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Played Character Myka Lapidario Skaliirhn

This character is actively played.

Drahydra

Far Too Verbose Writer
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  • To see the world in a grain of sand and a heaven in a wild flower, hold infinity in the palm of your hand and eternity in an hour.
    ~ The Auguries of Innocence // William Blake

    Name: Myka de Cien Alas Lapidario Skaliirhn
    Ancestry: Narim, Kathar
    Culture: Daendroque
    Pronouns: Any/All
    Age: 30
    Occult: Yes, click here
    Occupation: Celate, Medic, Exorcist, Teacher

    Proficiencies: True Mage (14), 7 offense / 5 defense
    • Intelligence
      • Safeguard (Magic)
      • Wardrobe (Magic)
    • Magic
      • Healing
      • Revive
      • Counter
      • Cleanse
      • Isolate
      • Portent
      • Sap
      • Snare
      • Warp
      • Medic
      • Apotheosis
    • Invoke
      • Arcane Invocation
    • Faith
      • Sanctity Prayer
    Languages
    • Common ★★★★★
    • Droque ★★★★☆
    • d'Ithanie ★★★☆☆
    • Pannarokh ★★★☆☆
    Mechanics
    • Can see in mundane darkness without a light source. (Narim)
    • May sense immoral intentions from others. (Narim)
    • Able to reconstruct their broken body within three days by becoming a grub. (Narim)
    • Can use Elytra to fly while not in combat, and can manifest insect wings. (Narim)
    • May intuit a person's Corruption Desire. (Kathar)
  • MeasurementsDetailed
    Height: 5'7" (170cm)
    Weight: 125lbs (56kg)
    Type: Pear, Ectomorph
    Musculature: Low
    Fat: Average
    Presentation: Androgynous
    Myka is a Narim with a Kathar's face and ears, but possessing countless insectile features. They have jointed chitin on their face and hands, as well as their feet which are replaced with clawed tarsi. They have fur covering most of their body. Long, wiry, expressive antennae sprout from their eyebrows. Scaly wings are kept folded against their back like a cloak, and these wings are quite functional, if delicate. Their bodily coloration matches that of a Giant Leopard Moth.
  • While mechanically not a True Mage, Myka effectively fulfills the same archetype through a broad variety of spells and physical feats. Here are the flavor texts to describe how these abilities might be used in roleplay.
    • The Narim's wings were not just decoration. While not especially agile, they were able to fly in short bursts, and even make it to high ledges and rooftops.
      The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
    • Trained in the art of exorcism, each one was performed with meticulous care. Each thread of magic was tugged out of the quilt one by one, and laid down upon the floor, until the magic was a quilt no more. What's more, their blessings and devotion was rewarded with a passive protection from the afflicted they so desired to reach out to and help.
      The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Mortisphage Charm. Secondly, while they can be infected with Afflictions, they are not affected by the mental changes and keep their conscience. Thirdly, while normally curing from Afflictions would cost Divinium, those with Safeguard Pack do not have this cost incurred, being curable by the same persons without a currency cost. Finally, they cannot be fed upon by Vampires or Mortisphages, as their body becomes caustic to them. In addition, the Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of magic where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • Warding was one of the first forms of magic that they had learned, and at will the air would shimmer and warp the way that the air would on a very hot summer's day. This warping would make the air dense, and allow for the deflection and misdirection of strikes like a form of soft armor. In a pinch, this same ward could be turned inward and hold the caster together in a worst case scenario. Alternatively, this ward could be cloaked over another to provide the same benefits, though this required constant contact. A vital boon to salvage a life in critical condition.
      The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes. In addition, the character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to one other person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • Destined to be an Aelrriggan like their mentor in another lifetime, they had regardless studied the fundamentals of neutralizing errant magic. While not as in depth or capable as a proper knight, the same technique could still be utilized to divert particularly caustic magical energies back to their home planes.
      This ability can be used in an emote range against an enemy that has used a Sinistral Magic Point Buy Ability. The chosen Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Sinistral Sealing counts as a Dispel Power. Sinistral Sealing has a 2 Hour Cooldown.
    • With a keen eye for those that seem to be suffering, a swift application of short range transportation magic would cause the sufferer to blink out of existence in a flash of gold, pulled to the cleric's side and coupled with a redoubled ward. This would give them ample time to assess and mend the injury.
