Rated M for possible cursing, gore, and other adult themes.
Still Accepting
Magic or anything similar is very rare, only a few people in the entire world know how to use it and learning it isn’t simple. It takes magic users years to master just the basics and decades to fully master their chosen specialty.
Several races co-exist with one another. Some have more of a “talent” for magic than others.
Spoiler: The Races
Humans- Nothing truly special stands out with this race other than there numbers. Magic mastery is nearly impossible, though there sheer numbers make up for what they lack in individual strength compared to some of the others. They are the most average of the races in the alliance and only the second tallest.
Elves-This race is more connected with the earth than the humans and certain magics are easier to learn than most, such as healing magic, and anything to do with nature. Though mastery of said magics is still fairly difficult. There are four devisions of Elves within this race.
-The Jotun: A race of elves that originated in the mountains of the north. The few magic users that come from this race have specialized in the use of rock magic and variations of it. They are strongly built naturally and tend to have a purplish hue to there skin.
-The Naiads: This groups come from the plains of the west. Originally a nomadic group of elves, traveling with the wild game throughout the year. The magicians from this region specialize best in the art of healing. They are typically taller than the other races and tend to have a paler skin tone.
-The Dryads: The elves from the forest in the east. The shortest and skinniest of the elven groups. They tend to resemble the fairies that live in the forests with them. They specialize in plant magic. This group learns magic much easier than the other groups and tend to have the most masters come from them, having managed to learn magic from the fairies, one of the original holders of magic.
-The Djinni: The last of the four elven groups. They originated from the shores of the south. These are the most peculiar of the elves as well. Not only does there skin have an obvious blue tint they can both breath on land and underwater. These are masters of water and ice magic.
Spoiler: The Elves
The Orcs- Strangely enough this group co-exists with the other two. This race has no knack for magic at all but make up for it in the strength they posses. Many races have little trust for the Orcs as they have not had a good reputation in the past. The race attempted to take control and obliterate all other races long ago though it has been several hundred years since the last Orcish war. The Orcs generally stand taller than the elves but not by much, depending on the group of elf they are compared to.
The Dwarves- This group also has no skill for magic but there smithing skills are of the best in all the lands. They share the mountains of the north with the Jotun. They are the shortest, only standing about waist high of a fully grown human man.
In addition to the four co-existing races there are several other races that do as they please. Split between hating the four main and accepting them it is often hard to tell who in which race will attack another and who will not. These races collectively are known as the Halflings.
-The Halflings: This is consisted of any “beast” that is a mix of one of the four main and another beast. Minotaurs, Centaurs, and Satyrs are the most common of this group though it also consists of lizard people, fish men, and so on. The only exception to this is the Drakin, since they are their own race entirely. Many halflings can use magic but it is rare to find on who choses to learn it. They tend to stick to there own kind as they find they do not fit in well with the other races. However it isn’t rare to see groups of them living in or around the smaller towns.
Mystical creatures exist as well, such as dragons, (though very few) and fairies as previously mentioned. (Fairies are playable creatures.)
In the days of old the groups stayed to themselves but now, a couple hundred years after the last orcish war it is common to see many of them intermingling and often have an individual who is part of two or more of the races.
However now, and ancient race know as the Drakin has risen again and is now attempting to take over the known world, starting with the Braxinao Empire, which happens to be the empire the old civilization lives in.
Spoiler: The DrakinA race older than most and one of the originators of magic. Seeming to be half dragon and half elf. They are nearly the same size as the orcs and pack just as much muscle power, if not more. Not to mention their knack for very destructive magics. They tend to avoid the main four as a whole but one or two may be seen here and there in the major cities. Not much is know as to how they came to be but in some cultures they are worshipped as gods. There numbers are few and there is only one small known tribe. Though there are a few more who are not associated with said tribe.
Spoiler: The Drakin
Spoiler: Drakin bio
How they came to be.
