Secrets of Tyrrus

Discussion in 'Retirement Home' started by Relatively Sane, Jun 5, 2017.

  1. Relatively Sane Gummi Ship Junkie

    Joined:
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    England
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    From the Creator of "Legends of Tyrrus" comes...
    Secrets of Tyrrus

    The main thread can be found here: https://kh-vids.net/threads/the-secrets-of-tyrrus.156603/

    Setting

    Imagine a world where the power of the arcane and the industry of science are in an arms race to try to overcome one another. Where man’s ingenuity and determination tackles the greatest beasts of magic.
    This is the world of Coryphiel, where mankind faces challenges from a planet seemingly determined to destroy them. Constantly under threat of dragons, magical disasters, and each other, mankind has rapidly developed advanced technology, and mostly set aside the occult and ancient arts of magic. However, there are still those who wield this power, some of whom can be particularly dangerous.
    (If you're familiar my fantasy realm of "Legends of Tyrrus", this RP is set in the future of that world. 70 years in the future, to be exact)

    Technology
    Welcome to year 2087, and as the new century approaches an age of industry is dawning. In many cities the smoke of factories fills the skies, along with waves of radio chatter, as the world begins to communicate in ways it never could before. In war-torn battlefields, new methods of warfare are designed to annihilate the enemy in even more efficient ways, as advanced munitions and firearms are designed. The first motorcars begin to trundle down the city streets, airships float lazily across the sky, and locomotives hurtle along their tracks.
    And yet, more remarkable than this, are the feats of technology achieved by combining magic and science. Mankind’s curiosity has developed mechanical augmentations that many wealthy individuals apply to themselves; such as replacement body parts. This naturally moved on to the creation of autonomous clockwork people, complete with artificial intelligence which is often indistinguishable from a human mind.
    Although the majority of people use guns and convention weapons, the scientific minds of the world have developed a lot of bizarre and incredibly advanced technology.
    (OOC: Technology is inspired mostly by an exaggerated view of the western world in the early 1900s, with additional steampunk-ish elements and magical influence)

    Tyrrus
    You will begin in the country of Tyrrus. Until recently this land was almost completely enclosed in mountains and access to the oceans was prevented by an impenetrable barrier of storms. However, after a series of events that shaped the course of history, these mountains were lowered, valleys and passages were created, and the storms disappeared.
    Tyrrus was a peaceful and isolated coalition of City-States, but since being exposed to the rest of the world politics has been frantic and shattered. The land of Tyrrus is now split three ways;
    Southern Tyrrus, which consists of the capitalist metropolis of Eredan and the scientific city of Varewyn, as well as other territories out at sea.
    The Kingdom of Whytehold, otherwise known as “East Tyrrus”, ruled by the militaristic and religious fortress-city of Whytehold, also contains the cultural city of Thassalus to the north and the island of Svoldia to the south.
    The Dominion of New Haven, the city of New Haven rules this area with an iron fist, often in the literal sense due to their powerful magicks. New Haven is the hub of magical power in Tyrrus and contains many magical academies which train new mages.
    (OOC: Culture and technology is a mixture of Victorian England and 1920s America)

    Magic
    Magic, a strange universal power that suffuses the world. This power is found commonly in nature, and there are a few individuals who can use this power to their advantage.
    Magic is a common part of Tyrrus, and those who use it are treated in a variety of ways, from respect to suspicion. The Majority of mages in Tyrrus study magical sciences, working with runes, scrolls and ancient books to learn more about the secrets of magic. These scholars usually study at their academies and rarely care about mundane politics or science.
    Other mages get their power from other sources. Sorcerers are mages who are born with innate magical power. This raw power is more difficult to control, and known sorcerers often receive prejudice due to their uncontrollable nature.
    Others gain their power from religion, following the gods or the Dragon Sovereigns can grant supernatural powers.
    The most mysterious mages are shamanic occultists who get their power from nature itself. These mages often know obscure rituals, and are distrusted by civilised folk.
    The majority of mages have a limited power set, and focus on using their powers creatively as opposed to using a vast array of magic.
    There are multiple ways to use magic. The most prevalent and obvious is by calling upon it and manipulating its power by creating bolts of energy. However, certain disciplines of magic prefer to perform rituals over a length of time, creating powerful effects. Others infuse objects and weapons with magical power, creating enchanted items which have their own arcane abilities. What if your character draws runes of power, and utilises scrolls to call upon their magic? Or maybe your character is bound to an ancient artifact which gives them power, at a cost. Be creative! There’s so many different ways to use magic than by saying a magic word.

    You may choose one of the following disciplines of magic: Elemental, Arcane, Divine or Forbidden

    Elemental
    Elemental magic calls upon the powers of nature. The majority of elemental mages will stick to a single element, but very few of the more powerful ones can control multiple elements.
    Remember, the cornerstone of magic in LoT is variety, so don’t necessarily go with the standardised use of elements. However, your character should have a general theme to their magic.
    Fire
    Fire is the most destructive of the elemental magics; users are able to summon and control heat and flames. There’s more to this magic than simple fireballs, maybe your character can instead summon a sword of magma, or encase themselves in a burning cloak.
    Earth
    Earth magic is the manipulation of the world around us. Earth mages may be able to move stones that would be much too heavy to carry. Alternatively, they might be able to burrow through earth, or maybe they specialise in manipulating metal, or even plant life.
    Water
    Water magic is often seen as the least dangerous of the elemental magics, but this is not necessarily true. They may be able to provide a poor village with clean water, but don’t forget that they may have the capability to drown their enemies. A water mage may specialise in controlling ice and frost instead, or perhaps they summon elementals made of water.
    Air
    Air mages control the power of the storm. As well as summoning winds and gales, air mages may be able to fire off bolts of lightning, or enshroud themselves in cloud. A few air mages may be able to fly by pushing themselves with wind.
    Other
    Any other ideas? I welcome creativity, if you have an idea for elemental magic that isn’t here, don’t be afraid to go with it (As long as it’s not too powerful or doesn’t fit with the setting)

    Arcane
    Arcane mages control the primal energies of the world, and have a large variety of abilities at their disposal. As an arcane mage, you can choose only a few of these capabilities, or you can choose to focus on one.

    Arcane Energy
    Many arcane mages can create bolts or blasts of arcane energy to harm their enemies. Alternatively this branch of magic can be used to create arcane magical weapons, among other things.
    Fluxomancy
    Otherwise known as teleportation. This magic is highly useful, and feared
    Metamagic
    An arcane mage who uses this magic is able to prevent or warp the magic of other mages
    Chronomancy
    An incredibly rare and powerful magical discipline, arcane mages with this power can affect time to a small extent.
    Other
    Like I said before, if you have an idea for a magic that isn’t here, don’t be afraid to go with it (As long as it’s not too powerful or doesn’t fit with the setting).

