- Joined
- Sep 3, 2024
- Messages
- 7
- Reaction score
- 2
- Points
- 18
Full Name: Amira Katamar Iaantris Bel-Saal Solleria-Regalia
Heritage / Culture: Fin'ullen
Age: 26
Gender / Pronouns: She/they
Religion: Fornoss (Primarily Vola)
Character Occupation: Aelriggan Laoch Lasrach Knight
Occult: Silence Mage (Curse Origin)
Schools:
Appearance Information
Eye Color: Blue
Skin Color: Pale
Hair: Obsidian Black
Height: 5'11
Body Type: Lean and muscular
Voice Claim: Argus from Reverse 1999
Additional Features: Amira has two dark green horns on her head, three bioluminescent scales on each side of her face, and sharp teeth due to Fin'ullen Mechanic 2.
Skill Information
Hobbies and Talents:
Fishing, crabbing, doodling
Mechanics:
Fin'ullen -
Languages:
Common, Altalar
Backstory
Summary
Amira grew up in Crookback. Around her late teenage years, she became an Aelrrigan squire and was sent to the Laoch Lasrach Chapterhouse until its destruction, moving to the temporary one in Gallovia. After her squireship, she returned to Regalia and is currently there.
Actual Backstory
Amira was born in Crookback, with parents that were retired pirates. From them, she learned how to steal, pickpocket, and fight. She was a very small presence on the edge of the Crookback crime scene, getting into petty squabbles but never dipping into the darker and violent parts deeper into the sewers, to her parents' satisfaction. They retired from being pirates for a reason. Due to being surrounded by a majority of people who used Abyss magic, she grew dissatisfied with Estelley's treatment of them and transferred to the Fornoss pantheon (which her parents didn't really mind). She does not remember the friends she had made, believing they had just not been that big of a part in her life. When she was 18, she applied to become a squire for the Aelrrigan Order, which she doesn't distinctly remember the reason for. She has settled with the idea that she applied to learn more about magic and applying it in combat.
Around this time, she started noticing that she has some serious memory issues, a lot of her thoughts disappear at a fast rate and she forgets conversations quickly. It makes her better at combat due to the rate at which she processes the information and allows her to deduce things in her environment easier, but it makes her incredibly unreliable at retaining information through spoken words. She starts keeping a journal and started focusing on worshipping specifically Nyxil to keep the secret of her absolutely shitty memory away from the other squires so that she may become a knight. And also because Nyxil was associated with oceans and stuff. That also. Her squireship was uneventful, mostly training and sparring. She came back to Regalia after graduating from being a squire, deciding going back to patrol the place she grew up in was the best idea.
Combat Proficiencies and Abilities
Attack Stat: 7 (Strength)
Defense Stat: 5 (Magic)
[14/14 points spent]
Proficiency Points:
Strength: 7
Bruiser Stance
Concussive Blow Pack
Weapon Throw Pack (Free Pack)
Dexterity: 1
Escape Artist Pack
Constitution: 0
Status Endure Pack (Free Fin'ullen Pack)
Magic: 4
Magic Cleanse Pack
Magic Snare Pack
Magic Revive Pack
Magic Barrier {acl
Magic Trip Pack
Oceanic Pack (Magical Variant) (Free Fin'ullen Pack)
Charisma: 1
Undisclosed Presence Pack
Heritage / Culture: Fin'ullen
Age: 26
Gender / Pronouns: She/they
Religion: Fornoss (Primarily Vola)
Character Occupation: Aelriggan Laoch Lasrach Knight
Occult: Silence Mage (Curse Origin)
Schools:
- Elemental School (Water & Ice Specialty, Book/Mentor Training)
- Alteration School (Trial Training)
- Amnesia School (Trial Training, amateur)
- Stillness School (Book/Mentor Training)
Appearance Information
Eye Color: Blue
Skin Color: Pale
Hair: Obsidian Black
Height: 5'11
Body Type: Lean and muscular
Voice Claim: Argus from Reverse 1999
Additional Features: Amira has two dark green horns on her head, three bioluminescent scales on each side of her face, and sharp teeth due to Fin'ullen Mechanic 2.
Skill Information
Hobbies and Talents:
Fishing, crabbing, doodling
Mechanics:
Fin'ullen -
- Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.
- Fin'ullen can apply non-Magic aesthetics of deep-sea creatures and coral to their body without becoming Occult. This also includes clothes and weapons.
- Fin'ullen can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
- Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
- Fin'ullen can use Persuasion /Dice on Spirits even without Charisma Proficiency, and gain a +2 Bonus while doing so.
- Laoch Lasrach Mechanic: Laoch Lasrach Knights can choose one Mechanic from the Evolism Religious Mechanics, and take it for their own. This may not alter their morality!