It is said that the Drakin were the first intelligent race to exist in the world. Originally simply dragons who had taken on a more mortal form to gain the trust of the primitive species of elf. The original Drakins were the ones to teach the elves, at the time a much "simpler" race, how to be civilized. From there the Drakin bloodline became deluded as there was not many of the race to start of with and most were male. The race began to mate with the elves, thus creating a half dragon, half elf mix. This is said to have doubled the population of Drakin and after a while the new Drakin race, the one that is known today, was born. They stuck to themselves and learned magic from the many dragons that lived with them. Being decedents of dragons themselves the act of learning and preforming magic was much simpler for them than it is for the dominant races today. Most of the Drakin race were able to learn and master magic in much the same way one masters reading. Learning from one of the originators of magic made it even more simple. As time went on and the other races began to learn and thrive the Drakin were there beside them, teaching them as they grew. Because of this the race was seen as gods, or children of gods, in the early days. As the other races began to branch off and become less dependent of the Drakin they race slowly secluded itself once again. They secluded themselves so much that soon any trace of them could not be found, hiding themselves in the vast wilderness in the mountains they sat silently as the Empire grew and fought many wars. They grew bitter as the world around them moved on, no longer needing them to guide it as they once did. The many other civilizations developing technology and trading it with others at a far faster rate than the Drakin people, mainly due to sheer numbers. The race was left in the past and soon forgotten, only stories and legends held any trace of the once powerful people. They remained in the shadows until they could no longer take the exclusion. Wanting to rid the world of people that no longer needed them, people who toward the end of their relations began to fear them as they did the dragons. They wanted tot rid the world of the people that hunted and killed their kin, or used them as riding beasts. Thus they attacked the Empire and soon planned to take the battle to the rest of the world.
Traits and abilities
Being decedents of dragons, the Drakin’s skin is harder than normal, it is more scales than actual skin making it harder for objects to pierce said skin. They stand almost as tall as orcs and have more physical strength but not my much. There skin/scale color ranges from a bright red to a dark brown and they have actual scales that poke out of the skin on their heads, were hair would normally be, shoulders, wrists/forearms, and the base of their tails. Most of the Drakin race is wingless but the leader does have large wings though they are for nothing more than a show of power (Only the male leader or Alpha has wings).
The Drakin race are capable of extraordinary feats of destructive magic. The number of the race that is able to use magic has gone down significantly since the old days but about half of the population is capable of using it. Most choose to master magics that destroy but they do have masters of the healing arts as well. Within this race the one true “dark magic” is necromancy. They believe the dead should be left in peace and thus it is forbidden to be learned. All other forms of magic is fair game. The most common, and easiest magic for them to learn is fire magic.
-Please note that the Drakin are NOT playable chactcters-
The Braxinao Empire, or the Brax Empire for short, has the highest magic concentration in it's borders than any of the surrounding Empires. Consisting of all four Elven races as well as halflings and other races capable of using magic. As well as a few dragon riders.
Spoiler: The Empire
~FernsWorth is the name of the Royal city and is where the Royal family lives. It is a rather successful trading city in the center of the empire. Well known for it's military power. Located almost dead center in the empire’s land.
~Eastcliff is a small, mountain town, known for it's excellent weapon smiths and large mines. It is primarily inhabited by Dwarves.
~Horndean is a large trader city located on the border of the empire and just outside the east Forests.
~Coombe is a farming town known for it's crop. Located in the plains to the west.
~Ramshorn is a very small village about a day's travel from FernsWorth.
~Dewhurst is another farming town known for it's livestock trade.
~Mossley is a large military "base" housing most of the kingdom's military power. It is the same size as the royal city with at least four times the troops held inside. Located between Fernsworth and Eastcliff. Most populated by members of the Empire’s armies and their families.
~There are a few unnamed settlements scattered throughout empire that have little impact on the empire. One of which is the Drakin village located somewhere in a valley between two the two largest mountain crests.