    Divine
    Divine mages (Commonly known as priests or champions) appease their gods and perform rituals and rites to incite magical power. The power of a Divine mage depends on who they worship. Divine magic is often more about empowering the individual, as opposed to evoking magical effects. Divine magic has a large range of effects, but is often more related to the typical powers of magic in folklore. For example, many divine mages can see visions, contact otherworldly forces, summon weapons and armour granted by their gods, or strengthen their allies.

    Light Gods
    The gods of light often represent human ambitions and ideals. Those who follow them can often heal wounds or protect others through various means. Their powers are often related to light itself, and to the gods they follow.

    Dark Gods
    The gods of darkness often represent human flaws and fears. Those who follow them may be masters of illusion, or able to manipulate or create fear, anger and insanity in others.

    Shadowlight Gods
    The gods of Shadowlight represent both light and dark, they hold a middle ground between the two, and take massive influence from both. Shadowlight priests are rare, and those that do exist can have powers from either side.

    Dragon Sovereigns
    The Dragon Sovereigns rule all of dragonkind, and are sources of powerful magic. Those devoted to the Dragons can call upon their powers, by empowering themselves or summoning arcane ethereal dragons. Many dragon priests can give themselves magical wings and scales temporarily, or even transform themselves into a small dragon.

    Fey
    The fey are spirits of nature, and their purpose is to nurture and protect life. Fey worshippers often spend more time among nature than civilisation, and their powers usually relate to plants and animals. Those who worship the Fey can use their powers to heal others, control plants and animals, turn into plants and animals, or gain spiritual companions and guardians.

    Forbidden

    Forbidden magic is shunned in all civilised parts of the world. This magic includes Blood magic and Psychic powers, both of which are considered unethical and dangerous.
    (No more forbidden magic users available)

    Religion
    There are many gods in this universe, all of whom can offer power to their followers.
    The true “gods” are psychic beings that inhabit the Divine Realm, and feed off human belief. They lack their own power, and act through their chosen champions. They are not inherently good or evil.
    These gods often choose champions, whom were once humans but were given great power, and now are often treated as gods themselves, and are often spoken of in legend.
    The Dragon Sovereigns rule all of dragonkind. Though they inhabit the mortal realm, they are rarely seen.
    The Fey are ancient beings, created long ago to nurture and protect life. These are sometimes referred to as spirits of the forest.

    Light Gods
    Aysa, The Mother, Goddess of compassion and mercy
    Aldin, The Father, God of justice and judgment
    Annor, The Guardian, God of honour and protection
    Athin, The Sun King, God of law and order
    Ardella, The Dancing Lady, Goddess of talent, creativity, art and music.
    Alshin, Lord of the Infinite Caravan, God of commerce, wealth and greed
    Livia, The Dragon Queen of Light, Goddess of determination and stubbornness


    Dark Gods
    The Faceless God, God of lies, illusion and treachery
    Zekin, The Butcher, God of cruelty, violence and war
    Xaxark, The Unseen, God of fear, paranoia and madness
    Dakana, The Fallen, God of mistakes, misfortune and forgiveness
    Tyrillon, The Drunken Lord, God of revelry, festivity and debauchery
    The Jailor of the Damned, Warden of the Spirit Realm
    Velkyn, The Dragon Lord of Darkness, God of independence and passion


    Shadowlight Gods
    The Lady of the Mist, Goddess of shrouds, hidden things and guidance
    The Walking God, God of wanderers, travel, exploration and discovery
    Alyssa and Darcan, The Lovers, Champions of love, lust, desire and beauty
    Solas Sorrowsong, Champion of rulership, responsibility and burdens
    The King of the Dead, Champion of guidance and judgment in the afterlife
    Lunolyn, Dragon Lord of Shadowlight, God of change


    Dragon Sovereigns
    Zythia, Dragon Queen of the Arcane
    Kaldunira, Dragon Queen of Earth
    Salvakoryn, Dragon Lord of Fire
    Assuria, Dragon Queen of Water
    Akrazur, Dragon Lord of Air
    Livia, Dragon Queen of Light
    Velkyn, Dragon Lord of Darkness
    Lunolyn, Dragon Lord of Shadowlight

    Races
    Humans

    Humanity is the major race of this world. They populate the planet in their kingdoms and empires. Humans range massively in their capabilities and personalities, but you can usually tell where they come from based on their appearance:
    There are three different nationalities within Tyrrus:

    Tyrranean Southerner
    Those who come from Southern Tyrrus are quite varied in appearance. Some have pale skin, others have a slight tan. They generally have blond, brown or black hair.

    Tyrranean Easterner
    Those who come from Eastern Tyrrus have a relatively uniform look. They have pale skin, and red hair is quite common, as well as brown or blonde hair. Those who come from the capital city of Whytehold are usually taller and bulkier than average.

    New Havenite
    Those who come from the Dominion of New Haven are incredibly distinctive. The magic of the landscape has affected the generations of people who have lived there, giving them bizarre hair and eye colours. Blue, purple and bright red hair is not uncommon in New Haven. They generally have pale skin.

    You may come from outside of Tyrrus, but Tyrraneans are generally distrusting of foreigners. If you want to learn about cultures and nations outside of Tyrrus, contact me.

    Technological enhancements
    In current society, it is often fashionable, or practical, to have an augmentation or two. These are generally expensive however, so those who come from poorer backgrounds would usually not have one of these (by choice at least).
    There’s not much limits as to what kinds of augmentation you can have. A robot arm? Bionic eyes? It’s up to you.

    Clockwork Golems
    Clockwork Golems of the First Class possess an intellect and personality almost indistinguishable from a human’s. These automatons may have been created for a variety of reasons, some are used for menial paperwork due to their computer-like calculating skills, others are created by scientists just to see if it could be done.
    The brain of a clockwork golem is created through magical means, but their bodies are entirely mechanical. They are self-sustaining, but do occasionally need rest. Golems cannot, and do not need to, eat, drink, breathe or sleep, but they also cannot heal unless repaired by a skilled mechanic.
    (There will be a limit to the number of Clockwork Golems in the RP)

    The Game
    Although this version of the RP will not be as heavily mechanical as its last incarnation, there will still be an element of “RPG” to it. Occasionally I will roll dice to determine the outcome of certain situations.
    You can influence these rolls by being good in certain things, these are called your attributes, and when you make your character you will assign numbers to these between 4 and 18.
    Vitality - wielding heavy weapons, lifting things, Resisting physical effects, general athletics.
    Agility - wielding finesse-based weapons, climbing, running, moving
    Dexterity - having steady hands/shooting/constructing/crafting/being precise
    Intelligence - knowing things, researching things, finding how things work, casting magic
    Will - staying strong, resisting psychic stuff, casting magic
    Wits - quick thinking, initiative, reflexes, looking for things.
    Charisma - Influence, disposition, how good you are at talking

    Plot & Character Creation
    The Beginning

    You will begin in the great metropolitan city of Eredan, capital of Southern Tyrrus. Eredan is the hub of one of the largest and most technologically advanced countries in the world. The city is ruled by a king technically, but it’s The Ministry who make the majority of decisions.
    The city has a large crime element, and the Constabulary aren’t particularly effective for the most part. Thus, private investigative agencies have arisen to deal with the problems that the police won’t listen to.

