs.
- Pocket Items: He keeps a smart-phone on his person, as one tends to do now living in the modern age. It’s been dreadfully beat through and is on its last legs, with a smashed screen and everything. As usual, his wallet is always in his pocket - a battered bifold leather thing, he usually has a few notes and cards in here. There’s an old coin (a 1776 continental dollar) that always sits in the coin purse in his wallet, he considers it his lucky coin (it is carved with a symbol that is connected to a symbol on his wallet, meaning that it will teleport back into his wallet when pressed -- this is how he makes a lot of money when in a pinch).
- Magical Equipment/Artifacts: There are two particular magical artifacts of any note, though he does have an active interest in artifacts and does try to hunt them down, so more may be added at a later date;
His “Animated Shield”, it has been dubbed “The Loyal Aegis” by a few collectors who have deemed it one of a kind. If this shield is genuinely one of a kind is unknown to him. What is known is that it was crafted by a master metallurgist before the War and enchanted with old magic (likely with the help of someone with a discipline such as evocation). The actual material of the shield usually stands at a disc of only a few inches diameter, looking to be a solid alloy of Mnemosium and Pandorium, though upon the spoken command; “Onwrikbare” it will expand into an incredibly durable Nguni shield - an oval shield of about five foot in length. Its main capability is the use of being able to protect the user without the use of their hands, using only a small bit of their magic through the command to establish a “bond” of sorts with the user and move in the direction intended. This effect can last, theoretically, for any period of time, but a particularly grievous injury or anything that would split the focus too far will have this shield merely drop to the floor (or the user’s hand depending on their speed) uselessly, or revert back into its natural state. Brynn used to use this shield a lot for its ability to blend seamlessly with his particular combat style, though doesn’t carry it on his person anymore.
 His Disappearing Coin is something that Brynn will always keep on his person, no matter what, though this is mainly for sentimental value as there is very little practicality in having a coin. It is a 1776 Conintental Currency dollar coin struck in silver, about an inch and a half in diameter and 240 grains in weight. It is in surprisingly good condition, with one side a circular ring near the edge with the words inscribed “Continental Currency 1776” and within the ring a rising sun. On the reverse side are thirteen circles joined together, with the words “We Are One” embossed into the center. A summoning symbol has been engraved into the face of the coin, though it is only noticeable upon pressing it and imbuing it with some magic. The partner to this symbol lies on the face of Brynn’s wallet, which will summon the coin back to its rightful place in his wallet. He uses this for his good old disappearing coin trick, taking advantage of how much this coin is worth in the modern day to make a quick bit of cash when he’s in danger of running low and can’t get a job done.
- Other: Brynn is in possession of a 6x6 Hennessey Goliath in a gaudy cherry red colour, it's his pride and joy - and he considers the upkeep of this truck to be of the utmost importance.
(click to show/hide)
As well as this, he has the deeds to a 4-bed country home in Carlow. He uses this home as a general area of rest, though prefers to travel and consequently spends more time in his Goliath. He has rented a flat in New York (as that’s his most frequent area of residence) that he pays for doing work for the American Sanctuary.

Magical and Physical Abilities
- Magic Type: Adept.
- Specialization: Viscometry.
- Immersion Metamorphosis: N/A. There is no IM for Viscometry.
- Ability Specific Info: While many believe that Viscometry is very specifically “healing magic”, this is untrue. Viscometry applies to many aspects of biology, including the inducement and the removal of pain, wounds, etc. Most users of Viscometry will fall into proficiency in one of two branches; Affliction or Consolation, though some choose to be a jack-of-all-trades, never gaining mastery of either branch. Brynn is generally considered a “Visceral” or a “Butcher” due to his leaning on the Affliction branch.
- Magical Abilities: Having used his abilities mostly in war, Brynn leans slightly towards the Afflictor branch than anything else, though he is technically proficient in both trees, just one more than the other;

 The inducement of pain is almost second nature to Brynn. He has a very good knowledge of anatomy, allowing for him to induce pain anywhere he wishes on the body. This ability takes very little magical or physical energy for him. However, he is also well-skilled at pain-removal, having needed to do this often in the War, and so hasn’t moved up any branch in particular in regards to this. He uses this ability very little in general nowadays.
 Transferal of pain is a much preferred method of his (transferal in general being his specialty). During the War, he was a renowned torturer for his ability to concentrate pain to a particular area, creating an agonising experience for those with the misfortune of dealing with him. This is still a method he will inflict in combat. He has also been known to transfer pain between individuals, meaning multiple people are suffering the same type of pain (regardless of tolerance), and arbitrarily hurting more people than necessary. It was this method that put him further up the Afflictor branch. Brynn has become proficient enough in this aspect that he theoretically could incapacitate a whole group of people in this manner, though it would be extremely magically draining for him, which makes it harder for him to spread out the pain to lessen it.
 When it comes to storage of pain, Brynn is almost completely proficient in this aspect, as it was a large part of his role as a Battle Medic. In the past, Brynn was almost always with a red crown of thorns around his head, as he often would store the pain of his friends in his pain corona during battle so that they could continue on fighting without ailment until the battle was over, where he’d give them their pain back. He is able to store an immense amount of pain for extended periods of time before having to re-inflict them.
 Storing “heal” is a concept that he’s struggled with. If he expects a battle, he is able to store the absence of pain for later, but it is not a technique of the Afflictor branch he’s familiar with, and therefore he’s not proficient in this. It requires preparation and energy for him to do this.

 Inducement of wounds was yet another technique he was known for as a torturer. He finds it simplistic enough to induce wounds onto any soft tissue. However, in this regard, he was always more of a jack-of-all-trades, as he never often found it useful to induce wounds.
 Removal was always more important for Brynn. He can heal any minor to moderate injuries of the soft tissue, though any harder substances such as bone or ligaments are almost impossible for him (though bones are mainly impossible for all Viscometers to heal). Any surface wounds are a simple job for him to heal, regardless of depth, but internal wounds are harder.
 Again, transferal is what he relies on. Brynn has had to transfer many wounds from one soldier to another soldier (who is less likely to survive from their wounds anyway), and sharing wounds between soldiers to make what would have been a life-ending wound merely a flesh wound to be treated later. A wound shared between soldiers often made it easier for battle, and he is able to transfer a wound between up to five people - rendering it nearly useless and treatable later. He is also able to merge and unmerge wounds easily, turning small cuts into massive gashes and vice-versa.

Afflictor Passives:
 While Brynn has not reached mastery in either due to his extensive use of both branches, he leans towards the Afflictor branch, meaning that he has a lesser extent of the passive abilities made available to most afflictors.
 As an afflictor, while Brynn doesn’t have a higher tolerance for pain, he has learned to enjoy it -- being somewhat masochistic in nature and drawn to it due to this.
 He is able to sense pain, illness, and injury on others, almost being able to sniff it out. Brynn can discover exactly the source of pain and how it needs fixing.
 However, one downside of this is that while using his magic, his biology can encourage infection during affliction of pain/wounds.

- Physical Abilities: Due to his symbol, Brynn has higher enhanced abilities. Not quite to the level of an afflicted, but he is faster and stronger than the average human.
 Having been a soldier in many different Wars, he is proficient in fire-arms and CQC, with a heavy preference to CQC, hand-to-hand. Brynn’s an extremely competent and agile fighter, with knowledge of different martial arts and defensive/offensive procedures in battle.
 His preferred guns are anything that are short-range, can’t go wrong with a pump-action shotty. Otherwise, he likes to fight hand-to-hand, using his magical strengths to give him an upper hand.
 Alongside his physical upper body strength, Brynn is extremely agile. He can climb and carry weights for long periods of time without tiring. Due to his very active lifestyle, he does not easily succumb to fatigue and is able to go for days without food or rest if needed.
- Strengths: - Peak physical health: For a mage of his age, Brynn is at peak physical health. He is a formidable enemy when it comes to hand-to-hand combat, and has the constitution of an ox, it's very difficult to wear him down.
- Harmful touch: Due to his magic proficiency, in CQC Brynn is an absolute monster to deal with. He has excellent survival instincts and is able to inflict unimaginable pain with a touch, making him an unwanted combatant.
- Firearm proficiency: Brynn is proficient nowadays in pretty much any firearm, though since they can all be wildly different, here's a few of the guns he has most knowledge in; the Mossberg 500 tactical pump shotgun - this gun has a 28 inch vented rib and an 18.5 inch barrel, a 12 gauge slug with 5 + 1 capacity. Due to the easy barrel swapping of this gun, he can switch it up in under twenty seconds. Aside from the versatility of this, he's proficient in handguns and long guns, with a preference to shotguns.
Martial fighting knowledge: As with any mage his age, Brynn has extensive knowledge of hand-to-hand fighting maneuvers. 
- Weaknesses: - Lack of accuracy: Due to an injury to his hands when he was younger, his fingers have been set in an awkward position, causing his hands to always have a slight tremor and lessening his hand-eye coordination dramatically. This means that no matter how good he gets at shooting or fighting, he will always have an accuracy disadvantage.
- Brain and nerve damage: Yet again, an injury from the past has left him with irreparable brain damage that can manifest in the form of certain tics and even the loss of complete bodily autonomy at times. Combat can be a stressor that triggers these tics, giving him a devastating weakness in such an event. This has also affected his depth perception to a degree, meaning he isn't the best shot. Also due to this, his reaction times have been considerably slowed from when his was younger, making combat an honestly too stressful experience for him at times.
- Pain-lust: Due to his discipline, Brynn can sometimes seek out reckless acts in order to feel or induce pain. This need can override any reason within him, completely destroying any tactical thought in his mind.
- Training: Most of his magic was learned from his mother, who was also a Viscometer. However, he gained more full proficiency of magic and combat during the War, hence why he leans so heavily into the Afflictor branch.
 He took the time to learn about fire-arms during his time with the BFC (British Forces Cyprus) in the 1960s.