Spoiler: disclaimerNeither of the pictures I used for the races are mine. I did not design them I just added the details about living and magic.
Spoiler: Rules
1) Respect your fellow players
2) GM's ,and co-GM's (should I appoint one) word is law. Please do not argue with us.
3) Have fun.
4) Please don't argue with each other
5) You must post at least 5 sentences. I can't stand less than that.
6) If you read the rules put purplecow somewhere in the other section of your character sheet.
7) Wait for at least 2 people to post after you to post again.
8) Rules are always subject to change. I will always let you know when a rule is edited added or removed.
9) No godmodding
10) And as always, follow the normal forum rules.
Spoiler: Character Sheet
Name:
Age (at least 17):
Gender:
Race:
Appearance (pics of an kind are accepted):
Personality:
Bio:
Skils:
Weapons:
Magical skill (I am only allowing 3 magic users):
Other:
Name: Atrial Farlow__________________________________________________ ___
Age: 26
Gender: Female
Race: Elf- Dryad
Appearance: Atrial stands taller than the average human female by a couple inches. She is about 5 foot 9 inches. She has grass green eyes and long black hair with a greenish tint in areas that occur naturally. Naturally thin only weighing about 120 pounds, very skinny for her height. However this is a healthy weight among the Dryads. She has two dark green triangle tattoos under her eyes.
Spoiler: roughly similar appearance
Excluding the triangle on her forhead
Spoiler: outfit
The bluish and red colors are cloth.
Personality: Atrial can be seen as slightly standoffish, she isn’t very good at communicating with others. When she tires she can sometimes come off as rude, though this is rather unintentional. She attempts to my nice to people but when she does she usually don’t know what to say so she can come off as shy.
Bio: Growing up in the wooded area of the country she lived a simple life, dancing with fairies and learning to hunt. She lived in a village that had no official name. It was a village built into the canopy of the forest where many of the wild predators couldn’t get to while the village people slept. She was a master hunter by the time she was 14. A young Atrial decided she was interested in an adventure by the age of 16 so she set out to explore the world around her she had never known. As a parting gift from the fairies she was given, what she had believed to be a large gem at the time. She found out later months later that what she thought was a gem was actually a dragon’s egg. It hatched while she was on her travels and was originally no larger then a newborn kitten. However, the beast she had named Ith grew quickly to the size of a horse and beyond.
Skills: She is skilled in hand-to-hand combat, as well as decent with a bow and throwing knives. She is also a master at walking in near silence. She is also capable of communicating with Ith as if he was speaking to her regularly, though he actually communicates through a mental bond they have.
Magical Skills: She is capable of using very basic air magic, which is what allows her to walk silently. Though most would not notice her magic capability and she is by no means a master.
Other: She is a registered dragon rider, meaning the king can call on her to assist in a war should he decide he needed her and she is obligated to follow his requests.
Spoiler: Ith
Ith is also capable of air magic, which he uses to help him fly since he has no wings and no hind legs. And his bite is very venomous. He is practically blind and “sees” through his mental connection with Atrial as well as using the same method snakes use to detect prey with there tongue by “tasting” the air, meaning his tongue is split. He is lo taller than a large horse though fully stretched he is longer than (for modern reference) a bus. (There are no buses in this world)
Spoiler: Character List
Spoiler: Atrial Farlow
Played By: WrittenFaith
Name: Atrial Farlow
Age: 26
Gender: Female
Race: Elf- Dryad
Appearance: Atrial stands taller than the average human female by a couple inches. She is about 5 foot 9 inches. She has grass green eyes and long black hair with a greenish tint in areas that occur naturally. Naturally thin only weighing about 120 pounds, very skinny for her height. However this is a healthy weight among the Dryads. She has two dark green triangle tattoos under her eyes.
Spoiler: roughly similar appearance
Excluding the triangle on her forhead
Spoiler: outfit
The bluish and red colors are cloth.