    Factions
    You, for whatever reason, are involved in this. You may be a part of one of these investigation agencies, curious for the truth. You may be a member of the police, trying to prove yourself despite the bad reputation. Or you may be a member of the secretive underground organisation known as the Cabal, intent on keeping things secret. You could be a new recruit to these agencies, or a long-time member.

    Haytham’s Investigations
    A new agency has recently appeared, and is recruiting detectives. Run by the mysterious “Dylan Haytham”, the agency claims to be working to discover the truth. When mysterious things begin to happen in this city, they’ll be the first to act.

    The Constabulary
    The police forces of Eredan have fallen into disrepute and corruption, but maybe you can change that? Or will you fall to the same level as your fellows?

    The Cabal
    Not much is known about this secretive agency. Message me in private if you’re interested. There is a limit to how many people can join the Cabal

    Unaffiliated
    You might not be allied to a faction, but still intrigued by the strange events that will occur in this city, and possessing a curious mind.

    Character Bio
    (Remove anything in brackets when you post your character bio)

    Name:
    Age:
    Race:
    Nationality:
    Faction:
    Job:
    Appearance:
    Weapons (if applicable):
    Magic (If applicable):
    Religion (If applicable):
    Augments (If applicable):
    Skills (e.g medicine, engineering, science, etc.) and Strengths:
    Personality:
    Flaws/Weaknesses:
    History: (Describe why your character is where they are now. If your character has magic or augments explain how they got it):
    Attributes (each number must be between 4 and 18, the numbers should add up to a total of 90 or less)
    Vitality:
    Agility:
    Dexterity:
    Intelligence:
    Will:
    Wits:
    Charisma:

    Map of Eredan
    [​IMG]
     
    Last edited: Jul 8, 2017
  2. Magick ~Meaner then my demons~

    Joined:
    Aug 11, 2008
    Gender:
    Female
    Location:
    The True North.
    390
    Name: Rigel Northam
    Age: Thirty two
    Race: Human
    Nationality: Whytehold
    Faction: Factionless
    Job: Bounty Hunter
    Appearance: http://i.imgur.com/JQYzonj.png
    Weapons :
    Longsword
    Magic: Forbidden Magic
    Religion: Light Gods, Aldin is his patron
    Augments: N/A
    Skills (e.g medicine, engineering, science, etc.) and Strengths: A skilled sword-fighter, very good at strategically thinking, and determined.
    Personality: Rigel is empathetic to a point, if emotions cloud his judgement he will step back from a situation in order to be able to think more clearly about his course of action. He is rational for the most part, but his loyalty can overrule his pragmatic nature in situations where something important to him his threatened. He still retains a sense of humor, but rarely uses it.
    Flaws/Weaknesses: His tendency to react irrationally to certain situations, his hesitancy to use his magic even in life saving scenarios, and his fear of forming close attachments.
    History: Rigel was born with the curse of Forbidden magic. This curse became evident around the age of eight. After losing a contest of fishing, Rigel's competitor was the recipient of an unfortunate accident that led to the child's death. During the rest of his childhood, he was unable to make friends because of his inability to control his magic and because of the reaction of the townspeople. As a result, Rigel was shut away in his family home where he could harm no one. After spending the next seven years of life with no company other than his fearful parents, Rigel left at the age of fifteen in search of answers. His journey was laden with unfortunate mishaps for his companions as Rigel struggled to learn control of his curse, until he reached the city of New Haven. Rigel spent the next decade and a half researching literary references to Forbidden magic, and teaching himself how to control his abilities with a promise to himself that no one else would get hurt unless he wanted them to.

    Now thirty two, Rigel has mastered (mostly) his dark talents, and has returned to his travels, searching for meaning in his life.

    Attributes
    Vitality:
    16
    Agility: 10
    Dexterity: 11
    Intelligence: 13
    Will: 17
    Wits:13
    Charisma: 10
     
    Last edited: Jun 12, 2017
  3. Relatively Sane Gummi Ship Junkie

    Joined:
    Feb 28, 2015
    Gender:
    Male
    Location:
    England
    60
    328
    [​IMG]
    Name: Dylan Haytham
    Age: 26
    Race: Human
    Nationality: New Havenite
    Faction: Haytham’s Investigations
    Job: Private Investigator
    Appearance: Dylan is a tall man with bright bluish-green hair and similar colour eyes. He is quite handsome, and wears a long coat and hat.
    Weapons: His trusty revolver, and a short-sword just in case.
    Magic: Arcane magic. Dylan’s abilities include being able to “see” magic and also can enhance his speed.
    Skills and Strengths: Dylan’s talents include; Drawing, lockpicking, marksmanship and investigation.
    Personality: Dylan is quite antisocial and not very talkative at all, yet he gives the impression of always listening, he takes mental notes of everything. Dylan cares little for formalities and doesn’t trust the law, preferring to solve things without the intervention of the police. Dylan is unconventional and reckless, and although he may seem cold to people who don’t know him, he is very loyal to his friends and has a sentimental heart.
    Flaws/Weaknesses: Dylan is not particularly sociable and often comes off as rude. Additionally, his bold recklessness has got him into bad situations before.
    History:

    Dylan was born in New Haven to the middle class Haytham family. It was soon discovered that he was born with sorcerous abilities and could perceive the flow of magic. His parents thought these skills made him perfect for the city guard, and they urged him from a young age to join.
    Dylan was always treated differently due to his abilities, and his own perception of people was skewed, as he always saw their aura before anything else. Dylan joined the guard, and was incredibly successful. The city utilised his abilities many times to uncover hidden dark cultists among the population. His career reached a turning point when Dylan came upon a dark worshipper named Damius Mournlyn. Through his investigative talents, he came to find they were a good person, who simply chose to follow their hearts in the course of religion. He became good friends with Damius, and kept their existence secret.
    During the brief war of 2085 against the Kingdom of Whytehold, Dylan was not sent to the front lines but was nevertheless devoted to protecting New Haven. Through a short investigation he came to find evidence that the Duke Azarian Greykeeper was selling secrets to the Whytehold Invaders in return for valuable artifacts. Dylan tried to alert the guard to this, but found that all his evidence had been taken back in secret by the Duke, and as such he had nothing to go on. With the help of Damius, he infiltrated the Duke's house, where he discovered all his evidence, and even more of the Duke's crimes. To stop the man from doing anything more, he shot Duke Greykeeper in the head. Shortly after, both Dylan and Damius were arrested.
    The court ruled that Dylans accusations against the Duke had been correct, but Dylan himself had also broken laws in a) Breaking into the house b) Shooting the Duke c) Working with a Dark mage and d) Keeping their existence a secret. They promptly fired Dylan, and would have imprisoned him if the Duke had not been such a terrible criminal, so they merely exiled him.
    Dylan traveled to Eredan, and was undergoing an internal crisis having lost all trust in the word of the law. So he started to set up his own agency in Eredan, which would act with fairness and truth. And here we are now.
    Attributes
    Vitality: 10
    Agility: 14
    Dexterity: 16
    Intelligence: 10
    Will: 14
    Wits: 18
    Charisma: 8