Goals, Motivation and History
- Major Goal: In all honesty, Brynn’s main goal in life is most likely just to “get by”, but he does have a deep desire to settle down somewhere with someone that he can trust with his life, and to build something that he can put honest work into and feel proud of, without the constant fear of losing it all looming over him. The old soldier is too used to losing everything so suddenly that he’s too wary to complete this goal, and has no one he can trust enough to ensure that this would be worked towards and protected.
- Minor Goals: To put up a memorial for his sister, Rhiannon, and to find Madoc in order to break the news to him of her death. It has taken constant years of fighting and death for him to come to terms with the fact that she genuinely is gone, and he would like somewhere to visit to pay his respects and to honour her memory. While Madoc may not have been the most emotional towards them, and he had his snap and left after Alys’ death, it is somehow very clear to Brynn that there is a familial love for them both, so the least that he owes his older brother is the courtesy of telling him how much family the two of them actually have left - though he is incredibly wary of having to approach his memorably stoic older brother for anything.
- Motivation: His fancy magical coin isn’t just practicality. He did carry the thing since 1776 after all! This coin also makes brilliant motivation for the man, hence why it is always on his person. Not only does it represent a quick and easy way out of any situation if it gets sticky (a la providing him the means to get an awful lot of money awfully quickly and being able to simply leave the situation) but it also reminds him of a time where his biggest worries were as simple as his humble farm, his lovely sister, and the looming threat of becoming a revolutionary. These simpler times remind him of his humble backgrounds and exactly where he has come from, making any task feel like it is actually attainable considering where he has managed to get to now.

Oceania / llama You, Dad! (RHYS AND VIC)
« on: July 29, 2019, 12:11:57 AM »
 It had only been a few days before Rhys had broken his promise to Mat and had already ventured to the Australasian Court.
 Technically, it wasn't breaking a promise; his wording had ensured that. It didn't stop him from feeling a little bit bad as he'd pulled his hoodie down across his face and ventured into the grand halls of the court, trying his best to remain unnoticed. So far, he hadn't met the negative reactions that he'd been subject to before -- it seemed his changed appearance, the marking of a somewhat fresh kill, had given him a somewhat more respectful appearance. It was an effort not to show his disgust at this fact.

 Maybe he was being an absolute idiot. He'd already blabbed everything to Harper and now was actively seeking a girl that wanted to kill him? How would one even find someone like her, who was so accustomed to being in the shadows?
 How the hell was he supposed to help her, in the way he wanted? To get her away from that bad influence she was so happy to be around? Maybe Rhys hadn't thought this through at all--
 But he was already here, already looking around the vast and beautiful sights, and there was little reason to turn back now.

 Come on, Victoria, he thought to himself as he walked, those reddening eyes on the sun that was casting its shadows along the floors. Do a dramatic drop down from the sky or something, come on...
 Their last conversation hadn't exactly been friendly, so it was a wonder the boy had seen this girl - who had put a knife to his throat - and decided he wanted to somehow establish a friendship, but the way she had been so easily dismissed... it still grated on him.
 Rhys really hoped he wasn't making a mistake.

Approved Profiles / Harper Wilson | Selene Blithe
« on: July 24, 2019, 03:21:51 AM »
Name and Occupation
- Taken Name: Selene Blithe
- Pronunciation of the Name: Sea-lean BLY-th
- Name Etymology: After a meeting with Radar Short-round, and being taught the significance of a taken name, she picked the name Selene for the significance of the moon goddess to Rhys' idea of her in his head, and Blithe as -- well, she is quite blithe.
- Given Name: Harper Wilson.
- Pronunciation of the Name: HARP-err WILL-son
- Character Job: Harper is a student at the University of Canterbury, currently studying Criminal Justice. She also works as a part-time assistant for the local paper, usually coffee-runs and such.
- Qualifications: Apart from her qualifications in Judo and Kickboxing, Harper is currently getting a Bachelor’s in Criminal Justice and has all of the qualifications leading up to University. Her highest subjects were; Law, Physical Education, History, and Literature.
- Titles: Ms, Miss. She has also been called “Harp” or “Harps” by her friends, though this is more of a nickname than a title.

Character Mentality
- Character Personality: The best word to describe Harper at times may be “overwhelming”. She is an extremely friendly, bubbly individual. She always has something to say about everything, and rarely ever is rendered speechless. An absolute tease; Harper loves to push the boundaries of what people can handle, and will always test the waters of new relationships. She loves to know what makes people tick, and loves to shove her nose where it isn’t always welcome. No offence is usually meant by this, but there’s only so far that harmless curiosity can be considered harmless.
 Harper can act quite spoiled at times; she likes to get her way, and can be prone to periods of sulking whenever she doesn’t. She is used to her sheer motivation and power of will always getting her through that she often will not even contemplate the possibility of failure, and when it has let her down will become sullen and broody, to the point that she can be downright horrid to talk to and feels the need to point out the flaws in the individuals around her to make herself feel better.
 It is in this regard that she has a rather cruel streak. While she generally is of the opinion that she wants everyone to succeed in what they endeavour to do, there is some amount of schadenfreude to be felt within the failures of others - and in there failures, there is an opportunity for her to succeed where they had not.

 She can be an incredibly vain individual, trusting her instincts over facts that people state to her. Harper does not like to entertain the idea that she can ever be wrong. She believes her principles and beliefs must always be the correct ones, and those who think differently must always be wrong. Harper lacks a certain level of self-awareness of her own hypocrisy and her own selfishness, but it is such a cheerful selfishness that encourages the same facet of cheerful selfishness in others that makes it hard to not have a good time with her.
 Her encouragement of borderline toxic, “live like it’s your last” behaviour in others is an aspect of hers that gets her into quite a bit of trouble, but Harper believes so strongly in being the creator of your own story that she almost relishes in this fact, she loves to meddle and see exactly how her manner of interfering plays out.
 This girl wishes to do what she wants, when she wants, and she will hear nothing to deny her, but she will always hold others accountable for their actions and always have a high standard for how she believes people will act. Her acts of teenage rebellion are harmless in her eyes, even when they skirt the wrong side of the law too often, but unless it has been prior encouraged by her or she had any part in it, she very strongly believes in the justice system and that this justice should be brought to lawbreakers.

 She is an incredibly aware and perceptive person, usually aware of the smallest of shifts in people’s behaviour and appearance and able to gauge their thoughts and feelings on a subject fairly easily, though she often does not take heed of this ability - if she’s having fun, she wants to believe that everyone around her is having exactly the same amount of fun, leading to a very wilful ignorance of people’s emotional states just for her own pleasure.
 Harper cannot sit still for too long. She always wants to be around people, and can usually be found wherever there is the largest crowd, at parties and concerts. She will go out for hours on end, and strain herself into a burnout to the point that she has to rest. Harper has been known to double (or triple) book herself, and will almost always have a busy schedule.
 Despite her incredibly selfish nature, there will always be people that Harper is incredibly protective of and would go to great lengths to keep safe. This is partly of a selfish cause as well, as she requires a “rock” - a steady and grounded person - that she feels she can rely on in order to function well. Though she isn’t completely selfish; she has a genuine care for people, but being so constantly aware and sensitive to everyone’s states has her in a constant state of distress. Without her carefree and reckless nature, Harper does not honestly believe that she would be able to get out of bed each day.

 She is not always so boisterous, however, she is very aware of the “time and place” rule. Many times Harper can be incredibly subdued, and it is times like this that her manipulative side can shine through.
 Having fooled herself into believing that she is working in people’s best interest, Harper is able to turn the worst ideas on their heads in order to make them sound like the best ones -- and she does this frequently, thinking that everyone needs to care more for themselves and less for others sometimes, and that any repercussions that come from bad behaviour can merely be avoided, or shrugged off. She genuinely believes that all problems are temporary, and can be completely avoided or ignored if you have enough willpower to do so.
 There will be times where she can’t get these issues out of her head, though. She has extremely strong abandonment issues, and clings to company as if in the genuine fear that one day they will see right through her to her rotten core and leave. Her time in foster care has been the root of this fear, and she will go through actions of extreme desperation in order to keep those around her from leaving.

- Character Likes:
+ Bright Colours:  As part of her general rule of distraction, Harper is extremely partial to anything particularly bright or gaudy. She believes that brightness conveys happiness, that you can’t be too sad when everything around you is bright. While this is a flawed logic, it doesn’t stop her from constantly surrounding herself in bright yellows and oranges - claiming that they remind her of a sunrise.
+ Unpredictable People: Harper constantly feels like she knows what’s going to happen, and that she knows what people are going to do. This feeling is quite a discomfort for her, and it’s easy for her to start feeling as if there is absolutely nothing that can surprise her anymore. It’s more than a delight when someone does something she can’t expect, and she makes a point to try and surround herself in as many of these people as possible.
+ Gym: Relaxation is not a word in this kid’s vocabulary, she doesn’t like to sit still for more than five seconds, and will always have to be doing something. The Gym is a good opportunity for her to get out a lot of pent up energy, and she’ll go almost daily for a few hours in order to get this excess energy out of her system, making it easier for her to sleep when she finally burns out.
+ Smiles: Part of her need to distract herself and people from her problems, Harper believes that a strong enough smile can fix anything. She will go out of her way to make people smile or laugh and finds the sight pleasing to the eye - she has no time for sadness in her life.
+ Tea: Part of her addiction to caffeine, partly just because she likes the tastes of many different herbal concoctions. Harper has invested in an electric kettle and many different tea strainers at her friend Rhys’ apartment so that she can always make a cuppa - she has the old British mentality of making a cup of tea when times are hard, and the closest she gets to relaxation is sitting with a nice cup of tea. The smell is always soothing to her.
+ Loud Music: Trap or Drum and Bass, anything that Harper can move or dance to is enough to keep her happy - she is always playing music in either earphones or through a stereo system.
- Character Dislikes:
- Silence: The silence is depressing, if there’s any a time where people are getting depressed and sad it is when the room is silent. Harper doesn’t like listening to other’s woes and problems, and as such despises any opportunity for them to start babbling about their problems.
- Death: In Harper’s opinion, nothing should be inevitable. Every problem should be fixable or avoidable, and death has proved itself to be a problem that one cannot avoid. There will be one day where Harper will no longer be full of life, always moving, and instead will be naught but a rotting corpse. This eventuality terrifies her to no end, and any reminders of the fact that one day she will be nothing but bones is enough to freak her out.
- Relaxing: As a girl who generally always has energy, relaxing is just a waste of perfectly good hours in the day. Unless she is ill, there is rarely a time where she will be taking time to do nothing. It seems completely wasteful when there’s always something to be done.
- Knowing Things: She loves to get caught by surprise. Having that sense of always knowing what’s going to happen has become boring, and she has started to despair at the fact that the element of surprise does not seem to feature prominently in her life.
- Mental Traits: At a young age, Harper was diagnosed with ADHD. It is genuinely quite intrusive of her life, but she doesn’t take the medication that she was given for it (adderall), instead opting to just always be doing something - her attention flicks casually from conversation, to what she wants to get done, and she is useless at multitasking due to this.
 Insight: Harper has (even though she wastes it) extremely strong insight. She can tell a lot about a person from a glance, she will always note different parts about them and is able to read people easily, but this is completely wasted by her willful ignorance of this fact.

