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  1. All blog posts relating to the RP known as The Road to Dragon's Peak shall be indexed and linked from this post. Using blog posts will allow me to edit and revise any post at any time, even past the first week.

    Character Profiles

    Setting/Geography

    Magic
  2. Magical Types
    There are four types of magic available on Peoem - natural, academic, holy and ley.

    Natural magic deals with the elements (of which there are 8), in born abilities (like the sight, the ability to speak to animals, and the like). Witches/wizards/warlocks (hedge as well) and mages generally practice some form of natural magic. Magic is rarely genetic and can pass to anyone.

    Academic magic deals with symbols, incantations, charms, wards and the like. Magicians, some mages, and sorcerers prefer this kind of magic. Any form of divination outside of the Sight is academic magic.

    Holy Magic comes from a god or goddess, who has the ability to grant their priests/priestesses special powers and abilities. Only a god can turn a normal person into a magic user; all other magic users must be born with their power/abilities. A god can also grant extra powers to someone who already has access to magic. Powers from gods are gained through careful rituals, which are a combination of ley-magic and academic magic. Even a dead god can grant powers; however, such powers are weaker as time goes by.

    Ley magic is the magic of high sorcerers, gods, and priests. It can also be used by mages and accomplished witches (although not very well). This magic uses the raw energy of the ley lines which criss-cross the planet. Nodes are those areas where two (or more) ley-lines cross. A nexus is any place where several ley-lines cross and leave behind a sort of ball of energy. Those born above the nexus can draw on its power; the larger the nexus, the stronger the mage.

    Magical Ranks
    Mages on Peoem are divided based on abilities and power level. Other than warlocks (and sorcerers/gods), any negatively-aligned magic user is simply called a "Dark Mage".

    Hedge witch/wizard – can access some small magic, often little more than lighting a candle flame or reading the future in tarot cards. Often healers (herb based), midwives or village wise men/women. (Can live to be 100)

    Witch/Wizard – Has nature based magic, elemental (fire magic, light magic, water magic, ect) or plant/animal related. After much practice, they can levitate, predict the future (with crystal balls, tarot cards, and such), lend and borrow magic, light fires, and sometimes cast basic energy spells. (Can live to be 150 or so)

    Warlock – a dark witch or wizard, who has stolen magic, or uses magic to serve the dark energies/forces of the world. (Can use dark magic to extend their life, up to 500 or so years)

    Magician – gifted with general magic, can do all a witch/wizard can do, but is not connected to a specific energy/element. Spends their time crafting magical artifacts of various potencies. (Often lives to be less than 300 years)

    Mage – Strong magic, often gifted with two to four elements/energies/forces, or strange powers, such as spatial/dimensional magic, healing by the laying on of hands, or weather magic (rather than just water, fire/heat, lightning, or wind). Also known for making magical artifacts, such as wind knots, containers that are bigger on the inside, magic mirrors and more. (Can easily live 300-500 years)

    Sorcerer/Sorceress – Two magic users fall into this category, although most people are aware of only one of them. The most common sorcerers are those who study magic, rather than practice it. They are also known for summoning circles, highly esoterica magical abilities (curses, mental healing, ect), rather than the more practical magics of mages and witches. While most sorcerers have been gifted with general magic, some have elemental/energy magic, or even hedge witch level magic. Basically, a magic user who studies magic, but rarely casts it, or casts highly academical magics (summoning circles), is a sorcerer, regardless of skill and power. (Lives 300-500 years as well)

    High Sorcerer/Sorceress – The less well known group of sorcerers, on the other hand, relies entirely on power and skill. These sorcerers are classified as those who were born over a small magical nexus, who can wield pure magic in various levels of strength. However, as few people know about nexuses (ley nodes), few realize that mages/sorcerers of this ilk are in fact High Sorcerers. (Often lives upward of 1000 years)

    Gods/Goddesses – those born over a large nexus, on the other hand, become gods. The knowledge of how to gain power from followers/worshippers, and how to create and gift priests with magic, is inborn in them, and comes to them, like with all magical ability, during puberty. Like all magic users, gods are mortal, although, like other magic users, they live much longer than the average mortal. Gods live an average of 1500 years, although most live to be over 2000 years (many live only to be 800 or so).

  3. Peoem is divided into several continents. One of the largest is known as Rhoselut, and is home to six kingdoms, the Free Cities of the Plains, the Undying Desert and the Marshlands.

    Regions

    The Undying Desert – The people of the desert seek spiritual enlightenment. They have very sophisticated art and elaborate rituals. When they are not fighting with Logoth, however, they are fighting with Pohoni.

    Marshlands – Home to a few hermit mages and two tribes who eck out their living in the hostile environment.

    The Dragon’s Peak Mountains – Mountain range that covers a large portion of the northern part of Rhoselut. Contains at least two known valleys of significant size, and several smaller valleys and vales.

    Sindori Valley (and Mountain) (SVM) – The small valley at the base of the Sindori Mountain.

    Dom Eminith – The Vale of the Dead. A second valley in the Dragon’s Peak Range. Considered cursed or haunted. While it was once home to a glorious city, it is now nothing but ruins.

    Mountain Passes – There are two passes through the mountains to the Sindori Valley.