    [​IMG]
    Name: Lynda Rochester
    Age: 30
    Race: Human
    Nationality: Tyrranean Southerner
    Faction: Constabulary
    Job: Administrator at the Constabulary HQ
    Appearance: Lynda has long black hair tied back in a sensible ponytail, and bright blue eyes. Her most distinguishing feature is a scar on her forehead, and she is surprisingly athletic considering her job. She tends to dress sharply
    Weapons: Lynda always carries her revolver, and also owns many more guns. She’s not bad with her fists either.
    Skills and Strengths: Lynda is an expert at paperwork. She is very intelligent and good at investigation, as well as tracking down individuals. She makes great tea.
    Personality: Lynda can quickly flip between stern to tender. She treats her fellow officers in the constabulary with care and attention, but can get very angry when they do something wrong. Lynda is very orderly and believes in enforcing law and order, although she does think some things need to be changed. Lynda is very pragmatic and sensible.
    Flaws/Weaknesses: Lynda is far too trusting in her fellow constables and in the law. Additionally, she is often too afraid to take action in case of failure, and is far too organised for her own good.
    History: A long time ago, Lynda was a sheriff in a small town on the frontier, and made a living collecting bounties and fighting criminals. However, she was always aware of the corruption and problems in the legal system. So she decided to return to the city and live a quieter life, while trying to change the system from within. She became an administrator in the constabulary headquarters, but seems unable to leave her old crime-fighting life behind.

    Attributes
    Vitality: 14
    Agility: 8
    Dexterity: 16
    Intelligence: 15
    Will: 10
    Wits: 14
    Charisma: 13
     
    Last edited: Jul 8, 2017
  4. Magick ~Meaner then my demons~

    Joined:
    Aug 11, 2008
    Gender:
    Female
    Location:
    The True North.
    390

    Name:
    Kara Webb
    Age: Twenty-two
    Race: Human
    Nationality: Southern Tyrrus
    Faction: Haytham's Investigations
    Job: Junior Informant
    Appearance: http://i.imgur.com/pA5isDP.png
    Weapons: A crossbow with a detachable grappling hook, a small dagger that extends out to double its length.
    Magic: Metamagic
    Religion: She's not exactly religious.
    Augments: Clockwork hand on the left side (compensating for previous injury).
    Skills and Strengths: Kara is skilled at medical surgery, specializing in trauma, she has a photographic memory (but only in regards to things she reads), and she is a good liar.
    Personality: Kara is sarcastic and cynical, but she has a good heart. She has a tendency to try and charm her way out of bad situations. Kara doesn't usually have a problem making friends, but she doesn't put much stock in forming deep relationships with people.
    Flaws/Weaknesses: Kara can't always keep track of her lies, and they can get her into trouble. She has an intense fear of magic that isn't similar to hers. Kara also has a tendency to steal and hoard pens.
    History: Kara was born in a small, not name worthy village to the south. She grew up in the company of four siblings of various magical powers and two parents who doted upon them. Kara's siblings distrusted her because of her ability to distort their abilities when she became upset, and began to plot ways to get rid of her. At the age of ten, her older brothers led her into the forest before disappearing, leaving Kara to her fate. Unable to find her way back, Kara would have starved if her father hadn't found her. Soon-after, she was sent to live with a distant relative in the city for her own safety. Kara spent the rest of her childhood with her aunt, learning control of her magical powers and spending her free time teaching herself how to navigate the city's narrow sewers and alleys with the rest of the urchins and orphans.

    When Kara was eighteen, an unknown arsonist went on a killing spree, including Kara's home in his destructive wake. Kara's aunt was killed by the same blaze that also caused the lost of Kara's hand as she tried to save the woman who had helped raise her. Ever since Kara's fear of magic, begun by her siblings and perpetuated by their treatment of her, grew into a phobia that can barely be controlled when in the presence of magical users. She joined Haytham's Investigations after the Constable failed to turn up the criminal who had caused her loss. Even though they never caught the bad guy, Kara stayed with the Investigations, enjoying the feeling of helping to solve other people's problems.

    Attributes
    Vitality: 10
    Agility: 11
    Dexterity: 15
    Intelligence: 16
    Will: 10
    Wits: 11
    Charisma: 17
     
  5. Aelin Best Waifu

    Joined:
    Jun 30, 2011
    Gender:
    Female
    Location:
    British Columbia, Canada
    1,423
    Name: Lucian Thistle
    Age: 35
    Race: Human
    Nationality: Tyrranean Southerner
    Faction: The Constabulary
    Job: While still seemingly more a part of the police force, he acts more like a mercenary
    Appearance: ~
    Weapons: Dual Wield long swords
    Augments: A Mechanical right eye
    Skills and Strengths: Fighting, picking fights, antagonizing people, upkeep of weapons and armour
    Personality: Lucian is temperamental, he doesn't like many people and is hard to get along with. He seems to always be serious even when drunk (which is most of the time.) He can be aggressive and irrational a lot and is self destructive.
    Flaws/Weaknesses: Doesn't take orders well, doesn't work with other people well, isn't able to keep an even temper, and tends to focus too much on the drink and will attempt tasks drunk.
    History: Lucian belonged to a rich family, a proud family. He had always wanted to be a warrior and his parents believed that would bring great pride to their family if he did well. At eighteen he set off and joined the constabulary and make his family proud. Shortly after joining however he founds things to be not as fun and easy as it seemed. Many members that had worked hard for their place scorned him, believing that he was just there because his parents paid for him to be there and he was just a useless spoiled brat. Lucian worked hard to prove otherwise, training to be stronger and better than the rest, however the scorn didn't stop. One day he got so sick of it, he disowned his family fully, leaving them behind and all the support he got from them. This didn't shut anyone up however and after another couple years of torment he was fed up.

    To prove he had every right to be there, Lucian accepted a contract that was above his level, determined to prove himself leaving town he set off to battle the creature. When he returned he was bloodied, beaten and missing an eye, but he did return with the creatures head. However with one eye gone he wasn't in any shape to continue working, so he through all the money he had left into paying for a metal eye to replace the one he lost. That was the start of the downward spiral for him. As years passed he was still an outcast, and the group he joined to become a great warrior was no longer as respected as they once were.