Species and Allegiance
- Species: Human.
- Ethnicity: New Zealand European.
- Nationality: New Zealand Citizen.
- Alignment: Neutral Good - She has no affiliations as of yet, but is not inclined to “evil” or “chaotic” actions.
- Allegiance:N/A
- Reasoning: Harper is not particularly inclined towards any group or alignment other than herself and those she has any care for, meaning that she is a neutral party. Her actions and convictions have no representation except towards a mild version of “good”.

- Allies: N/A.
- Enemies: N/A.
- Family: She has foster parents that she sometimes visits, but otherwise she lives on her own and does not know of any other family she may have.
- Friends: Emrys Perennial and her have a friendship, though they are usually quite distant. She is quite an extroverted person, so she has a large circle of people at uni, though they don’t technically count as friends.
- Significant Other: N/A.

Character Age and Gender
- True Age: 18
- Appearance Age: 18
- Character Birthday: 14/05/2001
- Gender: Cisgendered Female.

Character Appearance
- Skin Colour: A tanned, smooth olive tone. It seems to have a sort of yellow or golden undertone to it, as if she has always seen sun.
- Height: 5ft 11inches
- Weight: 70KG
- Hair Description: She always changes her hair, getting bored of the length and colour remarkably easy. Currently, it is a dark but vibrant purple - cut to her chin in a curly layered bob. Though she owns many wigs, extensions, and will dye her hair frequently. Usually her colours will be shades of blue, red, purple, or pink. She favours curled looks for her hair, though not her natural curls, and will instead try to curl it with heat. Her natural hair colour is a mousy brown.
- Eye Description: She has large, heavily-lidded and slightly upturned eyes, with incredibly groomed eyebrows. Their colour would be best described as a hazel or walnut colour, a light brown/green with a dark ring at the edge.
- Facial Details: Harper has a fairly round face, with a somewhat pointed chin. Her eyebrows are small and thin arches above slightly narrow, upturned eyes with heavy lids. While thin, she has a shapely mouth, with a prominent cupid’s bow that protrudes slightly from the rest of her face, meaning a large dip between her bottom lip and her chin. She has a strong Roman nose, with thin nostrils. Her face is covered in freckles across her nose and cheeks and on her forehead most prominently.
- Physical Appearance: She looks intimidating for her age. Harper is tall, and very toned. She goes to the gym every day and it shows; - her legs are long, and her muscles incredibly toned, the muscles in her thighs are very visible (though not yet bulging, she can dream). Her stomach is flat, also very toned, with the outline of a “six-pack” almost evident, and her arms are also quite large, her shoulders broad for her gender. Harper has a prominent collar-bone with average c-cup breasts and an overall pear-shaped figure. Her body is covered with freckles in random places, especially on the backs of her hands - her fingernails are bitten through.
- Attire: No matter the weather, Harper always tends to wear shorts with fishnets and athletic shirts with heavy boots - though she’ll switch out the boots for trainers or running shoes. While at college, she’ll sometimes opt for more business smart clothing - always in bright colours.
 Around her neck she always has a choker depicting the phases of the moon - gifted to her from Rhys. She also always has her sunglasses on her, though seems to use them as more of a glorified headband than as actual sunglasses.

Speech and Habits
- Character Voice: Strong New Zealand accent, locals could pin it down to Kingsland area. Her speech is almost always a drawl, her words aren’t usually enunciated correctly and she seems to speak quite languidly and lazily. There is a sort of husky quality to her speech, though she always tends to speak loudly as well. 
- Speech Traits: Other than the tendency to say “um” a lot mid-sentence, or speak in a condescending tone when she finds something obvious, she does not have any other particular speech traits.
- Languages: English, she doesn’t speak any other languages - though she knows snippets of Latin for her law studies.
- Habits: She bites her nails and knuckles, leaving them a little calloused. She also has a mild fondness for stimulants, though no addictions.
- Mannerisms: Her face will turn red when she is annoyed, betraying her emotions. In fact, her emotions can be easily read on her face most of the time. When trying to bite back hurtful comments (which can come to her mind fairly easily), she will chew on the inside of her cheek.

Weapons, Equipment and Artifacts
- Large Equipment: N/A.
- Small Equipment: A small Walkman MP3 player. It still works, though she’s grown out of a lot of the music that is on there and doesn’t carry it about her person often. 
- Weaponry: N/A.
- Ammunition: N/A.
- Pocket Items: Her purse, driver’s license, and a pen at all times.
- Magical Equipment/Artifacts: N/A.
- Other: She owns a car; a blue Toyota aygo hatchback. She is currently living in dorms at her uni.

Magical and Physical Abilities
- Magic Type: Adept.
- Specialization: Sensitive.
- Immersion Metamorphosis: N/A.
- Ability Specific Info: Sensitive magic is extremely varied, and must be natural. It manifests in different ways in different mages. Harper herself receives “premonitions”, the ability to “see” magic, though she is unskilled and cannot always make sense of these. There is little to no combat utility in her particular manifestation of Sensitivity, and as with all Sensitives  it is not always 100% reliable.
- Magical Abilities: Her magic manifests in multiple different ways, though it can be extremely subtle and hard to tell what is her magic and what may be simply paranoia.
-Premonitions: She receives a “feeling” of what is going to happen, though this may be very vague and not always make sense. This comes across as either a general feeling of de ja vu or just knowing what may happen. It may not always manifest in regards to Harper herself and what is going on, which is what makes it so hard to distinguish, as she may well just get the feeling that someone, somewhere, is really going to enjoy a cheese pizza. There is also no strict time-frame for these premonitions, which only adds to their difficulty.
-Sight: Probably the strongest aspect of her magic is her “Sight”. Harper can see magic easily, as well as auras surrounding people. This requires little concentration for her to see. Due to this, she can see through illusions and facades - though this takes the slightest bit of focusing for her to achieve. Her eyes may as well always be attached to a Hag Stone.
-Dreams: Her dreams almost always are some form of vision, though this manifestation of her magic is incredibly situational as it requires that she is asleep. The visions may be metaphorical, or literal, which makes it hard to make sense of her dreams often. Her dreams are always vivid, and she can remember them easily after waking.

There are many different magical rituals and methods such as scrying and tarot that Harper does not have access to, and does not know how to learn either. Her magic is very volatile due to her young age and her not understanding fully how useful Sensitive magic can be.

- Physical Abilities: Harper has achieved an Ikkyu rank in Judo (which for all intents and purposes, is pretty much a brown belt), and has spent the past few years learning kickboxing, reaching a level seven. Both of these are obviously just for fun and to keep fit, but have given her a decent sense of balance and an above average endurance for a girl of her age.
 On top of being physically fit, Harper is obsessive about having a decent diet - so she is at peak physical health for a girl of her age. She has a good range of knowledge in defensive and deflective moves, though does not know much in the way of offensive movements. In a fight, Harper would have to rely on her ability to evade and move faster than her opponent.
- Strengths: - Endurance: Harper has an above average endurance for her age, alongside the sheer determination to get what she wants done, she can take a massive beating before she allows herself to be considered downed.
- Awareness: This is partly a trait of hers, and partly thanks to her magic, Harper has an extreme situational awareness. This is very useful in many situations, and has been a main reason for why she has advanced so quickly in her chosen martial arts.
- Drive: Harper has the drive to get almost anything she needs done, and it’s this sheer determination that will make her formidable - not her size, nor her average strength. This girl does not give up, no matter what.
- Weaknesses: Over-emotional: It is easy to get the upper hand on Harper simply by making her too emotional, as she does not have the most stable of grips on her own emotions and can be driven into doing absolutely ridiculous things simply out of being too emotional.
 - Lack of self-control: Due to her being impulsive, she often does not have the self-discipline to apply her skills properly and slips up too often for either her magic or her physical strengths to be of any use.
- Untrained: She is not trained in magic. Her physical strengths are almost purely situational, meaning that there are not many scenarios in which Harper actually can gain an upper hand on a situation.
- Training: She is untrained in her magic, but has a trainer for both her Judo and Kickboxing lessons which she attends bi-weekly.

Goals, Motivation and History
- Major Goal: To get understanding for her visions and the way her magic has manifested is her first and foremost goal. Harper is aware that her current method of coping with things is not sustainable, and she will have to figure it out somehow. She wishes to go to the New Zealand Sanctuary and find someone to help her out.
- Minor Goals: Buckle down and get her bachelors with no problems, she’d also like to grab an actual house to share with her friends so that she can move out of dorms.
- Motivation: People around her; Harper is very easily motivated by company. Loneliness has a way of getting to her.
- Bio:
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- Additional Notes: Short but sweet, as all things should be.

Europe / Coffee Shop Meet Cute ;) (DOCKS AND CHAR)
« on: July 15, 2019, 01:59:06 AM »
It was a boring day for Aria; with nothing to do at the Sanctuary all day and absolutely no projects that she felt motivated enough to work on, she sat idly at her desk and played Snake, of all games.
 Her messages had been totally silent. No one had messaged her - least of all the person she'd been keeping an eye on her messages for: Rico. The temptation to set up her visual link and see if she could work out where he was was overwhelming, but she didn't really want to sit through a potential conversation about privacy and how she shouldn't invade his regardless of how well-intentioned her actions were.
 It was with this thought that she decided it was time for lunch. The technomancer sprung to her feet and left the office, not bothering to put a sign up to say where she went as she left -- the sandwich place was only down the road, anyway.