Personality: Atrial can be seen as slightly standoffish, she isn’t very good at communicating with others. When she tires she can sometimes come off as rude, though this is rather unintentional. She attempts to my nice to people but when she does she usually don’t know what to say so she can come off as shy.
Bio: Growing up in the wooded area of the country she lived a simple life, dancing with fairies and learning to hunt. She lived in a village that had no official name. It was a village built into the canopy of the forest where many of the wild predators couldn’t get to while the village people slept. She was a master hunter by the time she was 14. A young Atrial decided she was interested in an adventure by the age of 16 so she set out to explore the world around her she had never known. As a parting gift from the fairies she was given, what she had believed to be a large gem at the time. She found out later months later that what she thought was a gem was actually a dragon’s egg. It hatched while she was on her travels and was originally no larger then a newborn kitten. However, the beast she had named Ith grew quickly to the size of a horse and beyond.
Skills: She is skilled in hand-to-hand combat, as well as decent with a bow and throwing knives. She is also a master at walking in near silence. She is also capable of communicating with Ith as if he was speaking to her regularly, though he actually communicates through a mental bond they have.
Magical Skills: She is capable of using very basic air magic, which is what allows her to walk silently. Though most would not notice her magic capability and she is by no means a master.
Other: She is a registered dragon rider, meaning the king can call on her to assist in a war should he decide he needed her and she is obligated to follow his requests.
Spoiler: Ith
Ith is also capable of air magic, which he uses to help him fly since he has no wings and no hind legs. And his bite is very venomous. He is practically blind and “sees” through his mental connection with Atrial as well as using the same method snakes use to detect prey with there tongue by “tasting” the air, meaning his tongue is split. He is lo taller than a large horse though fully stretched he is longer than (for modern reference) a bus. (There are no buses in this world)
Spoiler: R'zaarhalac Hal’orlazshur
Played By: Squid
Name: R'zaarhalac Hal'orlazshur
Age: 3,250 years old
Gender: Male
Race: Cephelophyte (Denomination of Sea-Dwelling Halflings)
Appearance: Cephelophytes are generally tall, ranging anywhere from six it eight feet tall. R'zaarhalac stands at seven feet tall, even with his significant stoop. His muscles are thick and his back is broad. His skin, rubbery in texture, is dark blue, with speckled patches of purple on his knees, elbows and forehead. A row of webbed spines run down his backbone. His arms are unusually long, his clawed hands hanging level with his knees, allowing him to run on all fours if the situation calls for it. His head, like all Cephelephytes, resembles that of an octopus, a writhing mass of tentacles and a bulbous head. Ancient bronze chains coil around his forearms, and he wears little in the manner of clothing, save for a tattered burlap loincloth. Although his kind don't possess genitals in the sense that mammal races do, he finds that it makes those around him more comfortable. A series of small blades; ornate daggers, serrated knives, and a pair of bronze sickles, hang from his crude belt.
Personality: R'zaarhalac, though bizarre and frightening at first, gets along easily with those he likes. Though he can be arrogant and condescending to members of all of the other races, believing his own to be superior, he doesn't necessarily harbor hatred for others. He knows very little Common.
Bio: As a High Priest in Cephelephite society, R'zaarhalac felt is was necessary for one of his kind to act as an unofficial emissary to the Land-Nations during the predictable hostilities that would follow the Drakin's bid for supremacy.
Skils:
Heightened Agility:Without the crushing, oppressive weight of the ocean bearing down on him, R'zaarhalac is able to use the lighter atmosphere to his advantage. He can jump higher and move faster on land than he can at the bottom of the ocean.
Martial Prowess - Small Blades: In battle R'zaarhalac becomes a maelstrom of whirling blades, his sinuous, fluid movements becoming both repulsive and enrapturing at the same time.
Scholar: Due to the fact that Cephelephites don't die of old age, R'zaarhalac has had ages to research all manner of subjects, cultures, and artifacts. However language has never been something of importance to him, so articulating this knowledge may prove difficult.