      To pull a target back to safety, use this Ability on an ally within 10 block range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
    • Pulling deep, deep from the well of the Eidolon, a choice is made, and paid in newfound weakness. Either the mage's ward would toughen to the point of rivaling steel but robbing them of magical means of attack, or bursts of bone-cracking magical power would be applied to the mage's palms at the cost of the ward entirely.
      To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
    • Ting!
      To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within touch Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.
    • Ting!
      To move an Enemy within Emote Range, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Sinistral Usage: Target up to two enemies within Emote Range, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
    • Ting!
      To move yourself or an ally, use this ability to relocate them in a straight line anywhere else within 10 block Range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action or movement if used on them. Magic Warp ignores Opportunity Attacks, and can be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.
    • Ting!
      To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action within 10 blocks of the user, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
    • Ting!
      The Duellist Invocation allows a Character to change the rules of (mostly) friendly combat in a scene. In order to use this Invocation, there must be a clear number of participants (either a group, or two persons), and a clear "ring" or "arena" in which the fight takes place. Then, the Invocation creator can set the rules of the fight in whatever way they like, this can include but not be limited to: ridiculously over-the-top anime-style theatric combat, increasing Proficiencies to 28, increasing HP to 30, changing Attack/Defense/Damage Stats, disregarding the Combat Roleplay system altogether and using logic dictation, allowing Characters to fly or transform and so forth. The idea is that reality can be defined by the person making the Invocation and that as the cherry on the top, the participants become effectively immortal. Even if they die as a result of the duel, they will be revived at the end and their bodies restored. Duellist Invocation cannot interfere with regular Combat Roleplay, participants must always be willing, and as soon as the duel has started, it cannot be interfered by outsiders until the duel is done. Finally, any Character that has this Pack, gains +1 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9) so long as they are only in a 1 versus 1 fight (meaning, as soon as anyone joins on either side, this buff is removed).
    • Ting!
      To heal allies over time, the user applies a Link Power to an ally within Emote Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing goes on a 2 hour cooldown, and does not Stack.
    • Ting!
      To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally they can touch with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.
    • Ting!
      To protect an ally from harm, use this ability when an Ally within 10 block Range would take damage. The user instantly dashes in a cardinal direction to the ally, ignoring Opportunity Attacks and taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +2 Attack Stat and +2 Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours.
    • Ting!
      To punish an enemy caster, as a reaction to an enemy within Emote Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown.
    • Ting!
      To hinder an enemy sinistral user, use this ability as a reaction to an enemy within Emote Range using Sinistral Magic, which does not consume the user's action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.
    • Myka is both a born mage, and a taught mage. Tormented by chaotic manifestations of fire and heat, they found reprieve in the tutelage of an Aelrriggan knight. Seeing potential in Myka's ability to learn new magics to solve existing problems, the knight pulled several favors to get a young Myka into the same school that he himself graduated from: Irvelle, on the island of Basta in the Regalian archipelago. Essentially whisked away from their family, Myka was a prospective Aelrriggan knight themselves, but ultimately did not take this path, instead following their professors' teachings and taking to the Unionist College.
    • Changeplane.webp Myka possesses a Birth Origin connected to the Vortex. Wild and errant energies did a manner of things without the child's want or control, until finally it "settled on" waves of erratic heat instead, latched onto Myka's childhood perception and memories of the unbearable warmth of Daenshore and Lusits summers. This compounded and redoubled with age, the other plane seemingly insistent on foisting the idea of life-sucking heat on a young Myka. Not only were they isolated from others for safety reasons but they also had a poor tolerance of ambient high temperatures too, rendering them prone to fainting from heat exhaustion.

