Basic Information Full Name: Marló Lindholm Age: 19 Gender: Male Race: Drahl Ailor Sexuality: Hmmmmmm Preferred Weapon: Magic/None Skill Information Total Points: 24 + 10 hobby Threads Art Skill - 3 Pagan Ritualism - 3 Unused Points - 21 Unused Hobby Points - 7 Perception Skill - 5 (Drahl) Body Shape Physical Stat - 0 Body Shape - Slim Body Fat - Low Languages Fénikin (8/10) - Learned in Childhood Skodje (7/10) - Learned during Childhood Common (10/10) - Learned on Travels, spoken throughout most of his life Special Traits/Spells/Mutations Stalwart Companion - Racial Passive Drahl Ailor are never without their bird companion, usually a Falcon, Hawk or Eagle of their choice (though possibly any reasonably and similarly sized predator bird). This Bird cannot be harmed or captured, and if at risk, will flee the scene and return to the Drahl when it is safe. The Bird is capable of minor aesthetics for the Drahl, such as sitting in their hand when feeding or playing. The Bird must always remain within the same street of its owner. Bird's Eye View - Racial Passive Through the usage of their bird, the Drahl Ailor gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception through their bird communicating things to them. (The bird's communication is purely aesthetic, the character cannot perceive things only the bird can see). Swift Strike - Racial Spell Drahl Ailor can call upon their bird to strike out at an opponent once per day, allowing the Bird to claw at a target once, physically striking any area of the target's body except for the face. The Bird cannot be interrupted, and will immediately fly away after delivering its strike. Aesthetic - Constant Passive The Character can utilize Old Makdth, the Ritualistic Pagan Language. This includes writing with it, and speaking with it for hymns and rituals, but it is not a completely developed language and thus cannot be used for perfectly intelligible day-to-day conversation. They can utilize Old Makdth when carving ritualistic engravings physically, when writing ritualistic scriptures, or when making tattoos, which will then light up with a turquoise glow when: another Old Makdth Ritualist Power is used in Emote Distance, with a snap of the fingers from the Ritualist who applied them, or when near a graveyard or burial ground. Ability - Constant Passive The Character can carve ritualistic engravings into bones, which will prevent them from decaying naturally with time, and harden them, allowing them to be sharpened into weapons of iron-tier quality. These engravings can additionally glow a ghostly turquoise at night. Aesthetic - Constant Passive The Character can use natural paint dust (ochre for example), weaving it through the air and applying it to walls to form animal, plant and myth based cave-painting-like depictions on any wall or floor or ceiling surface. Furthermore, they can also animate them (for example, cause a horse that was painted to gallop in place) Visual Information Eye Color: Pale Green Hair Color: Blonde Hair Style: Curly and long Skin Color: Pale, with rosy cheeks Clothing: Traditional Fridurfolk garb Height: 5'9 Personality Option Two: The Core List Choose your Character Alignment Neutral Good! Marló believes in his people's altruistic values to a t. He cares deeply for his family, and despite being among the youngest, he tries to act as a sort of protector and caretaker for his siblings. He does his best to lend an ear to those in need, and fundamentally, he tries to help everyone he possibly can. Choose your Character Personality Type ENFP, Marló enjoys talking to people, helping them with their goals, picking them up when they've fallen down, but he is prone to being flighty, mercurial, and moving on before he objectively should. Choose your Character's Religion Oldt Fayth (Fridurfolk Variant) - 8/10 - Marló's faith is one of the few pieces of his home that he remembers in its entirety. Their stories fill his dreams, and he often uses metaphors from them to refer to different issues surrounding him. He tends to be the most religious of his family, reminding them that the god might not be too proud if they stray from their path Life StoryMarló was born in a small seaside fishing and sheep herding village. His father was a wealthy man, who, under traditional practice, had two wives in order to take care of all of his various properties and possessions. Marló was born to the second wife, along with his twin sister, and as such, was not considered to be the favorite by a long shot. But he didn't let that bother him. His mother loved him, as did the rest of his family, and he loved them in return. Like most Fridurfolk, he spent the majority of his childhood playing in the grazing fields, feeling the sea spray on his face, and playing games with his siblings. He was a rambunctious child, always laughing and bouncing along, flashing his snow-white teeth in an infectious smile at anything that caught his attention. He lived in, what was for him, a fairytale. He scrambled up shrines to fantastical stories and gods, he played tag in a forest whose treetops seemed to stretch hundreds of miles high to him. One particular moment lays wedged firmly within his memory though. When he was about nine or so, his village priest, on the Day of Drowning, stood up, and with wild hand motions, began literally painting the story through the air. Thick inky blackness to represent the sea, white bone-paint to represent the waterlogged dead. It was a demonstration that utterly enraptured Marló. He made a vow to himself, in that special way that children do, to learn that brilliant "trick." Many long hours in the woods, in quiet observation of the Tilbeiðslusteinns, and far more time spent talking to the Huldufólk, and only a few short years later, he was struck with a vivid dream, one which would stay with him for the rest of his life. A ship's wheel, spinning rapidly, while on each of its four spokes rested a figure. A woman with a dancer's build, dressed all in white, her skin as pale as mare's milk. A fat man, with great voluminous green sleeves, who seemed to be dozing off. A.. crooked looking man, dressed in red, who radiated malice. A tall, thin, ramrod straight woman, dressed in silks of orange and yellow. And in the middle.. Him, spinning as wildly as the wheel itself. When Marló awoke, he felt as though his whole world had changed, and as he looked around him, slowly waking from his slumber, he realized it had. The sounds of screams and the shouting of men came from outside, and he quickly awoke his sister, before peeking out the door. It was a Velheim raid. People were tossed left and right, blood painted every doorway in his small hamlet. He followed one of his oldest siblings, Sven, into the forest, fleeing the horror that lay behind him. They became refugees, and after visiting a Hoglander village, and learning of the great generosity of Regalia, they endeavored to travel to it. Now that they have arrived. How will they cope with their loss? Will they find a new home, here in a world so different from the rolling hills of their birthplace? And what of the strange dream?