- All worshipers of Evolism are granted the gifts of Ravaal. They can bless their weapons in the Glacial March, becoming ghostly and see-through. Any would-be lethal wounds they inflict will not kill, instead when they expire, they fall into a glacial coma, a Curse requiring 3 Mages with 7 Proficiency in Magic to break to awaken. Secondly, she grants Evolists the means to produce Soul-shards, which are small ice-like crystals in which they can capture the souls of those that they do end up killing, where they can choose to keep them, or let them pass on without the Malefica getting close.
Languages:
Common, Altalar
Backstory
Summary
Amira grew up in Crookback. Around her late teenage years, she became an Aelrrigan squire and was sent to the Laoch Lasrach Chapterhouse until its destruction, moving to the temporary one in Gallovia. After her squireship, she returned to Regalia and is currently there.
Actual Backstory
Amira was born in Crookback, with parents that were retired pirates. From them, she learned how to steal, pickpocket, and fight. She was a very small presence on the edge of the Crookback crime scene, getting into petty squabbles but never dipping into the darker and violent parts deeper into the sewers, to her parents' satisfaction. They retired from being pirates for a reason. Due to being surrounded by a majority of people who used Abyss magic, she grew dissatisfied with Estelley's treatment of them and transferred to the Fornoss pantheon (which her parents didn't really mind). She does not remember the friends she had made, believing they had just not been that big of a part in her life. When she was 18, she applied to become a squire for the Aelrrigan Order, which she doesn't distinctly remember the reason for. She has settled with the idea that she applied to learn more about magic and applying it in combat.
Around this time, she started noticing that she has some serious memory issues, a lot of her thoughts disappear at a fast rate and she forgets conversations quickly. It makes her better at combat due to the rate at which she processes the information and allows her to deduce things in her environment easier, but it makes her incredibly unreliable at retaining information through spoken words. She starts keeping a journal and started focusing on worshipping specifically Nyxil to keep the secret of her absolutely shitty memory away from the other squires so that she may become a knight. And also because Nyxil was associated with oceans and stuff. That also. Her squireship was uneventful, mostly training and sparring. She came back to Regalia after graduating from being a squire, deciding going back to patrol the place she grew up in was the best idea.
Amira does not remember her friends due to her desire to be a knight. She was actually friends with – surprise surprise, Vaela and Sylas. She doesn't remember telling them about wanting to become a knight, or remembers how they decided the best thing to do was wipe her memory of them so there wouldn't be a chance that they get ratted out to the Aelrrigan Order about their less than legal magic activities. Sylas, being an amateur demon summoner at the time, struck a deal with a silence demon to delete specifically her memories of being friends with the two. A normal curse for someone to forget something can easily be undone, but a Silence demon eating someone's memories is way more permanent. The deal wasn't very well phrased, and the demon took more than Sylas intended, unbeknownst to him. The demon's attack aligned Amira with the dimension of the Silence, gave her permanent memory issues, and also completed the deal that she wouldn't remember her friends, which was honestly probably for the best.
Due to the effects of the Silence demon, Amira has memory issues. Her brain has adapted by processing information constantly and at incredibly fast rates, with most of it being repetitive jargon that is forgotten every few seconds. It's like a rushing wave of thoughts, with bits of it getting deleted and inserted every few seconds to create a barely functioning memory. It makes her incredibly aware of her surroundings and able to guess things about her environment quickly, but it makes retaining information that someone has told her incredibly difficult. Words coming from someone's mouth are quickly swept away by the wave of thoughts about her environment. She writes things down constantly because of that.
Due to the effects of the Silence demon, Amira has memory issues. Her brain has adapted by processing information constantly and at incredibly fast rates, with most of it being repetitive jargon that is forgotten every few seconds. It's like a rushing wave of thoughts, with bits of it getting deleted and inserted every few seconds to create a barely functioning memory. It makes her incredibly aware of her surroundings and able to guess things about her environment quickly, but it makes retaining information that someone has told her incredibly difficult. Words coming from someone's mouth are quickly swept away by the wave of thoughts about her environment. She writes things down constantly because of that.
Combat Proficiencies and Abilities
Attack Stat: 7 (Strength)
Defense Stat: 5 (Magic)
[14/14 points spent]
Proficiency Points:
Strength: 7
Bruiser Stance
- Bruiser Rampage Pack
- Bruiser Agony Pack
- Bruiser Slam Pack
- Bruiser Tackle Pack
- Bruiser Flurry Pack
Concussive Blow Pack
Weapon Throw Pack (Free Pack)
Dexterity: 1
Escape Artist Pack
Constitution: 0
Status Endure Pack (Free Fin'ullen Pack)
Magic: 4
Magic Cleanse Pack
Magic Snare Pack
Magic Revive Pack
Magic Barrier {acl
Magic Trip Pack
Oceanic Pack (Magical Variant) (Free Fin'ullen Pack)
Charisma: 1
Undisclosed Presence Pack
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