    Nations
    Free Cities of the Plains – There are seven city-states bordering the plains. There are also several nomadic tribes which wonder through the center of the plains.

    Pohoni - An isolationist kingdom, which places emphasis on military experience and combat skills. Is run by a council of women. Does not trade with other nations, nor allow foreigners to cross its borders. Few Pohoni choose to travel abroad. The nation of Pohini is in a constant state of war with someone, be it the nation of Logoth, the people of the Undying Desert, or Ra’Shala.

    Logoth – Once a small nation, Logoth has spend the last two generations expandings its borders. It has an on-again/off-again state of aggression (but never outright war) with Pohoni. The last state of aggression ended one year ago. Currently, Logoth is focusing its attentions on the nation of Nerilwyn, which it hopes to add to its empire.

    Nerilwyn – Trade and industrial kingdom which is currently trying to withstand Logoth’s attempt to annex it into the Empire.

    Qinqu – A wealthy nation of farmers, miners and lumberjacks. Sends many of its younger sons to the schools of Ra’Shala, or and its younger daughters to the academy at Veratis.

    Ra’Shala – A theistic nation which believes in intellectual pursuit above all else. Does not encourage the practice of magic.

    Veratis – Home to the largest academy of magic on the continent.

    Cities
    City 1 - Unknown

    City 1 - Unknown

    City 3 - Unknown

    City 4 - Unknown

    City 5 - Unknown

    City 6 - Unknown

    City 7 - [Sanatis] - Group Two starts here.

    City A - Unknown

    City B - Unknown

    City C - [?] Capital of Logoth. Group One starts here.

    City D - March Shai'ia
  4. Group One
    Saif-Al-Rahmen Hui Shariah
    ~The Ambitious Noble~
    "Intelligence without ambition is a bird without wings."

    Basic Info
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    Age: 18

    Gender: Male

    Height: 5'5"

    Position: Leader

    Group: One
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    [Younger Hui and A Guy || Name || Older Hui || One || Two || Three]​

    In Depth
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    Physical Description: Hui is lean and short for his age. He has medium brown hair and hazel eyes that often appear to be light green. He wears expensive, but modest, clothing, preferring to avoid ostentation.

    Interests: Enjoys reading and study, especially of dragons and dragon kin. Knows more about the Dragon's Peak mountains, he believes, than any other scholar of Rhoselut. Also likes puzzles or mind games. Dislikes political intrigue, but is surprisingly good at playing the game. Fascinated by poetry, especially the more modern forms.

    Skills: As a noble, Hui has a duelists skill with the sword (a blade somewhere between a katana, a jian and a scimitar). He can read and speak several languages, including two that are considered dead. Has a prestigious memory, and an unparalleled intellect.

    Home/Family: Last living son, and therefore heir, to the Marquis of the March Shai'ia. His four elder brothers all perished in the war with Pohoni. His mother and father still live, although his mother entered a monastery after the death of her first three children. His father has redrawn from life and lives as a ghost on the family estate.

    Relationships: Technically, Hui is engaged. However, since the engagement was made when he born, and is to a young woman of almost no means or connections, Hui has been trying to break it for years. He means to marry for power, wealth or influence, and nothing else. He has several friend among the other nobles of Logoth, as well as among the scholars at the Institute in Veratis.

    Motivations/Aspirations: Hui seeks to restore his family to its former place of power, as one of the premier families of the Empire. He has already restored some of the lost wealth; now he means to restore power and influence. ​
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    Details
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    Personality: Prideful, and fully aware of his position, Hui often comes off as arrogant and conceited. In fact, he is actually just unsure how to deal with people from other social classes; his entire life was spent around other nobles and wealthy merchants, or family servants. Quite by nature, Hui uses what few words he chooses to say to good effect. Ruthlessly ambitious, Hui's only goal is to restore power to his family; he has little patience for other interests. The only time he is truly likable is when he is reading or discussing some random part of academia, often an obscure reference to dragons, myths or legends.

    Biography: Hui was born the youngest of five sons, children of a powerful noble house in growing Empire. He was his mother's joy, although his father spared him little attention, finding it more important to rear his elder sons. When he was ten, he was shipped off to the Institute at Veratis, to study and learn, in hopes that he might one day attain a position at court. There would be no inheritance for him.

    The war with Pohoni changed all of that. Military losses, such as of many of the liege-men and men at arms who served his family greatly reduced the wealth and power of the Shariah family. His brother's deaths, one after the other, drove both his parents into their own form of grief-rent seclusion. His mother entered a local monastery, and his father withdrew to the family estate, to wonder its halls and bemoan his fate.

    At fifteen, one year after the end of the war, Hui returned from Veratis to find his family in ruins. Rather than allow his house to continue to dwindle into poverty stricken obscurity, Hui choose to enter the game, the ultimate power struggle at the heart of the Logothian government. He bargained, begged, bribed and threatened his way into a position of minimal power, one that provided a modest income, which, when added to the income from the family estate, more than settled any monetary problems his family might have faced. During those two years, he studied dragons, specifically the legends of Elatrix granting boons.