      Only a connection with the far more stable forces of the Eidolon could bring this sporadic suffering to an end. But even now, Myka's spells are tinged with warmth that becomes more intense the stronger the spells they conjure. This is not the work of the Eidolon, but instead comes from a momentary lapse in the "bubble" Myka has trapped their born Vortex magic in to contain it. A peek from behind the curtain. A grim reminder that chaos has been shut in the basement yes, but the door hasn't been, and is incapable of being locked. The chaos meanwhile, has swelled to fill the basement, and losing the hold on the basement door now could spell certain doom.​

      The Vortex most often manifests itself from Myka in the form of elemental magic, specifically fire. Rarely do actual flames form however. Instead, the light and heat of fire radiate off of the half-Narim out to a few feet, the air becoming far too dry and the shadows becoming far too deep. With the help of a conduit, Myka can force this widespread heat and light to "collapse" on a single point, which nearly always results in whatever was at that point reaching spontaneous combustion due to the sheer temperature spike. Bursts and sudden formation of fire are easy to do in this way, though things that would require more concentrated heat such as metal or tempered wood are generally able to ward this off.​

      Myka's control of this magic however is still incredibly unwieldy, and uncharacteristically sloppy of them as a mage. The harder they try to reject it, the more that the Vortex insists itself upon them. Myka is undergoing training in the use of their unconventional pyromancy, and will take help wherever they might get it.​
    • Existplane.webp Myka possesses a Taught Origin connected to the Eidolon. The repressive tranquility of the plane served as a foil to the chaotic mess that was Myka's born magic. Balance and oppressive weight all at once gave Myka peace at last. Within that peace Myka found comfort, and many years were spent in Irvelle to master this newfound power. At the academy Myka learned discipline, control, and sound reason, and they tied each of these ideals to the Unionist faith professed at the school. Discipline through Caan, control through Grace, and reason through Juvin. In many ways, magic is as much a spiritual practice as it is an arcane one to Myka.

      Poetically, the school of Light Magic was one that drew the moth in. A form of faith manifested as a solid, tangible thing in the world. Myka has taken on the principles of the Eidolon to mean balance, and has adopted a philosophy of bringing balance to the world via the interruption of other mages' spells, which is done almost entirely with Eidolon magic, including against other Eidolon magics.

      For all general magic applications Myka applies this plane's energies. From simple levitation and repairing objects, to exorcism and healing the wounded, all are applied from Eidolon power.
    • During Myka's years in Irvelle, they learned the fundamentals of magical theory, and beyond their graduation they continue to study both by themselves and in groups. Here is a list of magical schools and theories that Myka has learned, and to what extent.
      • Radiant School ★★★★★
      • Mending School ★★★★★
      • Counter School ★★★★☆
      • Summoning School ★★★☆☆
      • Elemental School ★★★☆☆
  • Myka's D&D alignment is Lawful Good. While they always prefer to stick to their principles and encourage others to do the same, there are always circumstances in which they can go against these (usually breaking one principle in order to uphold another), as well as against the state itself. They believe that order is a service to the people, and that order must not forget the reason for its being. The spirit of the law is far more important than its letter.

    Myka's color alignment is to White and Blue. Community is critical to them, and they believe in and follow the idea of mutualism: All people can benefit from one another, and it's critical that we use our weight to lift others, so that we may in turn be lifted by them. They frequently get into arguments and fights with others, either because one is a danger to the collective, or that one is showing weakness or inconsistency that might bring us all down. They also are a planner, taking time and care to study the best approaches to solve society's problems. Knowledge is a tool that can be used to make the community better, and so Myka seeks knowledge, but is known for eschewing the kinds that attempt to undermine what it is they know as good for all; for example refusing to study demons beyond knowing what they are made of, and how to destroy them.