 It had been a long day for Voluntas. The London tower had been bristling with activity, and she'd had to sit through meeting after meeting with visiting CEOs and people wanting a slice of the pie that one of the world's largest corporations had to offer. With Silas out of the picture - at a football game, no less, she'd have words with him about that later - it had been hard to strike up a deal that she could be positive that Silas was fine with. That had made the day run extremely slowly, with too many visits to the bathroom to top up her makeup, and sitting in offices with coffee that she could not drink. Oh, and the paperwork. The British vampire loved her job, but she would definitely be informing Silas that she was going to have a few days off soon, maybe visit a warm country.
 To top her terrible day off, Voluntas had been arguing with the receptionist at the tower for a good half an hour. It was over something menial; Voluntas forgetting her pass.
 "Do you know who I am?" Voluntas hissed at the receptionist. "I'll take initiative and assume not, otherwise you would not be taking the liberty of locking me out of my own tower."
 The receptionist looked nonplussed. "It doesn't matter to me, ma'am. Added security measure, you need to show ID before I let you in."
 The vampire shot a glare, laced with just enough fear, that had the receptionist pale considerably as she said the words; "I'm your fishing boss. You're letting me in, now.."

 Ether, Gideon, and Joakim had arrived in the alley next to the tower and Ether groaned at the unfamiliar shift. Teleporting was not something she'd ever get used to. The boy quickly took his hands off both monsters and took a step back.
 "It's this building here." He murmured. "You're not... actually going to kill civilians, right?"
 Ether rolled her eyes. "Gonna have to get used to it sooner or later, kid." She rolled her shoulders and cricked her neck, stalking towards the wall of the building and putting a hand against the brick.
 "Think I'm sitting this one out, big guy." Ether told Gideon, giving him a sidelong glance. "You know where to find me."

 The receptionist had finally let up, allowing Voluntas to swipe the folders she had placed on the desk in her anger and straighten her blouse out. She had opted for a slightly different outfit than usual; for once, she was actually wearing trousers. A formal pair of trousers that stopped at the calf, letting up for some lace that flared out and just barely brushed the floor, stilettoed ankle boots, and a crimson chiffon blouse that a floral pattern embossed into it. She looked less Morticia Addams and more businesswoman today.
 She took the time to quickly shoot Silas a text.

Eye's still hurting a little. Have you got it seen to yet?
 -- V

 The response was instant.

Two things:
1. Caller ID. You don't have to sign your texts off.
2. Seeing to it now.

Europe / Who let the dogs out? [EOIN & SOPH]
« on: June 01, 2019, 09:30:47 AM »
 Siobhan was getting old.
 At least, that's how it felt when after only a few hours of training in her back garden and sketching up a few vague ideas for a new tattoo had her spend the rest of her day slumped on her sofa, with a distinct feeling that perhaps - just maybe - she was getting a little too old for this lifestyle.
 There was not much to be had in the way of satisfaction with where you were at in life when the most prestigious accomplishments that you could recall from the past decade involved an embarrassingly short amount of time to binge-watch a new season of something on Netlflix. Or even discovering Netflix, for that matter. That was probably an accomplishment most mages her age did not have a claim to. If that was something to be proud of. It was this general feel of meaninglessness that had caused the woman's lethargy this afternoon, her pale hand having been wrapped around the television remote for so long that it had started to feel like an extension of her arm, flicking through the daytime television.
 "Absolute joke that they cancelled that." Siobhan said aloud to herself, breaking the silence that she had been sat in for a good few hours.
 That was probably what the breaking point was. It was never a good sign when you were talking to your own bloody television, as if waiting for a response that you knew would never come. Truly riveting stuff.
 It was with that thought in mind that the vampire threw her remote aside and slumped further into her chair. She could always... go for a walk? As if she hadn't seen the same sights for the past four centuries? Maybe she could meet up with someone? There had to be someone that she... No. There wasn't anyone. Maybe Axel Deadshot at a *stretch*, but really... that man only ever visited her on a whim -- and there was absolutely never any forewarning before his visits. Even a man who barely knew her knew that she didn't leave the god-damned sofa. What a ridiculously horribly thought out idea it was to place herself in some form of soft isolation, as if your own company and inanimate objects didn't become absolutely unbearable to deal with sometimes.
 That was pretty much the long and short of how she ended up on her bike, on her way to the nearest animal shelter - absolutely set on the idea of getting herself a dog. Maybe a nice Saint Bernard. Fluffy, dependable, not too much slobber... sounded idyllic.
 She'd paused on the way to pull into a Costa, balancing precariously on the bike in the drive-thru and reaching in her pocket for her tobacco. The weather was a little mellower than usual; no ridiculous winds, even a little bit of sunshine. That alone, combined with the almost agoraphobic open spaces around her, was enough to have the blonde cracking a smile under her visor, grabbing the ice cold beverage from the final window and swerving into a parking spot, kicking out the bike stand and leaning against the seat as she stirred it slowly with a straw.

[[you gave me llama all to work with so this is me, returning the favour]]

 Hunting for Thorkild Feilstrom should not be this hard. At least, it wasn't the last time Nadine had done it. Their last conversation had yielded a lot for Nadine; he'd given her the information she needed on the Ivory Coast, and managed to be irresistibly charming while doing so. What more could a woman ask?
 "Jesucristo." She murmured over the document she was reading on her tablet, taking another sip of her lukewarm coffee. "I hate putting aside my pride."
 The Spanish woman hated being bested, but the Elder had simply been moving around too much for her to actually catch him -- and she didn't even want to get into the conversation of how creepy it potentially was that she was trying to do that in the first place. Business was calling, however, and Nadine had formed a plan.
 A plan she needed the influence of someone such as Thorkild in order to allow it to work. Hopefully, she could find some way to get the Elder to agree. Though she already had promised him a favour, she didn't need anyone to have two favours they could call upon her for.

Subject: Cena y una pelicula?

Elder Feilstrom,

I could attempt to appeal to your good nature by way of flattery, but I'm sure you'd merely ask how I got your email (you left it open on your desk; I'm a creepily observant woman - unfortunately for you). You'll forgive me if my English seems a bit sloppy, as we both know, English is not either of our native tongues.
Despite the topic of my email, I am not actually trying to take you out. I think the title may just be amusing for anyone perusing your personal assets. I require your assistance in something, and the last I heard we were both in Spain. Whatever business you may have here is beyond me -- but I'd like for you to visit me, all will be explained in person. As always.
A small insight into my life, I spent my childhood causing mischief on the streets of Toledo. How about we meet after my namesake? Plaza Estrella. Totoro Sushi.

I'm looking forward to seeing you,
Your innocent bystander -- Nadine.

As she finished her email, she hit send and released a nervous breath.

Approved Profiles / Emrys "Rhys" Perennial
« on: January 17, 2019, 12:31:23 AM »
Name and Occupation
- Taken Name: Emrys “Rhys” Jacques Perennial.
- Pronunciation of the Name: Em-REESE “REESE”  JAHK  per-en-EE-all.
-Name Etymology: When Rhys chose his names, he chose them in a desire to be as disconnected from his father and uncle as humanly possible. Of course, this motivation has now changed, but it doesn’t change the names he goes by. Emrys is after the famed sorcerer (later to become known as Merlin), Perennial being his mother’s surname. Recently, he has discovered that if his father had a choice in naming him, he would have been called Jacques and so, as a subtle way of honouring his father, he has taken it on as a middle name.
- Given Name: Vincent Bane.
- Pronunciation of the Name: vin-SENT BAY-nuh.
- Character Job: Currently unemployed and living on unemployment and disability benefits. He has previously worked as a barista and library assistant at his local schools. He has aspirations to become a private investigator.
- Qualifications: Rhys has completed his thirteenth year of school with all the qualifications that come with it and is deliberating either higher or vocational education. His highest grades are in History, Research Skills, and Literature. He has enrolled in College at Kingsland, though he does not attend often at the moment.
- Titles: Certain people have taken a liking to calling him “Rhysie” to annoy him on the occasion.

Character Mentality
- Character Personality: For someone so young, Rhys can come across awfully profound at times. He has grown up with the benefits of both a mortal life and an immortal life to come. Not yet old enough to be jaded or wizened, not too young so as to be naive and gullible - Rhys feels as though he has reached a good balance in his personality, and his therapist would likely agree. He may come across as slow to trust others, though in actuality he is merely only skeptical of people’s first intentions.

In a lot of his later life, Rhys has had a lot of support from the system around him (mental health clinics, government funding) and approaches most of his problems with a fairly level head; he compartmentalises, which may be annoying, but has helped him a lot to get through hard times and is one of his main coping mechanisms. In any stressful situation, Rhys’ first course of action will be to start a list and prioritise all of his activities from most important to least important, and gradually work his way through them - which, while under pressure, is arguably not the most effective way of dealing with things.

There’s a short period of his life that is entirely blanked out, and that is the transition from his life with his mother to his current life. Most of his 14th year is nothing but fuzziness to him since whatever memory was there has been repressed. This has resulted in Rhys becoming slightly avoidant of the slightest troubles in fear of his brain identifying it as trauma and immediately repressing it. This avoidant behaviour is yet another thing his therapist has pointed out as needing work. Since his 18th birthday, he has been taking action to put himself in situations that he usually wouldn’t while still being a stuttering wreck, resulting in the juxtaposition of nervousness and recklessness in his behaviour.

On the topic of Rhys’ mother, he will freeze up and find it nigh-impossible to think or speak about certain parts of his life with her, or her behaviour. Attempting to dig into this, or remember certain memories that feel just out of reach for him results in migraines and a feeling of “brain fuzz”, clouding his thoughts too deeply for even coherent speech. This is due to his exposure, at a young age, of a mindwalker that Nymphaea was particularly close to warding his brain and locking certain memories - or memory triggers - off from him, coupled with her aptitude for symbols, this has made memories of her little more than phantoms.