    As time went by Lucian found it more profitable to pick up jobs from anyone who had them then to properly work. He spent lots of times in taverns waiting to offer his services. When there was no work to be had he would drink away his problems. It wasn't looking before he was drinking more than he was working.
    Attributes
    Vitality: 18
    Agility: 18
    Dexterity: 14
    Intelligence: 9
    Will: 14
    Wits: 10
    Charisma: 7
     
    Last edited: Jun 7, 2017
  6. al215 Kingdom Keeper

    Joined:
    May 29, 2013
    Gender:
    Male
    Location:
    England
    118
    772
    Name: Mirabelle Autumnfield

    Age: 24 years old

    Race: Human

    Nationality: South Tyrranean

    Faction: Haytham's Investigations

    Job: Investigator

    Appearance: Here

    Weapons: Mira carries a straight cane made of hard wood, with metal vinework winding up it, ending with a steel knob with a rose embossed into it.

    Magic: Mirabelle owns a pocket watch imbued with Chronomancy, allowing her to create concentrated pockets of sped up or slowed down time. The watch is silver with a rose emblem of Old Haven set on the spring lid. The face of the watch is white, with black Roman numerals detailing the time. The hands are simple. There are two buttons, one either side of the spring switch. One enables the slow time function and the other the speed time function. Combined with the user’s intent to direct it, a bubble two meters in diameter (maximum) of slowed time or sped up time is created.

    In a bubble of slowed time, events pass at half speed. From inside, events outside will appear to pass twice as quickly. In a bubble of sped up time, events pass at twice normal speed. From inside, events outside will appear to pass half as quickly. Using this ability Mira can control the speed of events in a certain area, whether it is to speed up her own actions while inside a bubble or to slow down an enemy by trapping them inside one. Mira can variate the size of the bubbles depending on her wish, but 2 meters is the absolute maximum diameter which may be achieved.

    Religion: Mirabelle is a follower of Aysa.

    Augments: A clockwork left arm to replace the physical one that was burned. Beginning at her upper arm, her arm is incredibly expensive and ivory-coloured, with enamel swirl patterns wrapped around the creation the whole way. It is sleek, following the shape of a human arm perfectly with no sign of crude machinery showing and is the apex of Varewyn craftsmanship, even able to hide the machinery at her elbow joint. It moves as naturally and silently as any flesh and blood arm.

    Skills and Strengths: Mirabelle is an adept melee fighter, able to wield her cane with enough proficiency that she can usually knock her targets out without dealing lasting harm. She is able to pick locks rather proficiently. Mira has decent street senses from the time that she has spent in Eredan, personally looking into matters which caught her interest.

    Personality: Mirabelle is humble and good natured, with a natural curiosity and upright sense of morality. She is often frustrated with the rumours of corruption and the crime present in Eredan, and expresses this frustration through trying to expose it where possible. Mira will take a stand where she can. She believes wholeheartedly in the city of Eredan as her father did and takes a great deal of satisfaction from handing her targets off to the police. Mira does not believe in murder, as she believed in the teachings of Bartholomaus Steiner, a notable priest of Aysa who practiced non-killing where possible. Despite this, she finds it difficult to forgive people when they cross her, and will hold quiet grudges.

    Flaws/Weaknesses: She has limited training with firearms and does not use one as a result. She uses her cane with finesse, striking at vital areas, rather than with brute force leaving her wanting when it comes to contests of physical strength. Mira often becomes frustrated if she loses her targets and can lose focus as a result. Mira is incredibly protective of her pocket watch and will protect it with her life, and one of her biggest fears is losing it.

    History:
    Mirabelle Autumnfield was born to a relatively wealthy family in the House of Silk. She was raised in a wealthy environment by a good family, and for the most part lived a normal life. When she reached the age of ten, she was gifted a special pocket watch by her parents who told her that it used to belong to her grandfather. She was an adventurous girl, always running around in the lawns outside and climbing the trees that they had cultivated on garden grounds. As such, they saw fit to give it to her and explained its functions. Her grandmother who died the year before, used to be a powerful Archmage from Old Haven who helped maintain security in the city as it recovered from the Undead Invasions. She had imbued the watch, an expensive one from Varewyn at the time, with Chronomancy. To this day, it maintains a similar shine to the day it was bought due to the time and care given to it by her grandmother and her parents and now, herself. Her father taught her roughly how to use it, based on what her grandmother had explained and soon, she came to become adept with its use.

    This talent would become useful when business rivals of her family hired thugs and set the mansion on fire in the night. Mira was asleep at the time and woke in her bed, aged twelve, coughing and spluttering from smoke. She scrambled out of bed and to her door, only to find that flames had overwhelmed the corridor and now that she had opened the door, they began to spread over the door and into her room. She huddled from the fire, as it drew closer. In desperation she used the watch, creating a bubble of slowed time around herself. It slowed the flames, but even still rescue attempts were slow and the family had not yet realised where she was. When she noticed a hand reaching into the bubble from the window, spraying water to combat the flames, she rushed to it, in tears with a burning sleeve on her left arm. The bubble was cancelled and the water mage pulled her away from it. When the truth of the incident was revealed, she was angry and wanted revenge. She turned to Aysa, confused by her overwhelming feelings of vengeance. Through the priests at the temples, and what she believed was the guidance of the goddess, she learned that to kill was wrong and would only bring the same despair that she had felt. What she realised was that she did not want revenge, but justice. After the incident, her arm was scarred from the burns to her upper arm, and barely functional, so her father looked to the inventors of Varewyn. Using the wealth that he had obtained from a successful business, he commissioned a temporary clockwork arm that she could use while she was young. Upon reaching eighteen and therefore adulthood, he commissioned for her an exquisite clockwork arm she could use for her adult life.

    In the intervening years, she had grown to rely on her right arm for most physical tasks. She could not be as strong as she'd have liked without the use of both arms, so she chose to adopt finesse and dexterity. She did not find a fondness for firearms as they were too lethal and rejected them before considering that there could be other ranged options. Instead, she became fascinated with the Dark Monks who used quarterstaves to dispatch foes, and picked up a shorter cane for use in one hand to achieve similar results. She began to learn other skills, vowing to go to any means necessary to stop people like the ones responsible for attacking her family. They were never caught. This mystery propelled her onwards. She spent time outside at night, watching lowlives in the slums and attempting to follow silently. The constabulary were failing, and she couldn't act alone, no matter what she did. She needed another option. And then an advertisement for a certain Haytham's Investigations appeared...

    Attributes:
    Vitality: 8
    Agility: 12
    Dexterity: 16
    Intelligence: 14
    Will: 12
    Wits: 12
    Charisma: 16
     
    Last edited: Jun 7, 2017
  7. al215 Kingdom Keeper

    Joined:
    May 29, 2013
    Gender:
    Male
    Location:
    England
    118
    772
    Name: Aspire

    Age: 7 years old

    Race: Clockwork Golem

    Nationality: Southern Tyrrus

    Faction: Independent

    Job: None in particular

    Appearance: Here

    Weapons: His body is his weapon.

    Magic: Shadowlight. His quest for discovery expresses itself in his magic. There is a black and gold swirling cloud and out of it appears up to four reflections of himself. These are unable to do physical harm but deceive Aspire's enemies. Each reflection will disappear after being hit. Additionally, Aspire can channel his determination to discover himself into his body, allowing his blows to be charged with deadly Shadowlight. This even allows him to strike incorporeal targets such as ghosts.