Weapons: Small blades, natural claws.
Spoiler: Noah Hawke
Played By:garnetfrog
Name: Noah Hawke
Aliases: Mage Slayer Hawke, Hawkeye
Age: 27
Gender: Male
Race: Human
Appearance: tan, 5 foot 8 inches tall, messy brown hair, green eyes, lightly muscled, near permanent blank expression.
Personality: generally withdrawn and prone to long bouts of silence, rarely argues with anyone, hates magic users with all of his being, easy to get along with as long as you don't pester him too often.
Bio: Noah lived a fairly normal life out in the country side, at age 7 he began hunting with his bow and arrows often to keep food on the table for him and his family. By the time he was 12, he was adept with the bow and won many tournaments at festivals even though he was very young. One day he went hunting, only to return to find his house burned down and his family slain. Distraught, he went to the nearest village where he happened to overhear a conversation. A drunk mage was bragging about how he had slain three "Bandits" in a hut outside of town. The mage perfectly described not only the location of Noah's house, but the description of his father, mother, and brother.
Noah, enraged, drew his bow and, without warning, put three arrows into the mage's chest. The stunned mage only had time to look down at the arrows in surprise before dying. By the time the city guard arrived, Noah had put seven more arrows into the mage, effectively turning him into a human quiver. Noah was arrested, but was only given five years of probation because he was a minor.
He continued training with the bow and arrow until he was one of the greatest archers in the land, all the while holding on to a deep hatred for all magic users, believing them all to be capable of great evil at a moments notice. Over the years he challenged three mages to duels, and killed all three of them with minimal effort. He was given the title Mage Slayer Hawke because of his duels. Lately though, he has simply become a mercenary, roaming from town to town, doing odd jobs killing bandits or hunting dangerous animals for a living.
skills: Sniper- No matter the range, if the target is in sight, he will hit it 90% of the time.
Heavy bow- his bow takes a massive 150 pounds of force to draw, granting his arrows further distance and better penetration.
Seasoned tracker- no matter how far his prey runs, no matter how stealthy, Noah will find it and drop it.
Survivalist- could survive for the rest of his life with only his bow, arrows, and the great outdoors.
Custom arrows- he crafts his own arrows to fly straight, and be nearly impossible to remove without causing severe damage.
Weapons: Iron wood bow, bone tipped iron wood arrows, hunting dagger, hatchet
Other: His leather armor (a reward for one of his mercenary jobs) is enchanted to resist magic up to a certain point.
Spoiler: Aria
Played By: m139
Name: Aria
Age (at least 17): 22
Gender: F
Race: Human
Appearance:
stands at 5'5, slender figure. Her skin is only slightly tanned. Her eyes are a deep green. Her hair color is somewhere in between being a dark blonde and a very light brown. The strands themselves are not even all the same color. It is cut to just below shoulder blade length, and worn in a braid. Her outfit consists of whitish long sleve shirt, covered over by a bumber like dark grey dress that extends to her knees. Boots of the same color.
Personality: Generally outgoing, easy to talk to, but avoids all conversation about herself. You could talk to her for quite a while and then realize only after the conversation that you did all the talking.
In most things, determined and straightforward. Goal oriented. Patient.
Bio:
As to where Aria was actually born, or who her actual parents were, neither she, nor those who are close to her now could not tell you. At best, it is guessed that she was born in Horndean. What is known is that she was left on the gardener's doorstep there. The gardener, upon finding the child there, took her is, and began caring for her, with some speculation as to whether or not she was fully human. The master of the house, who happened to hold a position on the city council, soon found out about the girl as well. He began to watch her grow, at first only to make sure that she was indeed, human.
Gradually, an affection for her began to grow for her in his heart, and he, who had no children of his own, began to help raise her as well. As such, she was able to attend some of the finest schools in the area, and was able to travel as well. Secretly, her second father wished for her to become a diplomat, as she was good with people and mastered languages easily. And for a while, this seemed to be the direction she was heading for.