He is a very pretentious kid, with his head always in a book he deems “classic” or “intelligent”, even if he can’t understand them half the time. Literature is one of his passions, and he even has a notebook full of his favourite book quotes to keep him motivated at times which he always, always keeps on him. He also has an extreme interest in philosophy and quantum physics, even going so far as to annoy the people around him with these musings.

On a first glance, Rhys comes across as a drug addicted teen: he can never keep still; always having to jiggle his leg or an arm. He stutters most of his words out, and most of his sentences sound like something from Jaden Smith’s twitter page in logic and sense. Despite this, and the head that he constantly has in the clouds, he has managed to do well in school and conforms as much as he can to societal expectations and what he is recommended by the clinic. He truly doesn’t want to be weird, and he makes an active effort to fit in and get along with the people around him, which often means he can lose his sense of self around all the people he is trying to emulate at one time. In fact, sometimes, Rhys finds himself wondering if he truly has a personality, or if they are just scraps and habits from the people around him put together to create him.

While a lot of the time he is a reserved, level-headed individual, stress brings out in him an extremely impulsive and explosive temper. Rhys must be in the know, he must know what’s going on and hates the lack of any knowledge with such fervency that he loses his controlled demeanour quicker than anything else, and will tend to have explosive outbursts - usually verbal - that prove Rhys is not always so calculated and thoughtful of his words. It is during these stressful states that his cold, dry humour flourishes.

Like most people, Rhys does have a dark side. He suffers from homicidal thoughts, which he is constantly working to repress. It is not a side of him that he tends to acknowledge often, as the information that he is likely capable of killing someone is a little too chilling for him to truly mull over. He has many different mantras and coping mechanisms for when these intrusive thoughts occur, and has been under watch by every school he goes to for having voiced these thoughts so long ago.

 Upon spending an extended amount of time with his father, Mathieu, Rhys has opened up a lot more and come out of his shell a little bit. He is much more likely to joke around with people, and is beginning to understand how to hold a decent conversation - he will still pepper people with questions and stick his nose where it is not welcome, but he can actually hold a long and fruitful conversation now. He is a lot more confident, though still subdued and personal, and he can even come across as a little cocky or arrogant at times whenever he gets the upper hand. Conversation is a “game” for him, and it is one that he is determined to win.
- Character Likes:
+ Books: Cliche as it is, books have always been a source of refuge for Rhys. When he finds himself unable to focus and agitated, a good book is always a distraction for him. Due to this, he has piles and piles of dog-eared books covering his bedroom floor.
+ History: Rhys has discovered that there’s a lot to learn in the actions of people before him, as well as a lot of schadenfreude to be felt. He has extensively spent a lot of his time looking into many historical events - both mortal and magic - and getting his own hold on it.
+ Researching: Anything can be dug up with enough effort and Rhys is particularly good at it. A lot of his time is spent in the dark recesses of the internet, even the deep-web.
+ Suspenders: Because he hates belts, he’s really gotten into the fashion statement that is suspenders and braces. He’s found new ways to wear them fashionably and efficiently and they have become a small obsession of his, he’s even started a small collection whenever he can pool the money together.
+ Lists: This is his number one method of not getting stressed out or overwhelmed; everything must be meticulously listed. This will be things as little as to-do lists, plans for the day, to any other way of categorising information that he’s gathered. Given his foggy memory, Rhys relies very heavily on lists to get through day-to-day life.

- Character Dislikes:
- Belts: During his youth, Rhys was subjected to impetuous punishment for being an unruly child. The most popular of these disciplinary acts was via the use of a leather belt being rapped across the back of his knees. Since this torturous experience, Rhys hasn't been able to bring himself to look at a belt, let alone wear one.
- Fire: Fire is very hot, and very bright. It’s also something his mother incited a fear into him that he isn’t quite sure why. When he comes to meet his mother’s king, however, there will likely be some enlightenment.
- Sudden loud noises: Rhys is a quiet child who likes to keep to himself with his books a lot of the time. Loud noises, especially when unexpected, can be a huge energy destroyer. He needs time to prepare before having to deal with loudness such as big crowds or small children.
- Restraints: He always needs to be able to move about in order to remain calm. Him jiggling his leg or arm is usually a way of keeping his cool. When restrained, he can no longer control any emotional or physical outbursts that may ensue as a result, which is something he dislikes.
- Being pressed for information: This is a method of being put on the spot, and something that Rhys can’t deliberate or think through without being seen as a liar, causing this to be a stress-inducing experience for the young boy.
- Lack of knowledge: Not knowing something is vexing, making the boy feel intellectually inferior is vexing, this is the quickest way to make Rhys lose his temper, especially when information is delivered in a condescending tone.

- Mental Traits: Rhys has been diagnosed with Asperger’s Syndrome (mild autism), but is currently in the process of having that reviewed what with the criticism of the Asperger’s diagnosis coming into action in the world. He is also diagnosed with Psychotic Depression, Insomnia and Post-Traumatic Stress Disorder (PTSD). To top this all off, he is currently in the process of getting a diagnosis for Obsessive Compulsive Disorder (OCD). To treat these, he is undergoing intensive CBT (Cognitive Behavioural Therapy) and takes prescribed Seroquel and Citalopram to treat his depression and psychosis. Whether or not Rhys actually has any of these illnesses or is merely a product of his race is debatable, and the more likely answer is that Rhys has been misdiagnosed horrifically so.
 Blood Frenzy: Like his father, Rhys has the inherited trait of the “Blood Frenzy”. It works incredibly differently to Mathieu’s “frenzy”, but is nonetheless an intense state of being reasonless and violent, triggered potentially by anything, but most likely by an explosive anger.

Species and Allegiance
- Species: Fae (Changeling.)* Rhys is technically not a Changeling, as he is too developed, but he is viewed by his society as one.
- Ethnicity: Half-Maori, half-European.
- Nationality: New Zealand.
- Alignment: Chaotic Neutral.
- Allegiance: N/A, Rhys does not have a particular group or company that he is allied to, though he is technically in Pedri Bane’s Fae court.
- Reasoning: He hasn’t come in contact with any groups that he can affiliate himself with, and therefore has not, yet. Any loyalty that may come to Pedri Bane’s court will be through familial obligation.

- Allies: Rhys has decided that the only person he can trust as an ally is his own father, Mathieu “Finnick” Bane. He will defer to his father on all matters regarding the magical world, and while he may be snippy with him holds the belief that he knows best when it comes to staying safe.
- Enemies: His mother made many enemies of Pedri Bane’s court in her lifetime that Rhys has yet to meet.
- Family: Father; Mathieu Finnick-Bane: Rhys’ relationship with Mat did not start well. Both men were too similar yet too different to get along well, though now they have a fairly fond relationship - though neither of them are one for emotions, and will not admit it - and seem to hold a great deal of respect for each other. Rhys has latched onto Mathieu the slightest bit, and holds a great deal of care and respect for him.
Uncle;Pedri Bane: It is not particularly known exactly how Pedri feels on Rhys, though Rhys is terrified of his uncle and finds that their relationship may meet a disastrous end should he not tread a fine line.
 Mother (Nymphaea Perennial), deceased.
- Friends: Rhys has managed to make a long-term friend at college with an incredibly unskilled mage by the given name of Harpur Wilson, she gifted him a hoodie many years ago that he treasures and always keeps on his person.
 He also wishes to establish a friendship with one Victoria Gray, though their only meeting thus far has been contentious and violent.
- Significant Other: N/A.

Character Age and Gender
- True Age: 19.
- Appearance Age: 19.
- Character Birthday: 09/07/1998
- Gender: Cis male.

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Speech and Habits
- Character Voice: His voice is quite deep and smooth, though sometimes cracks whenever he hasn’t spoken for a while or tries to talk in high notes.
- Speech Traits: He has a barely noticeable and a very slight lisp (though this is characterised more so in the elongation of his s’). He also tends to speak very fast, belting out all of his thoughts at once without filtering them and then taking a huge space between sentences.
- Languages: Rhys is fluent in English, French, and Italian. He knows vague amounts and is currently learning Tahitian.
- Habits: He bites his nails, fiddles with anything he is holding, bounces his leg, and drums his fingertips on tables.
- Mannerisms: Rhys always has to colour coordinate his outfit and picks at the sleeves of his jackets in order to calm down. When in a tense situation, Rhys also tends to babble a little bit in order to break the ice.

Weapons, Equipment and Artifacts
- Large Equipment: He has a leather messenger bag that he stores all important documents and any drinks or emergency cash in.
- Small Equipment: His notebook, he uses this to document him stalking the Fae courts. Nymphaea’s journal - of which he can barely understand, it’s like reading the ramblings of a madwoman.
- Weaponry: N/A.
- Ammunition: N/A.
- Pocket Items: Rhys always has a pen and plasters on hand, alongside his wallet
- Magical Equipment/Artifacts: N/A.
- Other: He doesn’t own any property or anything of the like, but rents a small flat in New Zealand with his disability allowance.

Magical and Physical Abilities
- Magic Type: Adept.
- Specialization: Hemomancy. and Symbolism.
- Immersion Metamorphosis: Rhys has never managed to reach Immersion Metamorphosis. Though it would be characterised in the popping of his veins through his skin and a flush rising to his skin, his muscles looking slightly engorged as the blood fills his body.
- Ability Specific Info: Hemomancy is the manipulation of blood, it allows the user to control blood both inside and outside of their own body -- with the practise of bloodbending.
- Magical Abilities: Rhys has not had much practise in his magic and therefore his abilities are somewhat lacking. Naturally, as most hemomancers his age would, Rhys has a decent grasp on;

Flow: Rhys is able to move his own blood within his body to some extent, but finds this process incredibly uncomfortable and therefore is not too adept at it. He has practiced a lot more at using the flow of his blood outside of the body via the process of breaking skin and slowly controlling small droplets of blood until he could get the grasp of moving larger amounts while outside of his body.