    Religion: Follower of The Walking God

    Augments: N/A

    Skills and Strengths: Aspire was made to be strong. His body is strong and relatively fast. He has an exceptionally strong will and is a powerful practitioner of Shadowlight magic.

    Personality: Aspire is proud of being a Clockwork Golem. He sees his species as a wonder of science and an amazing creation. However, he finds that he is often confused in his place in the world as he was never given a true sense of purpose or identity by his creator. He does not feel like he fits in properly with humanity. He is interested in learning and exploring to discover who he is and what he should do with his life. He is deeply religious and devoted to the Gods of Shadowlight as he believes that these psychic beings that transcend all normal existence are the key to his self-actualisation. He is interested in philosophy and will happily openly discuss matters with humans and other Clockwork Golems, using the rest of the world as a frame of reference to uncover his own purpose.

    Flaws/Weaknesses: Aspire does not understand humans and may misinterpret their actions if their intentions are unclear.

    History:
    NOT FINISHED YET

    Aspire was created in Varewyn as an experiment by his creator, Vincent Blackmont. He was made as an adult mind, and to see what a principally mature mind would do when not given any particular aim in life. The scientist wanted to see what he would do with himself. For the first year of his life, Aspire stayed in the house of the scientist to learn about the world. The man taught him diligently, answering questions that the Golem posed to him, but refused to answer certain ones. For instance, he wanted Aspire to decide his own name, to see what he would choose. He would not give Aspire any obvious answers to philosophical questions. After the year had passed, Aspire elected to leave to find his own purpose and said that he would return once he found one.

    To help find his purpose, Aspire turned to the only thing that he could think of. Humans, as he had learned from Vincent, humans often turned to the Gods. Aspire thought on this for some time as he walked the streets of Varewyn. When he visited the temples of the Light Gods and listened to their priests, he found their doctrines wanting. The Dark Gods had no obvious temples, so he searched for a while. He was aware of Shadowlight of course; he had been informed of the pantheon's existence. With the Dark Gods presently unavailable, and not quite understanding how worship worked, he found his way to a Shrine. He spoke to a worshipper there and heard of two Gods that interested him. He sat at the Shrine and began to think. He prayed for guidance as the helpful worshipper suggested he did. He received an answer. What he believed to be the Wandering King spoke to him as he sat cross legged before the shrine, deep in thought. It was suggested to him that he should explore the world, and in seeing the variety of life, he may find himself.

    Aspire went on to visit the Shattered Sea and the

    Attributes:
    Vitality: 18
    Agility: 14
    Dexterity: 12
    Intelligence: 10
    Will: 18
    Wits: 12
    Charisma: 6
     
    Last edited: Mar 10, 2018
  8. Aelin Best Waifu

    Joined:
    Jun 30, 2011
    Gender:
    Female
    Location:
    British Columbia, Canada
    1,423
    Name: Mirela McLain
    Age: 24
    Race: Human
    Nationality: New Havenite
    Faction: unaffiliated
    Job: Inventor/Engineer
    Appearance: bloop
    Augments: her left arm below the elbow is mechanical and the hand switches out for various tools and uses. She also had a part of her hip replaced and the new metal one acts more like a tool belt for her with lots of places to store and fasten things to.
    Skills and Strengths: skilled inventor and engineer. She has creative ideas and possesses the capabilities to make it happen.
    Personality: Mirela is a little quirky, she is hyper active and loves people. She is a hit of a shut in however keeping in her shop to invent instead of going out and socializing. She likes to be silly sometimes and poke fun at people but all in good humour.
    Flaws/Weaknesses: Mirela has become too dependant on her machines and inventions, she doesn't know how to live without them anymore. Since she does a lot of modifying on her own mechanical parts, nothing is perfected and sometimes they will malfunction
    History: Born in New Haven, the draw of Eredan always intrigued Mirela. She had always loved inventing and knew that city would help fulfill her dreams of being a famous inventor. As soon as she was old enough she took a job at a workshop in her town so she could learn all she could while saving the money she would need to move. During this time she stared inventing herself and created things to make her life easier. Despite his objections Mirela managed to convince her boss to help her replace her arm with a more efficient one. And after a major fall that broke her hip, she convinced him to help her replace that too. Bother were charges that she couldn't really afford but made up with by the added efficiency she gained from them later.

    At 21 she finally had enough money to move and afford a small shop in a not so nice area of Eredan. Even so, it was a start and she figured she would take what she could get. With her small savings she travelled and found herself a new home. Not able to afford much, her storefront also doubled as a workshop and living area. At first it was cramped but over time she started making inventions to make her life easier, such as a bed that folded into the wall. After a couple years she got comfortable in her workshop and while making enough money to get a separate house or bigger store, decided to stay where she was.
    Attributes
    Vitality: 7
    Agility: 10
    Dexterity: 17
    Intelligence: 16
    Will: 9
    Wits: 15
    Charisma: 13
     
  9. British Historian Merlin's Housekeeper

    Joined:
    Jul 23, 2016
    Gender:
    Male
    Location:
    England
    7
    28
    [​IMG]

    Age: 29

    Race: Human

    Nationality: Tyrranean Easterner

    Faction: The Constabulary

    Job: Police Enforcer

    Appearance: Ruffled Uniform, black hair, blue eyes, broad figure.

    Weapons: Short Sword lined with Magic negating runes, Standard issue Police Pistol

    Magic: Nope.

    Religion: Nope.

    Augments: Clockwork knee-joints

    Skills and Strengths: Jebediah is well trained for the force and it one of the standouts, however despite this has been known to break a few rules in order to reach the greater good, he's been known for being brutal in interrogations and quite fast to incapacitate people, preferring to take people in he often aims to immobilise his targets after perusing them with aid from his augments to allow him to keep pace with almost any runner. He has also! Taken many beatings.

    Personality: Brash yet kind hearted, Jebediah always does what he believes is right, he won't leave anyone in peril and will always try and help people in danger. He is known for going off the record every now and again starting and solving cases often himself the higher ups didn't know about till the final report arrived on the desk.

    Flaws/Weaknesses: Jebediah is often violent and is prone to outburst in frustration with people, he also often picks fights that are beyond him and will often end up bloodied and bruised, he despises underhanded tactics of trickery and will never officially use them himself out of arrogance. Jebediah also has a hard time with friends, often content to save people but will struggle with the drink after, all he needs from a friend is to put up with his temper and they'll find themselves on a few rather epic adventures and hearing even more incredible stories.

    History: Jebediah was a young man borne to the Crowne family, whilst not famously hold a strong connection to Gallows family after a marriage many years ago, whilst not close to either family an invitation to gatherings and parties, weather he attends is another matter. Jebediah always wanted to join the force since he was a young man and committed his whole life too it, excelling at the academy and began as a constable however quickly rose through the ranks to Sargent however refused a promotion to inspector believing that being out on the field he could do so much more then he ever could behind a desk. His Sargent promotional party, one of the few he attended, he found himself along side Arthur Gallows, the current lord of Telmont, awarded Jebadiah with a personally enchanted sword designed to nullify all magical effects, He named this blade this was a blessing in disguise as crime in Eredan quickly grew with more and more magical assets.