    The following are some common social and political issues that come up in roleplay, and how Myka feels about them on a scale of 1-5.
    • Magic Use - ★★★★☆ - "Magic is a tool that ought be used to the betterment of society. It is also a terrible burden that I wish upon no one who is not already gifted."
    • Purism - ★★★☆☆ - "Your heart is in the right place, but you are blind to fear, rushing headlong into the forest with no bearings. You are destined to be lost, and become a danger should your mind close too much."
    • Demons & Undead - ★☆☆☆☆ - "Anathema to the world. It doesn't matter how much you imitate our voices and our faces, you are not part of the Everwatcher's cycle, and are a scourge to be rid of. Only Their favor will spare you from your fate should I get my hands on you."
    • Constructs & Hommunculi - ★☆☆☆☆ - "Testaments to mortal pride and arrogance. We are not here to play gods, not until we've earned it. And you, you are not people."
    • Vampires - ★★☆☆☆ - "You're lost to something outside of your control. Let me save you. Your place on the great staircase is not yet gone. Your heart is still in there, it still beats, and you can still repent. Don't give up, and don't hurt any more people, or else you will leave me no choice."
    • Archon - ★★☆☆☆ - "You too are part of this cycle. Don't think that selling your soul, and the souls of each of your descendants makes you any closer to enlightenment. You have more in common with what you fight than you'd ever admit to yourselves."

    So so much more to add, but this is wip
  • Aoife Avhaalor Nemmíre - ★★★★★★★★★★ (@LightSeeker101) ~ Joy and woe are woven fine, a clothing for the soul divine; under every grief and pine runs a joy with silken twine.
    - A certain someone who has cropped up in Myka's life several times, changing it for the better with each pass. They wouldn't be a Celate without their first chance encounter. They wouldn't have made it through the plagues in Amontaar either. A mage and a purist, so different and yet fit together so neatly. They sparingly see each other due to each of their work, but leave gifts for each other and revel in each other's company when they are actually able to spend the time. Myka would wait forever for them, if they had to.

    Avril Morselli - ★★★★★★★★★☆ (@MasqueOfMelody) ~ It is right, it should be so; man was made for joy and woe.
    - The rockiest of starts, laced with insults, fire, and grief. Now someone Myka considers to be their best friend. They confide in each other often, and go to each other for comfort whenever it's needed. Of course, they are also coworkers, each healers in their own right. Now that they talk to each other, Myka feels relief in the fact they are quite similar. All in all, a shockingly healthy bond, as close and as comfortable as friends might be.

    Annabelle May - ★★★★★★★☆☆☆ (@andluc1) ~ To be in a passion you good may do, but no good if a passion is in you.
    - A medical colleague that Myka guides in spiritual matters. They find her reliable even under the most dire of straits, comfortable with leaving her to her work and knowing the outcome will be a good one. They worry about her feeling the opposite, however. They'd want to see her confidence shine brighter.

    Erwin Braunshweiger - ★★★☆☆☆☆☆☆☆ (@BeetrootSalad) ~ A dog starved at his master's gate predicts the ruin of the state.
    - A hurdle to overcome. Myka wants to extend their hand for those that would take it, thinking anyone redeemable. Erwin regularly tests this, as though seeing how much weight the Celate can bear before deciding enough is enough. Their disposition swings wildly between pity and utter disdain. They're sure to break him down spiritually, and unlike most cases feels the best thing to do is to build him back up as little as they think can get away with, out of fear of him hurting others with Myka's encouragement.

    Uriel Mancel Astalan Bel-Aechir Alloneï - ★★☆☆☆☆☆☆☆☆ (@Broskiis) ~ He who mocks the infant's faith shall be mocked in age and death.
    - A dangerous, accursed man. From the moment they met, Myka caught a foul tremble in the air, and their hunch is continually proven correct, even if for the wrong reasons. There are only two qualities that keep him from being completely irredeemable. The first is Avril's trust in him, which Myka still finds to be a mistake, but respects. The second is that as a fellow academic, he's a useful verbal sparring partner.