    Now, his position at court secured, and stable enough to grant him a leave of absence, his family and interests in the capable hands of loyal family retainer, Hui is prepared to set out on a daunting quest deep into the Dragon's Peak Mountains.

    Extra: Hui hates being short, and anyone who points out his height is in for a serious tongue lashing.​
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    Quote by Salvador Dali

    Maron Barosh
    ~The Marauding Berserker~
    "Let the Queens of the Sun gaze down in sorrow as I drown their lands in blood!"

    Basic Info
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    Age: 35

    Gender: Male

    Height: 6ft 8in

    Position: Tribal Warrior

    Group: One
    ╚═══════════════════════════════════╝

    Reference

    In Depth
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    Physical Description: Maron is a brooding, bronze skinned giant of a man, wearing straps of steel armour mixed with faded leather. It does not cover him fully, so as not to constrain his movement. One of his shoulders has a steel pauldron forged into a bull’s head. His long pony tailed hair is dirty brown, and sports a thick beaded goatee, which passes his neck and dangles on his bare chest.

    Interests: Killing. Eating. Women. And worshipping his tribal gods.

    Skills: Maron is a warrior of strength and power, wielding a massive axe that most would struggle to even lift. His enormous size makes him great for charging into groups, steamrolling anyone foolish enough to stand in the way. He swings his axe well, but its weight means he is not the quickest of fighters. However, one clean hit from ‘Izabella’ would likely end your life.

    Home/Family: Maron was born into the royalty of the Kurubo nomadic tribe, a travelling clan in the plains (Free Cities of the Plains) . When his father died, Maron took over his role and became ‘Lar’Rak Sha’, Leader of the Kurubo. Though still young, he was already growing into a hulking brute and was able to prove his strength against those that believed him weak. They died swifty.

    Relationships: When the Kurubo destroyed a rival clan (Serin), they forced the survivors to join them. To celebrate their success, a binding (or marriage) was performed between Maron and Serin’s princess ‘Izabella’.

    Motivations/Aspirations: Maron wants to clear his name and honour. He wants vengeance on those who have betrayed him. ​
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    Details
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    Personality: When necessary Maron can be thoughtful and level headed. And though he is not the smartest, Maron has a keen eye for strategy and tactics.

    However, he is aggressive. It doesn’t take much to enrage him, especially since being betrayed. He is by no means arrogant or cocky, but his aggression makes him impatient, intolerant and ignorant. He cannot stand those that are scheming and tricksters.

    Biography: As leader Maron would pillage and burn encampments and settlements that plotted on ‘sacred’ land. In the clan this was not seen as wrong, but their duty; to protect their holy site. However other tribes would also lay claim to the same area, and thus conflicts would break out between the two. The Kurubo cut most down. Yet Maron would not conquer, and try and take that which was not his. He was a stout defender of his people and his home, but he would not be tempted by greed and expansion. This caused friction on many occasion between other senior warriors.

    At first his new wife Izabella wanted nothing but to kill Maron, but as their relationship continued she found herself falling in love, and vice versa. Years of happiness past, but some of the Serin survivors believed their princess a traitor, and when she announced she was with child, they plotted to betray her.

    The Serin warriors murdered Izabella, and framed it on Maron. Through his great leadership the people voted not to execute him, but instead exile him from the tribe and spread the word to other clans of his supposed dishonour.

    He travelled to Logoth to attempt a new life, but could not come to grips with his loss, or this new world. So instead he looked for ways to clear his name, defending others against those he deemed dishonourable. Eventually he was imprisoned for his acts when he almost killed a powerful, sleazy and conniving noble of Logoth.

    Extra: He follows his tribes religion, ‘The Kings of the Moon’, devoutly. They teach their followers about honour and loyalty. They also believe a leader should have one lover, but he must also share himself with other women, so not to appear selfish.​
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    Maghatch Crookmouth
    ~The Dark Mage~
    "What a hen knows, humans only can guess at..."

    Basic Info:
    ╔═══════════════════════════════════╗
    Age: 32 years old

    Gender: Female

    Height: 5'2"

    Position: Magic User

    Group: One
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    [Reference]​

    In Depth
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    Physical Description: Fair skin, black-violet hair, dark robes embroidered with swirling silver-wire designs, full body, goth makeup, long legs, healed boots, a crooked grin with purple-black lips, sharp chin, bulging forehead, deep violet eyes, winged lashes and elegant hands

    Interests: Feeding her chicken hen, brushing her hair, telling people bad news, showing off her powers, feeling important, supporting her friends and family, making her own prophesies come true through trickery and magic

    Skills: Conjuring quasi-real shadow weapons, aura choking (choke others), fading (semi-invisibility), fire- and lightning-throwing, the power of euphemaria (a swarm of black bee-like dots that are a physical manifestation of imagination) that can form into any monster Maghatch desires

    Home/Family: a hut by the woods, eight older brothers that are all grown up, Maghatch doesn't communicate with family much but she does send them half her earnings. They recently suffered a tragedy and their home was destroyed, and Mags is scrambling to get funds to help them. Despite her flippant attitude about afairs of the heart, she deeply cares for her loved ones.

    Relationships: Besides her hen Greta and her family, she doesn't associate herself with many people. She does exchange letters with her old teacher, Kova Waxley. Kova gives her advice on magical matters when she needs it.