    Attributes
    Vitality: 16
    Agility: 16
    Dexterity: 10
    Intelligence: 8
    Will: 14
    Wits: 14
    Charisma:12
     
    Last edited: Jun 9, 2017
  10. British Historian Merlin's Housekeeper

    Joined:
    Jul 23, 2016
    Gender:
    Male
    Location:
    England
    7
    28
    [​IMG]

    Age: 44

    Race: Human

    Nationality: Tyrranean Easterner

    Faction: Gallows

    Job: Chief Editor of The Gallows Gazette

    Appearance: Here

    Weapons: HIS VERY SHOUTY VOICE.

    Magic: NO.

    Religion: HIMSELF.

    Augments: NO.

    Skills and Strengths: Ludwick can talk his way around any scenario and is very quick thinking, he has a keen eye for profit and is always ready for business! He's also quite decisive in determining when people are lying or not.

    Personality: "I AM A VERY NICE MAN." He isn't, Ludwick is loud and too the point and sees no one as his peer and you know what? He might change is he wasn't swimming in money.

    Flaws/Weaknesses: Ludwick is powerful through who he knows however isn't the most powerful character himself, often hiding behind his name sake.

    History: Ludwick was the second child of Harold Gallows, his brother Arthur was destined to inherit the lordship over Telmont so early on in life Ludwick turned his attention to the prospering corporation booming in Eradan; The Gallows Gazette! After graduating from Eredan University he immediately got a job working at the chronicle thanks to his heritage and worked by his uncles side for many years until it was time for him to retire and by that point there was only 1 man he could think of for the promotion... Ludwick! After many years of service Ludwick now sits in the big mans chair looking over the city as he runs his company.

    Attributes
    Vitality: 7
    Agility: 10
    Dexterity: 10
    Intelligence: 14
    Will: 15
    Wits: 18
    Charisma: 16
     
    Last edited: Jun 8, 2017
  11. Vladek515 Hollow Bastion Committee

    Joined:
    Mar 12, 2015
    Gender:
    Male
    Location:
    Midland
    57
    595
    Name: Ulrich Haltzenor
    Age: 37
    Race: Human
    Nationality: Tyrrean Southener
    Faction: Constabulary
    Job: Special Operations Operative.
    Appearance: Green eyes, black, neatly combed medium long hair, fairly strong built and missing an arm, he has a well kept mustache and when not on the job wears quite casual clothes like a shirt, jeans with suspenders and a brown raincoat.
    Weapons: A punching knife
    Magic: Elemental Fire
    Religion: N/A
    Augments: A Clockwork Machine Rifle grafted to his upper right arm
    Skills and Strengths: Ulrich handless himself very well in firefights and knows how to maintain his weaponry well, great tactical thinker and stays cool under pressure.
    Personality: Ulrich is a fairly proud man, taking pride in his work and is thus bothered by the bad rep the constabulary gets, in his work he is serious and can't stand people who don't take their job seriously. Furthermore he dislikes when people interfere with constabulary business, thinking they are above the law. Furthermore the law is the law in his eyes and there is no arguing with it.
    Flaws/Weaknesses: Finds himself lacking in the melee department, dislikes the paperwork that comes with the job and is always behind on it, gets annoyed when people bring up the bad rep the constabulary has.

    History:

    Ulrich was born an Eredan native, didn't lead too bad a life and joined the Constabulary to make himself useful for society. While he wasn't that great at the investigative part of the job, his peers noticed he had a knack for raids on criminal enterprises and was put through additional specialist training for Special Operatives, members of the Constabulary who are deployed for special tasks like raiding criminal enterprises, intervening in hostage situations and when the situation on the streets would deteriorate so badly that heavier firepower would be required. During the training Ulrich learned he had magical potential too and the trainers helped him exploit this potential and this is where Ulrich learned most of his fire magic. Ulrich after completing his training was then ready for deployment, but because such services weren't required as often, he would have normal constabulary duties too, including the paperwork, which he wasn't as fond of anymore. At the age of 30 Ulrich during a firefight in a raid on an illegal casino was shot in the arm, the firefight dragged out for quite a bit, he received medical attention and his wounds were taken care off. However a few days after the raid, Ulrich suffered complications and had to have his arm amputated, however due to the specialised training he had received the Constabulary would not want to give up on him and had a special augment built for him, while it did mean he had only one hand left and still having his job, the deteriorating reputation taking it's toll on him as he is trying hard enough to do his work.

    Attributes
    Vitality:
    16
    Agility: 7
    Dexterity: 15
    Intelligence: 10
    Will: 10
    Wits: 15
    Charisma: 14
     
  12. CrownMoksha Decimo

    Joined:
    Jan 11, 2011
    Gender:
    Male
    Location:
    On board the DenLiner
    1,340
    Name: Zephyr Siegend
    Age: 20
    Race: Human
    Nationality: Tyrranean Southerner
    Faction: Haytham’s Investigations
    Job: Investigator
    Appearance: Ora
    Weapons: Rune Gloves. They had been imprinted with runes that respond by becoming as hard as steel when magic is focused through them. Zephyr uses this as a quick alternative to fighting as opposed to his primary method.
    Magic: Fire Elemental. Zephyr’s magic works in two distinct ways that ultimately achieve the same end. In one way he can absorb nearby flames and use said flames to fuel his on magic constructions or he can create his own flames and in turn use them. The end result of either of these two methods is the creation of various different sword that he can wield as well as manipulate freely. Both methods allow him to form up to ten swords as a maximum.
    Religion: While he does believe in the gods, he’s not the most devote follower of them
    Skills and Strengths: Skilled swordsman, knows how to fight, but amounts to nothing more than a brawler and versatile
    Personality: Zephyr tends to keep to himself and usually is not the first person to go off and speaking to someone new. Typically has a good handle on his temper, but there are times where his immediate response can and will be to start swinging. He has a pretty low tolerance towards injustice and does step in on most situations.
    Flaws/Weaknesses: Isn’t one to back away form a fight, especially if someone else has thrown the first punch. At times will just walk off on his own if something catches his eye. He can be pretty stubborn at times.
    History:

    Zephyr was one of those who were born as Sorcerer gifted with the power over fire, however he’d awoken to these powers at a young age and had little control over it once he started using it. Any small flame he was perfectly capable of controlling, but if he lost focus the flame would soon grow to a point where he wouldn’t be able to control it and started to catch things on fire. Due to the amount of times that this happened, most of which not being intentional, the result was him being shunned by his peers and those around him, while a select few kids around his age had taken this as a chance to bully him. The shunning he was able to cope with by shutting himself away and reading. Bullying on the other hand was met by him physically assaulting the bullies. It did naught to help his current situation, but he cared little about that. They could say whatever they wanted to him, but drag his family into the mix and they would regret it.