    Maryna Yovenko - ★★★★★☆☆☆☆☆ (@Arcane_Navigator) ~ If the sun and moon should doubt, they'd immediately go out.
    - A troubled child in grave need of guidance. They haven't spoken enough to her to build any opinion other than the frustration that comes with all penitent mages: Close to the right track, but diverting and using the faith's attitude towards magic as a flail to flagellate instead of a tool to help others and keep the pure safe. She's the exact kind of person that Myka wants to help most. A mage that reminds them of themselves.

    Emmerich Riedel - ★★★★★★☆☆☆☆ (@Reading5993) ~ We are led to believe a lie when we see not thro' the Eye.
    - A fellow of the cloth. In sharing a faith and a sect, Myka appreciates Emmerich. After all, they don't so much argue as they hone against each other. They don't speak much outside of work, but there's certainly capacity for them to get closer if they did!

    Dante Salvatore - ★★★★☆☆☆☆☆☆ (@Local_Schnom) ~ The strongest poison ever known came from Caesar's laurel crown.
    - A powerful man that Myka is wary of. Despite having some modest form of sway over him, they know better than to assume his innocence or benevolence. After all, when they first met it was in the context of the Narim asking him nicely to not break someone's knees.
  • ****This is WIP, gonna redo this to be more in depth***
    Myka was born in the mid summer of 285 AC in the countryside of Lusits. They were born to a traveling caravan of Narim, an offshoot of the Vitfou Ithanian Narim culture, called the Caravana de Cien Alas, so called because nearly every Narim born to it were comprised of dominantly flying insect species like moths and dragonflies. Their Narim mother was a silversmith, and their Kathar father was a doctor. The roaming nature of home life meant that the child never attached strongly to one homeland over another, though they do feel some attachment to Lusits due to being born there. The caravan traveled up and down the coastline of Westwynd from Lusits to Amontaar, seeking work primarily in the crafts. Myka was destined to be a jeweler like their grandfather, hence the "Lapidario" portion of their name, and they learned the basics from him. Myka also was taught a few different languages due to their household's traveling nature, predominantly Droque and Common, but also d'Ithanie, a tongue that would become much more useful to the child in the future. Due to a fear of frigid reception of a Narim AND Kathar child being in Allorn territory, Myka was kept cloistered whenever the caravan went to Amontaar and other Allorn-esque lands.

    Things were well until Myka's seventh birthday, when the telltale phenomena of a born mage began to manifest. The Vortex did all manner of strange things at the child's whim, whether they wanted it to or not, leading to rumors that Myka was either possessed or haunted somehow. By their eighth, random magical occurrences settled into a constant of fire and heat. Myka's father suspected it to be Abyss magic and so taught them Pannarokh in hopes that "proximity" to the Abyss would solve his child's concerning magic usage. Though he was wrong in this, Myka still uses Pannarokh and Abyss-Script as an arcane language to formulate spells to this day. Myka's mother meanwhile thought that Myka might find some purpose or guidance with the Unionist faith, and so encouraged them to join it. While these efforts did help, they did not solve the magical dilemma despite their family's best efforts.

    One day by complete chance in 290 AC, the caravan stopped in the city of Lusits and a knight-mage of the Aelrriggan order was also in Lusits on a mission. This knight met Myka and their family, and heard their plight, and offered an ultimatum. Myka could either be severed from their magic, or learn to control it. Myka chose the latter. While the knight was unable to dedicate time to teaching the child due to his task, he did help Myka form an Eidolon connection (the one the knight himself had), as well as the very basics of magic. The rest was up to Myka to learn. Some of the very first spells they learned were simple medical ones (such as regenerating their otherwise fragile wings), as well as various Dread Empire magics that had tangential medical applications, such as the ability to feel another person's pain to better understand what was wrong with them.