    Motivations/Aspirations: Seeking money to make herself rich and be able to live the life she wants as well as enough to take care of her family. She doesn't care much about being "known".​
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    Details
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    Personality: Quirky, mysterious, vainglorious, sensual, quick-witted, ruthless, mischievious and (secretly) caring.

    Biography: Maghatch was born outside in a field while her mother was picking radishes--she just crouched, gave birth to Maghatch, and carried her home in the raddish basket. Mags was the youngest of eight brothers and had to fight everyday to get supper before it was all gobbled up. She was beautiful, but she was always dirty from doing chores and she didn't have any nice clothing, so no one really noticed.

    It wasn't until she was sixteen that a passing healer woman sniffed out Maghatch's magic and took her on as an apprentice. Maghatch soon surpassed her teacher in skill and power and began working for rich folk as a guard or a seer--she isn't really a prophetess, but she likes to wreak some mischief by making predictions and then causing them to come about through her own trickery and magic. If a noble is bad to his subjects, Maghatch will make a bad prediction and then cause something unlucky happen to him.

    Some nobles or merchants hire just as live-in company, to dine with them, chat with them and provide atmosphere. Maghatch had discovered she was beautiful by now and how men were drawn to her. Mags looks would never be called 'classically beautiful', she has a shapely body, sure, but her smile is too crooked, her chin too pointy, and her forehead is too large. But somehow, combined with Maghatch's sensuous personality, it all works for her. She was a unique, unconventional beauty. As a rule, she does not have sexual relations with employers, but if there is a real connection....anything could happen. But in her entire life, she has yet to fall in love.

    Ever since she started working for rich nobles and merchants, Maghatch has been sending money home to support her family. Recently, a mudslide destroyed her family's home and buried all their belongings in rubble. They were now living in tents outside and scavenging for food and washing in the local streambed. Now it is Maghatch's goal to procure enough funds to buy her family a new home and set them up for life. Mags' has a long-lived pet chicken named Greta since childhood.

    Extra: Pet chicken, Greta, can lay rainbow colored eggs, depending on her mood. Not useful in any way, just interesting.​
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    Talahari Den Kinodoko

    The Lone Watcher

    "Never think you are alone. The trees have ears, birds have eyes, and I have both to heed and record your words."

    Basic Info
    ╔═══════════════════════════════════╗
    Age: 24

    Gender: Female

    Height: 5'11"

    Position: Rogue

    Group: One
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    peter-ortiz.deviantart.com/art/Colette-121195907

    In Depth
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    Physical Description: Slim and curvy with light brown hair that flows down to the small of her back, and eyes so dark they are almost black.

    Interests: Her main hobby is gathering information, be it in any place. She does not need to be hired to be found spying on others -it is a habit that has stuck since childhood when she kept in hiding to avoid the guards who were trying to find her to drag her off to jail for thievery.

    Skills: She has access to many tonics, poisons, and small throwing blades. Palm-sized bombs containing varying types of spores are also in her arsenal.

    Home/Family: Though orphaned when she was five, she has a living father but as of yet does not know his name. The only thing she does know is that he is a powerful Dark Mage.

    Relationships: She does not make friends easily, and is very guarded with her past. To her, a "friend" is someone who pays a great amount for her work.

    Motivations/Aspirations: She does not have any obvious goals, and seems only interested in going places where interesting things are happening at the moment.​
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    Details
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    Personality: Silent, and very observant. To others, she is a prize to behold in her category as a spy. She does not question orders and does everything in her power to attain information no matter how hard it may seem.

    Biography:Born in Laethaji Coro [6th City] and the daughter of a powerful Dark Mage, Talahari was expected to have lived a prosperous life. Not so, for her mother fled while the child was yet still an infant and hid away in the slums for reasons unknown. Some believe that she was threatened by the Dark Mage, or that some terrible accident had occured. The only ones who really knew the truth were her parents.

    Then, plague came to the city, killing hundreds of people and taking Talahari's mother away from her at the age of five. Without family or friends to protect her, the child survived on rubbish found in alleyways until she picked up the skill to pickpocket and steal food from marketstalls. She became notorious for daring to steal more and more valuable things as time passed, and one day her actions cost her.

    At sixteen, Talahari was captured by the royal guard for attempting to steal a scrap of gold plating from a nobleman's chariot. Dragged off to prison and left to rot, she expected her life to end in the cold, dank cells below the ground. Luck was with her though, as the very nobleman she had attempted to steal from came down to see just who had been so daring to try and steal from him. Caught off guard by the small, emaciated teen crouched in the corner like a scared dog, he decided to release her at the cost that she would be bound to serve him for the rest of her life. Broken, desperate for food and knowing that she would have a descent life at last compared to her past, Talahari agreed.

    The nobleman at first tested her loyalty and gave her the chance to escape the very night he let her out of the cell, but Talahari surprised everyone by staying in her rooms and not even glancing out the window that lay wide open. After several weeks of this, he grew to trust her word and rewarded her by teaching her how to read and write so she could do menial tasks or him.