    In the years following Zephyr did beat the crud out of his bullies in the few times he left his home and they tried to see how far they could push their luck, but mainly he spent his time indoors reading whatever book that was either given to him or he could get his hands on. At the at of sixteen however fate dealt him a puzzling hand. His mother and sister had gone out to buy both groceries and some more books for Zephyr to read. With his father being gone for years now his mother and sister's temporary absence left himself as the only residence at his home at the time the an arsonist had decided to target their home.

    To say that it was lucky that the arsonist had just chosen to engulf their house in flames before leaving in confidence that another family had fallen victim to him, for it lead to Zephyr discovering that he could absorb flames as well as create them. Following this and the hasty removal of all the flames that currently were engulfing his home a need to expel all of the magical flames that he had just absorbed has a rose so he ran from his severely burnt and now crumbling home to an open area with no one around and released excess flames into the air. Anyone who choose to investigate would find his unconscious body lying there.

    Following the incident Zephyr had decided to join Haytham's Investigations in order to find the arsonist instead of relying on the Constable who were not having any luck in doing so.

    Attributes
    Vitality:
    13
    Agility: 12
    Dexterity: 13
    Intelligence: 16
    Will: 15
    Wits: 11
    Charisma: 10
     
    Last edited: Jun 19, 2017
  13. coracle Merlin's Housekeeper

    Joined:
    Jan 1, 2016
    Gender:
    Female
    2
    15
    Name: Iris Hyden

    Age: 38

    Race: Human

    Nationality: New Havenite

    Faction: Independent

    Job: Chairwoman of Avant

    Appearance: Iris possesses a wavy blond bob tinged pink at the ends due to her New Haven heritage. She looks about 5 years younger than her age although there is speculation this is due to facial surgery. Iris often wears light coloured clothing reminiscent of pre-revolutionary France, but with a steampunk/Victorian twist. Her common look is this

    Weapons: Being an affluent businesswoman and concerned for her own safety, Iris always carries a small revolver on her person for self defence.

    Magic: Iris does not possess any natural capability herself, but utilises a procedure to create crystal cylinders which can be used alongside her augmentations to cast magic. The crystal cylinders consist of a mana crystal, with magic stored inside, inserted into a metal cylinder which has data inscribed upon it, which informs her augments how to use the magic. The mana crystals run out of charge after so many uses

    So far Iris has produced two crystal cylinders.
    The first contains metamagic allowing her to create a field around her at a 2m radius which disables magical effects.
    The second crystal contains air magic, which allows her to draw electricity from exterior sources, such as a light fixture, and then project it either as a weapon or to power an electrical device.

    Religion: Iris Is a casual follower of the Lady of the Mist

    Augments: Iris Possesses an augmented left arm. The arm looks like that of a porcelain doll, made out of seamless segments, with gold filigree. A portion of the lower arm can open up to allow for crystal cylinders to be inserted. When inserted the arm can read the data inscribed on the cylinder and utilise the magic stored in the crystal to allow for the magic type stored in the crystal to be cast.

    Skills and Strengths: Iris is skilled in magical sciences and augmentations. She is a ruthlessly adept businesswoman and a philanthropist, often publicly seen giving poor disabled people free augmentations among other humanitarian actions. Alongside this she’s a strong public speaker

    Personality: Iris is a very strong willed person, who insures that things get done exactly as she wants them, she lives a fast paced lifestyle, but always seems to be on top of things. She believes wholeheartedly in the improvement of the human condition through augmentation. She may come across as a stiff upper lipped aristocrat sometimes, but she never forgets her humble roots and empathises with the lower class of Eredan. She speaks concisely, with grace and eloquence.

    Flaws/Weaknesses: Iris’ ruthlessness can get her on the wrong side of both her competitors and employees as she constantly pushes for better results. What Iris possesses in mind and speech she lacks in physical acumen and so often performs her actions from behind the scenes to avoid direct risk to herself.

    History:
    Iris was born in 2049 in the city of New Haven to a lower class single mother. Iris’ mother was a drunkard who would often leave her alone in the house whilst she went off and hooked up with men at the the local Frostfire club. Due to this she learnt to be fiercely independent from a young age and chooses to never drink alcohol. One day whilst Iris had broken out to go to the market she came across a man who possessed an augmented hand which was a rare occurrence at the time. This piqued her interest and she asked the man all about it, discovering that he had had it made for him by a great scientist in Varewyn. She vowed that she would one day go to Varewyn and meet this scientist.

    When Iris was 14 her mother had only become worse, no longer having the money to fuel her habit and driving them into debt. With her mother unwilling to do anything about it, Iris ran away to Varewyn, promising that one day she would return with the money to rebuild her mother’s life.

    Iris had aspired to find a job as an apprentice in Varewyn, but due to the cities elitist tendencies, she found it near nigh impossible to get any work at all. She finally got work delivering papers for the Westwood Informer and used it to get friendly with some of the cities inventors who she would deliver to. Eventually one inventor, who took note in her interest with augments, offered her a chance to make that interest into something more. It was under this scientists tutelage that she created her first augmented arm. She had her arm amputated and then fitted the implant herself. It had a primitive wireframe appearance, but possessed fine motor skills that were on par with some of the best in the industry at the time. Iris excelled at the work and the scientist kept her on until they became aware that Iris had clearly surpassed their own ability. At this stage they suggested Iris should attempt to start up her own business.

    Iris returned home to New Haven to find her mother, but after extensive searching she discovered she’d died only a few months ago on the streets. Iris funnelled her grief into her work and began forming plans for her new business. Iris was aware that the industry in Varewyn for inventions was far too saturated and so she seeked to start her business somewhere fresh where she’d be noticed more. The city of Eredan was the seat of power in Southern Tyrrus and was the home of cultural progress. If she wanted to make a big impact it would be the city for her and so Avant was born out of a small shop near the post office. At her new shop she improved her arm giving it the sleek appearance it has today, she constantly upgraded it to the latest spec after this point, using it as a sort of example of her best work for potential clients.

    At first the shop was just her doing any work she could get, but soon business grew. Being one of the few businesses offering augmentations at the time, it wasn’t long before Iris could employ new hands to help expand her business. By the year 2077 Avant had relocated to a new high-rise building and was beginning to get major acclaim. It was around this time that Iris began her humanitarian work to help raise the living conditions of the poorest people in the city. She set up the Hyden Trust to raise money for charity work across the city, one of it’s most notable campaigns being providing free augmentations to disabled people. Up until the present day Iris has mingled with the upper class of Eredan alongside advancing the field of cybernetics and taking public actions to improve the lives of the people. About a year ago Iris began the development of the tech required to allow her arm to cast magic. It’s been a long process, but last month she finally perfected the crystal cylinder procedure.

    Attributes

    Vitality: 6
    Agility: 10
    Dexterity: 8
    Intelligence: 18
    Will: 15
    Wits: 15
    Charisma: 18