Recovery/Blood production: Most likely the most time invested has been into this aspect of the discipline, Rhys is quite proficient at producing blood and recovering lost blood after a lot of trial and error in this aspect.

Crystalisation: The next logical step after learning about making the blood flow is to learn how to crystalise the blood, Rhys is fairly skilled at this ability but has not yet needed to use it in a desperate situation, so he has little to no concept of how skilled he is compared to other mages; he can create basic constructs from his blood and harden it when needed and that is about it.

Bloodbending: He is becoming increasingly proficient in this aspect at an alarmingly fast rate. People of the same blood type of him, and family members he can manipulate the blood of easily, however he struggles with those that are a different blood type - it takes more concentration and is more draining for him.
As far as his abilities with Symbolism go; they would be considered intermediate. He can draw up designs with ease - and tends to lean towards Maori dialects, much like his mother.
- Physical Abilities: Rhys is very durable for a boy of his age, mostly due to his affliction. He is stronger than the average human, faster, has a more advanced vision, sense of hearing and of smell.
Rhys is a fairly adept fighter, having being trained in close-quarters-combat by multiple different sources.  He has symbols that aid him in both physical and magical ways.
- Strengths: Even for a Fae, Emrys is immensely physically strong, and immensely durable, while he may not be the fastest (though still faster than the average human), he is a very heavy hitter. He also has heightened senses, and can sense different things about people’s blood - how fast it is moving, how much iron they have, etc.
 Rhys is very, very good at “sleuthing”. He can find information on pretty much anything with very little difficulty - this is not via the use of contacts of any such thing, but through personal investigation, this is something he can use for blackmail should the need to avoid a fight arise.
- Weaknesses: While Rhys has a lot of strength and a lot of durability, he has the tendency to become nervous - making it hard for him to get anything done.
 On top of this, Rhys has not learned fully how to apply his strengths, making them border-line useless to him at times. He doubts too much in his ability - believing he lives in his father’s shadow - to improve.
- Training: He was trained by his mother at a young age in the art of magic, but since has been self-taught. Mathieu has started to teach him a little more in the art of Hemomancy, but of course his father is a busy man so this progress may be slow.  On top of this, he has taken up training with one of Wrathia’s Vanguard, and the Fae Victoria Gray

Magical Afflictions

- Magical Disease or Affliction: Fae Changeling.
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- Cause of Infliction: Birth.
- Site of Infliction: N/A. There is no apparent site of infliction, he was merely born with the disease.
- Benefits: Immense strength, immortality, speed, heightened senses, and a slight attunement to magic and magical creatures.
- Downsides: He does not have the ability to lie, suffers from homicidal thoughts, and is prone to violent outbursts of magic due to the unstable nature of his affliction.
- Fitting In: Rhys does not quite “fit in”, but he does appear to be very human apart from his ears and teeth, therefore he does not need to put much effort into looking human.
- Suppressant/Cure: There is none, but he does try to suppress the homicidal nature of his affliction by going to therapy (this does not work).
- Infecting Others: Rhys does not seem to possess any ability to infect people with the Fae gene, as his time integrating in mortal society has put a huge dampener on his attunement to his backgrounds. If Rhys were to attempt to infect someone, as he doesn’t know how, it would be through the use of his incredibly sharp teeth.

Goals, Motivation and History
- Major Goal: Rhys’ major goal in life at the moment is to find his father and discover more about his heritage and lineage, this is something that would bring him a lot of peace once he discovers the truth behind who and what he is — especially to the magical world. Now that he has found his father, he wishes to find his place in the magical society, and find out if he would rather be part of the Fae society or just mingle with normal mages.
- Minor Goals: Get a job and support himself on his own income, Rhys hates living on a restricted income from the government and getting a good job with decent pay or even receiving commissions for research would solve a lot of his demotivation over this.  He would also like to start up his own firm as a private investigator, though that one is more of a pipe dream than a sustainable future.
- Motivation: He has little to no motivation, hence why he hasn’t gotten around to doing any of this yet. Occasionally, his scattered mind is hit with a sudden burst of ideas on how to reach these goals and that will keep him working on them for a few days, but perhaps he will find a more constant motivator in time to come. The closest thing Rhys has to motivation is the desire for answers, though in his worse moods even this is not enough to give him the drive to get what he wants done. While it may be odd, Rhys is much more likely to be motivated while in the safety of his dirty, old hoodie.
- Bio: Rhys is a young-un so it’s not too long.
 Caution: Mentions of violence, abuse, death.
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- Additional Notes: *A Fae Changeling description is below --
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Rhys does not technically fit the description of a changeling, and is technically a full Fae - but to his society he appears and essentially may as well be a changeling.
Updates: Rhys’ appearance and abilities have changed slightly.
 Added his new hoodie.
 He has had a name change.

RP Discussion and Planning [GRP] / Medieval High Fantasy Setting
« on: December 21, 2018, 10:25:29 PM »

I got a craving for some high fantasy roleplay after spending too much money on a Pathfinder game. SO, any takers? I'll explain some of the lore I'm thinking;

Naturally, a high fantasy setting usually takes places in a different world from the primary one -- meaning we're probably talking dragons, orcs, elves, tieflings -- whatever fishing D&D-like stuff you wanna throw in here, really -- I'll post up a skeleton if there actually any takers (as naturally man's not gonna go to the effort to make an entire fishing custom skeleton only to have you llamas not wanna do this am I now). I'll make it kinda in-depth but not so much that you'll spend more than 20 minutes on it if you really don't wanna. All I ask is as normal; nothing overpowered -- THINK about your character as a person. They will have flaws AND strengths, and maybe even racial attributes that affect them differently to the other races they will be roleplaying with. There won't be any one-touch kills or anything like that.
But you guys know that.
I don't mind a Mary-Sue, so long as they aren't WAAY up there on the scale, 'cus it's high fantasy, which is like a world of Mary-Sue's. Just no fishing Geralt of Rivia's up here please.
This is open to EVERYONE. Just post in this thread or PM me or whatever and it's sorted. Same goes for any questions you have-- just set them my way and we'll figure out whatever you want to try and implement. I already have a sort-of plot in the works in my head, for a general direction this RP will go (nothing too linear, just a "this is the general goal and whatever llama shenanigans will be in the middle can be in the middle"). I would shove this straight in the world of Dungeons and Dragons but in all honesty, their worlds can be a bit complex imo and I'd like this to just be a simple fun thing.

I've been rambling for like ten aeons now so I'll just leave it now. Any takers?

Alignment help.
Class types -- you don't have to go into extreme detail, just an overview of what sort of stuff they do.

Fan Works / ask my goats anything (char)
« on: December 24, 2016, 01:06:10 AM »
gwan ask my characters anything

Approved Profiles / Wrathia Venora
« on: October 02, 2016, 05:10:42 PM »
Name and Occupation
- Taken Name: “Wrathia” Venora
- Pronunciation of the Name: Ray-thee-ah Vay-nora.
- Given Name: Naira. Though after many years of being disconnected from her humanity she has forgotten her given name.
- Pronunciation of the Name: Nigh-rah.
- Character Job: Fae Queen of the Americas, all Fae within her domain and who wish to enter it answer to Venora herself; she holds command over all Fae there and is a formidable enemy for anyone wishing to cross her.
- Titles: Whether or not Wrathia is a nickname or a title is unclear to most anyone who has known the woman for a long while. Her Highness, Her Majesty, Queen, and Baroness appear to be titles that Venora has earned over her long life.