    At eighteen, Talahari had developed into a well respected young woman who was close to the status of her own master, but she seemed put off. Days passed and she grew frustrated over things that most people could not undertsand. One day, the nobleman asked her what was wrong, and she admited that she had listened in on many conversations among the nobles as they spoke badly of her master. She didn't know what to believe.

    Recognizing the potential in her abilities, the nobleman told her not to believe everything she heard, but to keep it for later in her mind. Then, he encouraged her to keep spying on his comrades, teaching her subtle ways to disguise her appearance and her speech by mundane means such as makeup and wigs. He also hired an alchemist to tutor her in herbalism so that she would know what plants harmed, and what helped in case of emergencies. By the age of twenty, she was a fully developed spy.

    When she had become the best she could be in his eyes, the nobleman released her bond. Shocked, she begged him not to chase her away, but he said that she was free now -that he would not tolerate keeping her from where she wanted to go. Confused and hurt, she fled the city and journeyed far and wide for a time.

    At twenty-one, she returned to civilization, still contemplating what her master had done. Now, she wanders the inns, trying to answer questions of her own that she never realized were there until she had been released. Who was her father? Why did the nobleman let her go? The answers may have seemed so obvious to others, but she still wanders, taking odd jobs to take her mind off of her troubles for a brief time.

    Extra: Talahari may seem completely in control of herself and have no fears at times, but there are rare moments when she can seem very lonely.​
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    Cassius Strahan
    ~The Traveling Minstrel~
    "Music expresses that which cannot be put into words and that which cannot remain silent."

    Basic Info
    ╔═══════════════════════════════════╗
    Age: 28

    Gender: Male

    Height:5'7"

    Position: Supportive Minstrel

    Group: One
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    [http://s002.radikal.ru/i200/1211/0d/82bb4bf4ea9f.jpg

    In Depth
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    Physical Description: Cassius wears the colorful vestments of a traveling minstrel. A green vest with a light blue undershirt. His hair reaches his shoulders and his beard is neatly trimmed.

    Interests: He is a lover of poetry and music. The legend of the mother of all dragons is his favorite topic. He dislikes war and haughty people.

    Skills: Though Cassius is not much of a fighter he has several useful skills. He knows some basic magic which includes repairing items magically. He has discovered that if he plays a certain tune on his Lyre and enhances it with magic he can make the listeners fall asleep.

    Home/Family: He is the 3rd son of Count Strahan. Though his home is where-ever he happens to sleep that night, most of his family resides in Logoth.

    Relationships: Cassius fell madly in love with a maiden named Charlotte. She however rejected his love and married his brother instead. Her action was the last blow that pushed him to become a traveling minstrel.

    Motivations/Aspirations:Since beginning his journey as a minstrel five years ago, Cassius has become very intrigued with the myth of the dragon, Elatrix. More than anything, he wants to be the first bard to see her and to write a song about her that will be remembered for all the ages. ​
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    Details
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    Personality: Cassius is friendly and upbeat. People often find him annoying as he sometimes spouts poetry in the middle of a conversation.

    Biography: Cassius is the 3rd son of a wealthy Count. His elder sister married well and moved out of the home at an early age. He and his brother were sent to the best schools to one day become Counts themselves. When Evan was 20 and Cassius 18 they met a maiden named Charlotte who lived a mere 5 miles from their home. They would often see one another and Cassius soon fell in love with her.

    When he was 21, Cassius told Evan of his love for the girl and that he was going to propose to her. A month later he found the perfect ring and went to propose to Charlotte only to find out that his elder brother had proposed a few days earlier; and she had accepted. They moved on to a different city not long after that.

    Heart broken and depressed Cassius turned to the quill and Lyre, and began writing poetry and songs. A friend of the Count saw Cassius' work and commended him on it, saying he should try to get some of the poetry published. This encouragement broke the spell of depression over Cassius. Much to the chagrin and protest of his parents, Cassius left everything that very week to become a minstrel and hopefully one day become the most famous of them all.

    During his past 7 years as a minstrel, mainly to noble families, Cassius became friends with a lad named Hui. Though 10 years younger than himself, the boy showed passion and wisdom a love for a good song. They also shared an interest in Elatrix and would speak of the myth for hours on end when he would visit. It was no surprise then, that when Hui asked him to join the quest to find the truth about the mother dragon, Cassius eagerly agreed.

    Extra: None ​
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    Group Two

    Balefore Lark
    ~The Charismatic Madman~
    "Which will it be Father, more of the same, or a chance to change everything?! What do you say?"

    Basic Info
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    Age: 24

    Gender: Male

    Height: 6'1

    Position: The Charismatic Madman

    Group: Two
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    [Reference]​

    In Depth
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    Physical Description: Sandy blonde hair, bleached by the sun. He is currently wearing loose linen clothing and a green scarf wrapped around his neck. He is well muscled and his body shows of training.

    Interests: He believes devoutly in the teachings of his tribes religion, having devoted his life to it's study. He has also spent much time training his mind and body to be of the utmost use to him. He relishes little of the mortal existence, but a contest of wit will always grab his focus.

    Skills: Balefore is a master of martial arts, and skilled with the sword. However, he only resorts to physical means when he must, much preferring to have others do his dirty work for him, and manipulating situations in his favor with clever words. A master liar, but knows when to employ the truth to the greatest gain.