    Myka took to magic usage exceptionally well, first under the guidance of their family. Upon meeting the Aelrriggan knight a second time, he recognized that Myka had potential as a mage-knight and thus offered to take them as a student to further their education. Myka accepted, and after teary goodbyes sailed to the Regalian Archipelago.

    Once in the Archipelago, the Aelrriggan took them to Basta and Irvelle, where they were enrolled at the academy. Here they obtained their formal education, learning other languages, politics, philosophy, the ins and outs of magic use, dispelling, and Unionist attitudes towards the arcane, all with a militaristic leaning. Myka took to studying arcane healing with intent to become a field medic, and countermagic and light projection to protect others. They also studied Demonology, which at Irvelle meant learning demonic "anatomy" and how to safely contain or destroy magical entities. Most importantly, their studies in countermagic finally provided them a solution to their Vortex connection, which would be kept "sealed" in an antimagic shell to prevent its escape into the world.

    Their studies formally concluded in 298 AC, and while contemplating going to the Regalian Military or to the Aelrriggan Order, a third option was laid before them: to become a monk. This way, Myka could individually help people they met, while not having to bend to the structure and demands of a commanding officer. Thus, they gave up on becoming a knight, adopted a vow of poverty, and wandered the countryside with nothing but robes and a walking stick, living off of the charity of others. It was hard, but Myka was content. That is, until they met someone who encouraged them to a higher station: priesthood. They travelled to Irvelle once more, and while still under vows entreated the Unionist College to accept them as a new Celate, their poverty a proof of devotion to the Everwatcher that Myka would only be rid of once formally inducted into the College proper.

    Thus, Myka became a lay-priest. They weren't exactly welcomed with open arms by their monastery, to which Myka decided to tell them that promotion to Celate would get them to leave. The monastery chose to give them an impossible task as a form of rejection of this offer, but Myka actually agreed to take it. This task was to take on a vow of poverty, and hand-deliver a letter of resignation to the Aelrrigan Order's headquarters in Kintyr, all by travel on foot, then to return to Basta. They were not allowed to hold any personal possessions aside from a simple robe, a walking stick, and the letter, and they were forbidden from carrying any coinage. They could only eat foraged food, or food (and only food) given to them as payment for work. This was meant to be a death sentence if actually taken, for who would actually accept the help of a Kathar mage?

    Only, it wasn't a death sentence. Myka had actually managed to do it, flying only over bodies of water and walking the remainder of the way. The monastery didn't believe that they did it, until a letter arrived from the Aelrrigan HQ confirming with the monastery that this was indeed were Myka went.

    And after a few more years they were ordained as a Celate, and sent to the capital of Regalia with the intention to study Narim Unionism and document its tenets. But Myka did not find the Narim, instead finding a place in dire need of help, and guidance. They laid down roots in Crookback, where they felt most needed, and continue to act as a preacher, medic, and miracle worker to this day.
    • Myka's family works with the artisan's guild of Lusits and Daenshore, major ports in the continent of Daen. A piece of jewelry your character owns may have been made by either them or their family.
    • Myka favors converts to Unionism, especially other mages. They rarely perform direct conversions themselves, but are always willing to teach of the faith, and serve as a spiritual guide.
    • Myka is a capable curse breaker and exorcist with a marked disdain for curse casters and demons. They will generally do this with no expectation of payment, though particularly troublesome or unrepentant people may have a geas placed on them. (See the Allfaith Guild mechanics)
    • Myka is undergoing a training arc with both elemental magic and Vortex magic as a whole! They're looking for any help that someone else can provide them in this matter.
    • Conversely, Myka is usually willing to train others in the ways of magic. That is, so long as they know and respect just what a burden it will be.
 
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Officially made them an Allfaith member. Also adjusted ancestral mechanics to add elytra wings.