Character Mentality
- Character Personality: Venora is a determined woman. Her entire self is defined by her achievements and the power she is capable of holding over everything. While Venora was once a charismatic woman, this charisma has been replaced by the bloodlust from her affliction. As a result, Venora lives for violence and death and is extremely short tempered. Her fae are her fae; she’ll defend them just as aggressively as she’ll order them around. Due to the position of power she has held over her Court for almost nine centuries, Venora’s main trait appears to be her bossiness; she tends to expect people to do as she asks simply because she asks them to and if they don’t she loses her temper marvelously quickly. Power appears to be her crutch and is the easiest way for her to keep a level head, even to the extent that she needs to protect the people that come with her power. Though not a born Fae, she holds the status as if she were one as she has spent the majority of her life with the “affliction”.
In all honesty, Venora isn’t sure where the human compassion she has ends and the Fae ruthlessness begins. As people, they are disconnected, territorial, and violent. While Venora holds all of these traits, she is extremely connected to her emotions and desires. In many ways she is extremely driven and constantly motivated, she will always work to whatever goal she has set for herself no matter the cost.
Unsurprisingly, she is a supremacist. She believes that mages and mortals are below her and won’t even lower herself enough to flirt with them. They are mere entertainment to her and she doesn’t hide the mocking amusement she gets from their existence. If someone was to bring up her old human nature is an extremely quick way to get her to kill you slowly, intimately, and ever so personally. Although, this vulnerability isn’t a lie… She is still shamefully connected to her human emotions and occasional guilt, a side to her that not even Pedri is allowed to see.
Despite how sensitive she can become, Venora likes to be ruthless and imposing to the point that she will go so far as to push herself to be scarier and more controlling, she’ll skip out on sleep, food, and any essentials in order to keep the vice-like grip she has on her Court to the point that she has even passed out on her throne in her mansion before. Many Fae are graceful enough to pass this off for mere boredom and not a weakness and she has managed to have hidden this behaviour from her Oceanic king.
Venora’s very proud of herself and her power but also very conscious as to what public opinion of her is. Harmful words and opinions damage her a lot more than she lets on. If an insult is personal enough, Venora will likely be mulling it over in her head for days before finally letting it go. It’s clear to anyone that she is a damaged soul who is desperately attempting to seem larger than she actually is. For the most part, it works, and her influence in the Americas has not suffered. However, Venora does have a small but constant worry of running into the North American Sanctuary and ending up allowing her honour-driven nature to burn it to the ground in a reckless move, this is why she often turns to Pedri when trying to figure out what is the best move to make.
- Character Likes:
Pedri Bane: Her closest friend and more, Pedri is her better half and Venora will always hold a deep love and respect for him. He ensures that she keeps her level head whenever she is at risk of losing it and has shown a respect for her that no other Fae could match. She returns this respect with a love and respect for her own. Pedri is possibly the only reason that Venora hasn’t attempted to raze the human population of her domain.
Power: She started off in a very low position, even when she became Fae. Venora’s main source of pleasure is through the position of power she built up for herself and the fact that she has come through with it with even less scars than many others who would attempt to reach her level of power.
Her Court: They’re smart, they’re loyal, they’re grateful, and she appreciates that. Venora enjoys the level of dedication that she gets from her Court. Being a Queen has its benefits and the Court that came with her royalty is quite possibly one of the biggest ones -- and a large part of her power.
Her affliction: While many would attempt to fight the murderous nature and the supremacist behaviour that often comes with being Fae, Venora accepts and embraces this side of her. It gives her so much power and magic to get drunk off and the feeling of seeing people quiver before you is oddly intoxicating.
Learning more about her discipline: Venora was a born vulcaturge but died at a very young age just after her surge and as such knew very little about her discipline. She would love any opportunity to learn even more creative applications of her magic.
Murder: As part of her affliction, she’s addicted to murder. Many would consider this a downside, but Venora loves being able to think of thousands of ways to brutally end a person’s life within conversation. She feels this aspect of her makes her a lot deadlier and in no way sees it as “succumbing” to her affliction so much as embracing her nature.
Alchemy: While a bit too sciencey for her tastes, alchemy is always fun. Especially the cool concoctions that one can make from such trivial seeming ingredients. A very fun way to pass the time yet still be prepared for many scenarios, Venora enjoys alchemy a hell of a lot.
- Character Dislikes:
- Losing: She’s a winner, or so she tells herself. The shame and disappointment from losing anything at all is a feeling that Venora does not want to become intimately familiar with, instead electing to move on swiftly and have dozens upon dozens of small and large victories.
- Helplessness: Venora’s been helpless before, and it was one of the worst things she could have experienced. She’s made active efforts to prevent herself from being put in the situation where she is once again unable to save herself in her long lifetime, but it’s still verging on a phobia for her.
- Insolence: She expects to be treated with respect at all times and will take drastic measures to protect her honour if it’s hurt. This is behaviour that would get her criticised in a human society, but the Fae believe very strongly in the preservation of honour and a good show of strength.
- Mortals: They are below her. Even lower than that; they are not worth her attention. Mortals, unlike mages, do not hold even a gleam of amusement for her. They are weak, stupid creatures who only serve to get her mad that she cannot give them a show of her own magic.
- Stagnation: Possibly the most hypocritical of her dislikes. Venora wants to do something big with her immortality (she doesn’t know what yet) not simply sit there and become decrepit and worthless and she discourages any lazy behaviour from anyone within her Court.
- Mental Traits: Wrathia’s mind can vary between strategic and purely driven by her own honour and emotions. This leads to her sorting her issues out in a manner of  “have they personally insulted me?” to “is it a good move?”, often requiring her to defer to Pedri.

Species and Allegiance
- Species and Nationality: Native American Fae.
- Allegiance: Chaotic Evil.
- Organisation: Her own Court and the Hierarchy of the Fae.
- Reasons for Allegiance: She believes in her Court because she leads it and expects it to flourish under her own rule. This is probably the case, as no Fae have risen to challenge her in centuries.

- Allies: Her Court, Pedri and his Court. Mathieu, tentatively.
- Enemies: Any Fae, mages, or mortals who attempt to challenge her. Venora also has a growing hatred with monster hunters after far too many encounters with them. Rayisi Min-Masir (one-sided), Mathieu Bane (also pretty one-sided, and tentatively).
- Family: Pedri Bane, since their marriage. Mathieu Bane; brother-in-law.
- Friends: Pedri. Mathieu and Wrathia have also shown capability of friendship, if they weren't both prone to sulking.
- Significant Other: Though the specifics of their relationship are… murky, Pedri Bane could be considered a significant other.

Character Age and Gender
- True Age: 970.
- Appearance Age: Venora looks very ageless, but her physical age upon death was 19, three days before her 20th birthday.
- Character Birthday: Fae don’t tend celebrate birthdays so it holds little meaning to her but she was born on the 7th of April, 1045.
- Gender: Gender also holds little relevance to Fae, but she is a cis female.

Character Appearance
- Character Skin Colour: A slight orangey tint, with blotches of red. When she was human, she was dark and smooth-skinned. On days where her emotions are balanced properly, she can look almost human, and even hold some semblance of her old and darker-skinned form.
- Character Height: 5ft 7.
- Character Weight: 60KG.
- Character Hair Colour: Dark, jet black. It’s always glossy and has some strands of white or red in some places.
- Character Hair Length/Style: Venora has always worn her hair in a long braid that she pulls over one shoulder, keeping it voluminous around her face.
- Character Eye Colour: Bright myrtle green, her pupil and sclera are a deep red.
- Character Description: As far as Fae go, Venora is very attractive by their standards. Venora is very lean and petite, her skin is a blotchy red/orange combo that can darken until it looks almost like her old skin colour when her emotions are balanced enough. Her shoulders are small, and her back is curved slightly, though she straightens her back to give herself a more imposing appearance. Her neck has some volcanic rock protruding from her skin, alongside parts of her shoulders, and her collarbones jut out slightly. There is a scar marring the rock and up her neck into her chin from a run-in with Felicity Pandemonium where Venora just so happened to torture her for over twelve hours. Venora has a nice shape to her body, looking a lot more mature than her physical age -- giving her an ageless appearance. Her chin is a soft shape and her lips are full and slightly darker than the rest of her body, showing off the slight overbite she has due to the razor-sharp teeth inside her mouth. Her tongue is long and she can stretch it over half a meter from her mouth, though she doesn’t. Venora’s nose is harsh and gives her face an overall harsh and regal look that she wouldn’t otherwise have. Her eyes are large and almond shaped, with a slightly hooded and smoky eye texture… literally, steam appears to curl from her eyes. Her hair frames her face very well and is always pulled over one shoulder. Working back down her body, her limbs are mainly proportionate to the rest of her and her hips and breasts are best described as an hourglass figure. Her hands are dainty, but have claws tipping them with which she transmits her affliction upon death.
When she was human, her skin was dark and creamy in texture and her body was soft. Her large lips were a light brown in colour and her nose was a lot less severe. Her eyes were a subdued green colour and she bore no scars and a perpetually smiling expression. Venora does not miss this appearance of hers, much preferring the vastly superior body of a fae.
- Character Attire: Due to the heat of her body, Venora has to wear magically strengthened clothes. She loves to show her body off, and will do so. Most of the time she wears dresses and shoes, but always regal. Ordinarily she’ll wear dresses in the style of this:
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Rarely, she may wear simple trousers and a hoodie to conceal her features in front of the puny mortals. She dislikes this getup, but she’d rather hide her body than lower herself to the status of recycling a human body.

Speech and Habits
- Character Voice: Harsh, regal, and loud. Venora’s voice is never quiet, not even when she whispers. It’s just not possible. She’s way too proud a person to lower her voice. In the presence of Pedri, her voice is a lot more subdued. She speaks in an almost lustful voice, as if there are playful undertones to every word she says towards him; this is truly only to get some form of affectionate response from him as he is a stoic individual.
- Speech Traits: She laughs quite a lot after talking, as if something she’s said is very funny. This is a tactic to throw the person she’s talking to off and undermine their authority.
- Languages: Navajo, English.
- Habits: Runs her hand around her braid, she also has the slightly unhealthy habit of murder.
- Mannerisms: Her face turns orangey when she gets angry because of lava.

Weapons, Equipment and Artifacts
- Large Equipment: The white gold sword that was given to her upon her coronation. Merely for show, as all the Fae Monarchs inherit it.
- Small Equipment: N/A.
- Weaponry: N/A.
- Ammunition: N/A.
- Pocket Items: N/A.
- Magical Equipment/Artifacts: N/A.
- Other: A mansion she shares with some of her Court in South Carolina.

Magical and Physical Abilities
- Magic: Adept.
- Specialization: Vulcaturgy.
- Immersion Metamorphosis: IM doesn’t affect Venora as much given that she is Fae and already is changed to look more like her discipline. However, lava seems to pour freely from her whenever she reaches IM.
- Ability Specific Info: Vulcaturgy is the manipulation, creation and expelling of lava and magma. It is a dangerous but rewarding discipline. Venora herself was a born Vulcaturge.
- Magical Abilities: Venora has had many centuries to practise her magic and as such can create, manipulate, expel, and use the fluid manipulation of her body to control lava. She is considered a master of her discipline due to her age and ability.
- Physical Abilities: Naturally, Venora is very strong and agile and has enhanced senses. Otherwise, she doesn’t have any particularly special physical abilities worth noting.
- Strengths: Strength, agility, enhanced senses, strong will.
- Weaknesses: Her pride and honour demand to be satisfied constantly and if someone insults her she will probably elect to destroy them regardless of whether she’s likely to survive.
- Training: Herself, a single book she read once, and knowledge from Pedri.

Magical Afflictions
- Magical Disease or Affliction: Fae.
- Cause of Infliction: Death by angry Fae. There is a small scar on her stomach: three puncture marks above her belly button where the Fae that killed her pierced into her stomach and scooped out her insides. This is the only remaining similarity to her human body other than her eyes.
- Site of Infliction: As above, she has a small scar on her stomach. Three puncture wounds about her belly button.
- Benefits: Enhanced senses, extreme strength, agility, and heightened magical capacity (despite it being chaotic and erratic). She has thicker skin due to her ability and the power to transmit her disease through her nails, like the Fae that turned her.
- Downsides: The addiction to murder and never being able to fit into human society without ruining her reputation. If Venora did ever recycle a body, it would be destroyed extraordinarily quickly due to her murderous nature. Though Venora has never really hidden her intentions, she doesn’t have the ability to lie.
- Fitting In: Venora makes no efforts to blend in. She has lesser Fae that will take on puny mortal forms and do her bidding for her.
- Suppressant/Cure: No, hence why it’s so unmanageable.