    Home/Family:His mother was a priestess of the Desert Wind, but she died tragically in child birth. His father is the High Priest of the Desert Wind. He has no brothers or sisters.

    Relationships: Balefore has distanced himself from earthly attachments. He was only ever truly close to two people. One was Selph, a young woman from his tribe. They were involved romantically, but she was killed in a raid from Pohoni. The other is Mandol, a childhood friend. He and Balefore are still close, but Mandol lost one of his legs in the same raid that killed Selph.

    Motivations/Aspirations: Balefore's main motivation is to bring peace to his homeland. He seeks the power of the Last Dragon to accomplish this... at least, that is what he claims.​
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    Details
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    Personality: Cold and calculating, but underneath he is a seething mass of conflicting emotions struggling to break through to the surface. He also demonstrates some classic traits of a sociopath, a lack of empathy, ease of lying, willingness to manipulate. However, he tries to avoid outright evil actions. However, if he thinks something must be done for the greater good or the outworking of his goal, he will write it off as a necessary evil.

    Biography: Balefore was born into a family of Priests in the Undying Desert. His tribe had always tried to stay out of the affairs of other countries, but they too were sucked into the constant war with Pohoni and Logoth. During an attack, his companion, Selph was killed, but not before she was raped and beaten before his eyes. His friend Madol lost his leg, and was beaten so badly that he went blind in one eye. Many other members of his tribe were also killed, or maimed in the violence.

    Since then, Balefore has devoted himself to furthering his position with the aim of bringing peace. His original plan was to lead a religious movement to achieve his goals, but his father refused to allow him to take control of the religion they curate, the Desert Wind, fearing the twistedness growing within his son, and refused to give in to him. After that, Balefore shifted his focus to politics, rising through the ranks of advisers to the grand consul, the government of the Undying Desert, made up of representatives from each of the major tribes. Balefore has come to the rank of Second Appointed Ambassador. However, he is beginning to see that breaking through the corruption and bureaucracy will take too long.

    So, Balefore has decided to embark on a quest for the last Dragon. Even if the rumors are false, he thinks that he can increase his status by the attempt alone, and from there, seize control of the faith from his father, and use the influence to gain more control in the government. But if the myth of the Dragon turns out to be true...

    Feigning a diplomatic trip to the Free Cities of the Plain, he is really gathering information and looking for allies to journey with him to Dragon's Peak, in search of the last Dragon. He is currently in one of the city states, looking for capable mercenaries and intelligence regarding the mountain.


    Extra: Balefore carries a thin saber as his only weapon.​
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    Lavanya Maellan Einar
    ~The Honorable Mercenary~
    "Honor isn't about making the right choices. It's about dealing with the consequences."

    Basic Info
    ╔═══════════════════════════════════╗
    Age: 25

    Gender: Female

    Height: 5'9"

    Position: Fighter

    Group: Two
    ╚═══════════════════════════════════╝

    [Tattoos One || Tattoos Two || One || Two]​

    In Depth
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    Physical Description: Her dark brown hair blends well with her light bronze skin. Her eyes, soft but deep brown, sit comfortable on either side of a sharp nose. Complex, sharp edged tattoos cover the entire left side of her body, from her hairline to her toes. She wears black riding pants, a medium brown blouse, a darker brown cincher which matches her riding boots, and a black vest. Lav carries three swords, a bow and arrow, and a long spear.

    Interests: Likes honest combat and right action. Enjoys contemplating the comparative merits of morality, honor, duty, and ethics.
    She dislikes magic and distrusts mages on basic principle. She also does not like interacting with people who she considers dishonorable, such as thieves and assassins. Doesn't like most of her fellow sell-swords.

    Skills: A capable fighter, Lavanya can use a single broad sword, or fight with dual blades. She also knows how to fight with a spear, quarter staff or glaive like weapon. Although she knows how to use a long bow, her aim is horrible and she prefers to avoid long distance combat when possible. She is currently attempting to learn how to use a war hammer. She can track and navigate, to an extent, in forests and mountains, but has no idea how to read the signs in a desert or plains like area.

    Home/Family: Lavanya is not entirely sure who her father is. Her mother had a husband, at one point, but he died and the Lady Einar's children since then have been born fatherless. She has two older sisters and an older brother. However, she can no longer see them, as she is far from home and unlikely to return. She was born in and raised in Pohoni.

    Relationships: Since her banishment, Lavanya has made no friends, although she has worked with the same people once or twice. She has no romantic connections and no known living enemies.

    Motivations/Aspirations: With no home she can return, and a debt of honor to repay, Lavanya is looking for some purpose to her life. She feels the need to remain true to the codes of her caste, and yet finds those codes incomplete. She works to eat, but often feels guilty about the work she does.​
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    Details
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    Personality: Lav is overly concerned with her code of honor. She can be very judgmental of all she thinks do not follow that code. Although not naturally taciturn, she does not often speak, as the common dialect is different from the one she grew up with. She is very contemplative and philosophical, for a warrior, but is only rarely pulled into passionate discussions of her thoughts. Proud, and perhaps a little arrogant, she knows her strengths well; but she also acknowledges her weaknesses, even if only to herself.