Goals, Motivation and History
- Major Goal: To extend the reach of her Court.
- Minor Goals: Joining Empires with Pedri.
- Reasoning behind goals: It labels her as one of the strongest Fae around, and she enjoys Pedri’s company.
- Motivation: The groveling of her Court usually helps, but if she’s really struggling with motivation (which she never seems to) she will talk to Pedri.
- Bio:
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- Additional Notes: My knowledge of Native American culture is lacking and any references I have made to certain tribes and customs and where those tribes are from are purely from what I have been told and seen from Wikipedia. Please correct me if I’m wrong.
- Suescore: N/A.

Europe / Doctor, doctor... (ARIA AND HAWKEYE)
« on: August 20, 2016, 11:27:13 PM »
 God, Pringles were so addicting. Aria had made her way through three tins in half an hour... thank Cthulhu she had a fast metabolism.
 "You're a fatass, Aria Kane, Pringle grease is all over your mechanics, that'll take forever to clean." She told herself through another mouthful of Pringles. They were the best flavour, too, Salt and Vinegar. Oh, she could eat this all day without thinking about any one of her many, many responsibilities--
 "Oh llama I forgot to turn the security system on."

 Once Aria managed to actually do her job, she straightened her labcoat and slumped in her chair. It was bloody uneventful, and Aria couldn't help but wish she could message Rico-- Ah.
 Rico. That was a subject that darkened her mind incredibly quickly. She could bet he was thinking of her as irrational, or over-emotional. That must have been why he was avoiding her, leaving her to her Pringle-induced procrastination and cycle of existential distress. She'd worked so hard to get where she was, to impress Arabella and allow her to hire a younger mage than usual for her position... how could she begin wondering what the point to it all was? She had to stop it, lose herself in productivity, she knew where this depressing line of thinking always led...

 Today was to be a long day.

Fan Works / char's oc prompts.
« on: July 25, 2016, 12:00:07 AM »
a continuation of stone cold soldier from aria's side

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Middle-East / Middle-Eastern Sanctuary
« on: July 09, 2016, 02:52:37 AM »
The Middle-Eastern Sanctuary

-Sanctuary Officials-
Grand Mage:  Caialyn Nephthys.
Elder: Uriah Ravan.
Elder: Joseph Vashti.

Administrator: Jusef Hardium.
Prime Detective: [Please provide a link]
Head Gaoler: Gauci Lepore.
Head Artificer: [Please provide a link]
Cleaver General:
Head of Medicine and Research: [Please provide a link]

-The Council of Elders-

The current Elders haven’t been leading for very long, since the twins and their affiliates got voted off the Middle East. In the Middle Eastern Sanctuary, all the Elders prefer to make a unanimous decision, and if they cannot come to one they will immediately turn to the Grand Mage to command. The Grand Mage aims to make a pragmatic decision that pleases everyone, but in cases such as war Elder Ravan will take emergency charge of cleavers.

The Grand Mage, Caialyn Nephthys, has absolute control of everything in the Sanctuary and on Sanctuary grounds. Nothing goes in or out without her knowing. Despite this, she is hardly tyrannical and has a rather progressive lead on the Sanctuary. She reaches out and welcomes all on her Sanctuary soil and is unafraid to make allies. It is clear that her main goal is Sanctuary expansion, as she is very eager to extend her Sanctuary’s reach to the currently uncontrolled regions that were previously governed by the Egyptian Sanctuary. Caialyn favours a diplomatic approach towards any problems the Sanctuary faces due to the controversy that showing excessive force would bring, she’s promised to have renounced her days as a mercenary and seeking a non-violent way to solve problems.

Elder Ravan is usually referred to as the “War Elder”. Though he usually protects the Grand Mage and furiously backs her in most of what she does and says, he’s not brainless. Conflict and defence is his forte, and he is Caia’s most trusted elder despite the controversy behind his appointment. In times of crises, Uriah is given immediate control over all the armed forces in the Sanctuary and is usually deferred to when deciding when action needs to be taken. To Caia, his word factors a lot in her decisions of when to show force. Caia puts trust with her work and her life into Uriah, she has a deep respect for him and expects him to extend the same respect. Uriah often deals with traitors to the Sanctuary (though there aren’t any as of yet) and is thought of as an equal to Caialyn.

While Elder Vashti isn’t considered to have much presence in the Sanctuary and often is considered to actively go against Caialyn’s opinions for the sake of being opinionated, he is entrusted with the business and legal aspects of the Sanctuary. Joseph Vashti’s knowledge of his work and desire to keep his Sanctuary secure comes in handy and he often deals with the Prime Detective in his work. He is also entrusted with Sanctuary funds.

-Jobs and Missions-

One of the more important aspects of the Sanctuaries is the jobs they offer, employing large groups of sorcerers and occasionally hiring Freelancers for miscellaneous missions. Though the missions can be anything from escorting another sorcerer (due to either a lack of Cleavers, or the need to remain inconspicuous), to fetching an object or mage, or even attacking a target, there are generally a few missions available to Freelances at all times. The Middle East puts up a board with different missions for freelancers to complete for a small boon. Mercenaries, Assassins, people just looking for small-time money, all are welcome to approach the Sanctuary for a job and while it oftentimes won’t be permanent, they will be talking with an ex-assassin and an ex-mercenary who are definitely open to paying them for any jobs that need doing. Often, they will talk to the Administrator or Prime Detective regarding any jobs that need to be done and whatever pay they will receive.

-The Repository-

The Repository is the Sanctuary’s store of magical artefacts and items, and though it is rare, these artefacts are occasionally loaned out to trusted individuals. Their locations however, are strictly recorded, the Sanctuary officials in charge of them making sure they know who has each artefact and what they are using them for at any given time. Often, it is just a researcher interested in finding out what these artefacts can do, but occasionally someone who knows their properties attempts to utilize their power. Having had plenty of ancient history in the countries in their jurisdiction, the Middle East has managed to get quite a number of artefacts in their Repository. However, the Grand Mage has made it clear that they may be put up for sale or for scientific research if asked. The Middle East used to share their resources and all artifacts in the repository with Egypt but since their destruction the Repository has simply been left with the Head Gaoler and any ambassadors who reside in the Middle-East. Caialyn has been looking for a way to expand the repository into artifacts and science and research.

-The Gaol-

Before the Egyptian Sanctuary was destroyed, they had an alliance with the Middle-East that allowed the Middle East to set up their Gaol in one of the Egyptian outposts in Cairo. The holding cells are located underneath the Kingdom Centre Tower and at the very bottom end of the holding cells there’s a portal set up by the Head Gaoler that can only be used by the Head Gaoler that leads to the Egyptian outpost. The Gaol is set up in the Cairo desert, magic dampening symbols are etched in all the stones the Head Gaoler could get to and there are five floors that make up 22,700 cells, all designed to bind magic. The Head Gaoler has cleavers situated all over the Gaol and a Warden who remains there 24/7 to keep an eye on it at all times. Outside of the building are ten Rippers awaiting order to kill. Despite the extreme security, most mages brought to the Gaol are treated humanely.

The Sanctuary is located in the Kingdom Centre Tower in Riyadh, Saudi Arabia on King Fahad Road. The tower is always bustling with activity so the activity from the magical community is hardly noticed given the offices that are used in the tower. All members of the Sanctuary are offered a Kingdom Centre Residential Apartment upon getting the job and is within close proximity to cafes and a mall. The place was picked out of convenience. In the Sky-Bridge there’s a symbol etched by the Head Gaoler that, when pressed, transports you to the Holding Cells underground the Kingdom Centre. The building is comprised of 65 storeys and is the third tallest building in the world. On the very top of the skyscraper there is a 56m skybridge that is often utilised by the Head Gaoler. It is situated on a site of 100,000 square metres and has a carpark for 3,000 vehicles. The Upper Third of the tower has a parabolic arch and uses butt-jointed glazing alongside the lack of distinguished floor lines and other tall buildings around it. The lower two thirds are constructed with a reinforced concrete frame while the top has a tubular steel frame. The interior is pristine clean and has a desk at the front where the Administrator sits. Only mages will really realise what the Administrator is for and approach him for jobs and otherwise. There are two glass lifts that lead up to the offices.


The Middle Eastern Sanctuary is ancient, yet for the most part has an uneventful history. There’s little to be said other than the creation of the Sanctuary being due to the need for legal enforcement within Saudi Arabia. It started with just the one country and eventually started to employ ambassadors from countries outside until it finally encompassed all of the Middle East, bar Egypt. A group of mages set up the Sanctuary and it grew over time to the power it is today. A while ago, there was an Alliance between the Middle-East and Egypt and when Caialyn was appointed Grand Mage she was working on the relationship between them before it got destroyed by Shaitan. Due to the extremely neutral nature of the Sanctuary, it hasn’t suffered any attacks and therefore there is little to talk about other than politics.

For a while, Raia and Visara Ulova were the Grand Mages of the Middle-East but eventually were voted off by the Sanctuary and put into retirement, the Sanctuary isn’t currently aware of what they’re doing, or if they’re still alive. It was then that Caialyn Nephthys, a renowned mercenary who had given up her ways of violence and was a known Sanctuary diplomat, was voted on as Grand Mage. The only comments against her being Grand Mage were because she’s Egyptian, and the Middle-East does not control Egypt, therefore she technically was not Middle-Eastern, and that her past is less than pristine. However, she accepted the position gracefully, with the one condition to her service being that she got to pick the Elders that served with her.

This promise was half-kept. She went looking for Elders that she deemed suitable and found one; Uriah Ravan. Once she appointed him there was extreme controversy over his methods as he was an assassin, but neither of the elders listened to these and eventually he was proven to be a trustworthy and strong asset to the Sanctuary. Caia never found the second Elder she wanted and instead ended up with Joseph Vashti as the second Elder. Not really knowing what she could do with Joseph’s abilities, she gave him the legal and accounting work in the Sanctuary, he was to work closely with the Administrator and Prime Detective.

Currently, Caialyn is looking for ambassadors and diplomats from the countries under the control of the destroyed Egyptian Sanctuary to take into the Middle-East for when she takes control of them.

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