    Biography: Lavanya was born in Pohoni, a kingdom alone and at war. When she was still young, her mother ascended to the status of High Lady, ruler of Pohoni. As a younger child, and a third daughter, Lavanya was often considered expendable. While she was trained in some of the courtly arts, most of her schooling was in warfare.

    At age 4, she began training with the family weapon's master. She taught Lav the basics of swordsmanship and hand-to-hand combat. She also tried to teach Lavanya how to shoot a bow, but Lav could never quite hit the target. At ten, she entered the military academy. There, she spent six grueling years learning survival, logistics, strategy and more forms of combat. It is at the academy that Lavanya learned to wield the dual swords and the long spear. Her archery training at the academy was a dismal as it had been when she was a child.

    At 16, a woman grown by Pohoni standards, Lavanya went to war. For three years she fought the men of the desert. For another two, she fought the armies of Logoth. And then, shortly after her 21st birthday, Lavanya made a choice that led to her exile.

    She had moved to the Plains, to fight Ra'Shala mercenaries. For several weeks, she met the same enemy commander in battle. He was a man of honor, as she perceived it, and was considered a worthy enemy. Until her unit captured him, at least. Her commander officer wanted to hang the enemy soldier, a grave insult, a disgraceful death. The night before his execution, Lavanya freed the soldier.

    After giving him a three hour head start, she pursued him. On the border of Pohoni and Ra'Shala, she face him in combat, and killed him.

    When she returned to base, she surrendered herself to her commander. Aiding an enemy, disobeying the orders of her commanding officer... They should have killed her. Her mother, perhaps in mercy, perhaps in rage, banished Lavanya instead. For the last four years, she has traveled Rhoselut, working as a sell-sword when need demanded it.

    Extra: Lavanya's horse is named Mirindar, and, like her weapons, is the only thing she took with her when she left Pohoni. She is also the only living Pohoni to have left her homeland in over 100 years.​
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    Quote by Midori Koto


    Amemiko
    ~The Silent Priestess~
    "Now all my teachers are dead except silence."
    -William Stanley (W.S.) Merwin

    Basic Info
    ╔═══════════════════════════════════╗
    Age: 16

    Gender: Female

    Height: 5'2"

    Position: Magic User

    Group: Two
    ╚═══════════════════════════════════╝

    [One || Two]​

    In Depth
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    Physical Description: Amemiko is short and slim, with long black hair, the usual pale olive skin of her people, and bright blue eyes. Her Priestess robes are pure white, with shimmering blue embroidering of elemental signs, and dragon shapes. She wears a dark red under robe, so that her hem, sleeves and neck line are bordered in red. Her tie is also dark red. Like all of Servants of Yu Neith, she wears the Sign of Yu Neith on her forehead, the multi-colored tattoo symbolizing the interconnectedness of the eight essential elements, as well as marking her special affinities.

    Interests: Amemiko is fascinated by anything outside of Temple life, although she is disturbed by the ready violence of the world. Before the destruction of the temple, she liked to study and practice her skills with the other Servants. Now she prefers to sit in silence, and observe; she constantly seeks communion with Yu Neith, to find the Way and the Balance. She likes to listen, but no longer speaks.

    Skills: Like any Servant of Yu Neith, Amemiko has an affinity for and limited control over two elements, as well as a connection to the eighth (often unacknowledged) element known as Spark. Her elements are Water and Fire. With her abilities, she can create barriers, sense life, and heal in a limited manner. She can also draw water up from below the ground, pull water toward her or push it aside, and find the smallest trace of moisture in the driest desert. She can touch burning coals without being burned, ignite flammable objects (such as dry wood), and tell fire not to burn things it normally would.

    Home/Family: Amemiko was dedicated to the Temple of Yu Neith at a very young age, and so does not know or remember much about her family. The other Priests and Priestesses filled that role for her.

    Relationships: While romantic attachments are not strictly forbidden for Servants of Yu Neith, they are not encouraged among members of the same Temple. As such, Amemiko has never had much chance for romance.

    Motivations/Aspirations: To discover the truth regarding the destruction of her Temple; to learn from whence the dragons came and why. ​
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    Details
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    Personality: A quiet, contented soul, Amemiko would have happily spent her life in service to Yu Neith, in study and meditation, conducting the rituals and ceremonies that were the center of Temple life. The unadulterated joy she felt in life, that used to burst out with her bright smile and cheerful disposition is gone. Now her smiles are sad, and wisdom painfully acquired shadows her gaze. She is torn by her desire to be of service, to help those in need, and to remain apart, a silent observer. The attack on the Temple has left her in a state of confusion and uncertainty.

    Biography: When Amemiko was four, she was tested by a Priest of Yu Neith. It was discovered that she had an innate affinity for water, and as such, would be suitable for service. Her family felt honored to dedicate her to the Temple, although they do that doing so would mean they could never see her again.

    She spent the first three years as an acolyte practicing water magic. When she was 7, she underwent the the First Ceremony of the Way, and gained control over fire, making her an Initiate. For six years she studied, practiced and worked along side the other Initiates. Finally, at the age of 13, she earned the rank of Priestess. Her time of study and practice, however, was not over, and never would be.

    For three years now, she has helped conduct ceremonies and rituals, worked to keep the Temple fed and clothed, and helped the local villagers when possible.

    After the attack on the Temple by strange dragon spirits, however, she has been housed in a small building in the village. She has neither been seen by nor spoken to any person in the last month, although some catch glimpses of her robes, or her fire, through the window.

    Extra: Amemiko has been mute since the attack on the temple, although she was not mute before. ​
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    Crispin Kabryalson
    ~ Apostate Priest ~
    "The goal of all life is death"

    Basic Info
    ╔═══════════════════════════════════╗
    Age: 60

    Gender: Male

    Height: 6’ 3”

    Position: Rogue

    Group: Two
    ╚═══════════════════════════════════╝

    [[Reference Images: Picture 1 | Picture 2]]​

    In Depth
    ╔════════════════════════════════ ═ ═ ═ ═ ═ ═ ═ ═ ═ ═
    Physical Description: Crispin is a towering man whose very gait once spoke purpose. His face is weather worn, showing the marks of biting wind and cold. His tattered black robe speaks of more favorable days yet his deep, bright eyes speak only of desolation.

    Interests: Meditation and honor. Two things which mark Crispin’s life. He absolutely reviles those who have no honor; those who fight without reason, those who murder, rape, and steal; those who are motivated by money and personal gain. Above all, Crispin believes in justice.

    Skills: Crispin was born with a loose grasp on elemental magic, a gift that was only partially developed into basic aptitude, particularly with fire magic. His limited training and minor natural gift allows him to conjure fireballs and flames, but not much more. Crispin was also trained in martial arts, particularly hand to hand, and use of a staff as a weapon, although his abilities with the staff are somewhat inferior to that of unarmed combat. Even so, combat training was not the focus of his priesthood, which employed such only as self defense and rather focused on mental discipline and meditation. However, nearly a decade of feeding himself as a mercenary has improved his combat prowess. Even with this experience, however, he could not beat a seasoned, skilled fighter in a fair fight. In addition to combat skill, Crispin’s years as a priest have also given him an extensive knowledge of plants and survival on mountains.

    Home/Family: His foster father, Kabryal, adopted him when he was but a baby, abandoned on the steps to a temple. He was raised with kindness, but his father always seemed distant.

    Relationships: Once incredibly devout, Crispin dedicated the bulk of his time and attention to his god, in whom he not only found a god to revere, but also a god to confide in and a personal friend, distant as he was. Other than that, Crispin sought and found no other companion.

    Motivations/Aspirations: Crispin is seeking retribution for his betrayal at the hand of his own god. Disgusted by what he once revered, he seeks to train and improve his abilities that he may subject his betrayer with the cruelest judgment.​
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    Details
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    Personality: Crispin is very solemn. He always was. But before, he would occasionally let out a chuckle, or smile at the friendly stranger. Yet now, his vacant eyes only stare into the distance, his face a stone mask. Despite his apostasy, he still upholds many of the codes and standards which he had before, seeming more to purge his religion rather than to destroy it.

    Biography: Crispin has never met his parents. To him, Kabryal was the only father he ever had, though Kabryal told him early on that they shared no blood bond. Crispin was abandoned, no more than a week old, and rescued from an untimely death by the High Priest. Having grown up in with a High Priest as his father and only acolytes as friends, it is not surprising that Crispin became one himself.

    At a young age of 28, Crispin became the youngest Priest in his order. By age 42, he had already become an Eminent Priest, a position just below High Priest. Less than a decade later, he ascended to the position of High Priest. Despite his rapid ascendance, he remained no less humble and devoted. Seeing his new rank only as a sign of increased responsibility and duty, he set about his daily tasks with a fervor that others could only gawk at. He was happy with this life. He thought neither of the future nor the past, but only of servitude in the present. But then he was betrayed.

    They’d captured an old man- a criminal long hunted. Crispin hadn’t even known of the man’s crimes until his 30th year. Yet when they found this man, this vile piece of scum which had plagued the world for thousands of years, Crispin was suddenly betrayed. Judgment had been forthcoming for this man for centuries. Judgment that Crispin would have executed with a fiery passion, a burning hatred. If he could have, he would have burned this man out of existence itself. And he could. Yet, betrayed. Betrayed by the very man who raised him. By the very man he looked up to. Even to this day, that hour plays over and over in his head. The glare of disdain, the look of disapproval, the sudden smothering of the flame in his hand. The slow shuffling as his elders lined up behind him, tentatively at first then firmly- firmly in opposition of him. Then his subordinates- those who he had raised, who he had taught, who he had nurtured. They all rose against him. They betrayed him.

    Ever since, Crispin has anticipated justice. Each day he trains and grows stronger, planning for the day when he would set things right, for the day when he would return. For now though, he makes his living as a mercenary. A job which he disdains, but must do to make his goal an eventuality. In just his first few years, he gained a reputation as an honorable and loyal mercenary. What he lacks in skill he makes up in fortitude.

    Extra: Crispin always wears gloves over both of his hands, covering identical circular scars on his palms. He also carries a staff with him everywhere, as well as a pocket watch which he never uses.​
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    Quote by Sigmund Freud

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