At the age of twenty, she was about to receive a minor office when one man objected because of the fact that she might have been a changeling. She tried to talk it out, but unlike most times, she was unable to, and ended up getting more and more frustrated. In fact, at one point she yelled, and, whether coincidently or not, all the lights in the room flickered. The man stood up, with a smirk and a glare. Aria ran out of the room and out of the city. She has been on the road ever since, pondering her own identity and either begging or doing odd jobs to support herself.
Skills:
linguist: can speak all common languages fluently, and can usually get by with sub dialects and other branches of language families.
swordsmanship: better than average. After all, every diplomat needs to know how to defend herself. Things can happen while traveling, or even in the city.
heightened perception: notices details about the surrounding that others may miss. Also is a good reader of people
Weapons: short sword. small daggers (2)
Magical skill: ???
Other: happens to also be a decent cook and can do some lace work.
Spoiler: Marona & Boris
Played By:
Name: Marona & Boris "The Terrible Two"
Age: 13
Gender: Female
Race: Elf/Dryad
Appearance:
Spoiler: something like this
Personality: A wild, yet bubbly young elf at face value, that hides some emotional scars. When it comes to interaction, Marona can be very kind, but also very naive. She lacks common manner's, having forgotten what was taught to her after the destruction of her village, and the time spent isolated amongst the wilderness. As a result, her moral compass is askew. Marona has sticky fingers when it comes to food, and necessities. she doesn't see her stealing as wrong, especially considering the amount of food Boris needs to consume daily, and not needing to ask or pay for anything in the wild prior to ther migration towards populated areas. She also has a deep hatred for Bandits..despite the fact that her actions could be classified as such behavior. Her hatred is more so directed towards those who willingly harm, the weak or defenseless. Witnessing such acts often sends her in violent tantrums. Marona isn't the threat when she's angry however, it's her hook clawed companion that doesn't hesitate that you need to look out for.
Bio: It is known far, and wide that most elves are capable of communicating with animals, and commanding nature itself. As far as communication with animals went, Marona was a special case, in some regard. Born and raised in an isolated village within the dense forest's of the Brax Empire, from a young age she had a natural affinity with animals, even more so than most of the elves in her small village. She could talk with animals both verbally and on a telepathic level, she had this mysterious air to her that animals found irresistible, they would flock to her willingly like moths to a flame on sight, and as long as her orders or requests were clear, they could even do her bidding, protect her if need be.
Majority of her early years were spent sheltered within the homes of her village. However things would change ever so suddenly, when ruthless bandits raided Marona's village. They had made their way all the way out there on a hunch.. the prospect of riches, believing that the reason Marona's people hid themselves away so tightly was because they housed valuable treasures. They pilfered the homes, and killed a vast majority, if not all within the small village. Marona was lucky enough to escape with her own life after witnessing the deaths of the people she loved. She would've been next, and knowing that she ran, ran as fast and as far away as her feet could take her, all the while tears of sadness streamed from her eyes like rivers.
Her family, and home were taken from her, and now with little experience in terms of survival, she was lost among the seemingly endless sea of tree's, filled with the unknown. One could only imagine the amount of pain Marona felt, to watch everything she cared about crumble, but even so, she didn't give in to the darkness that grasped at her heart. She may had faltered countless times at the realization of her loss...but she never gave up hope.
As she sat there on the forest floor, she closed her eye's and concentrated as hard as she possibly could with what energy she still housed, and called upon the aid of what manner of beast would answer her plea for help. "Please..I'm so alone...so scared. Someone, anyone...help me." Marona pleaded, her call was met with an eerie silence... She curled up under the branches of a large tree covered in vine's afterward, barely able to keep her eyes open at that point from fatigue, but before passing out she heard rather loud rustling movements, followed by a thud as a large shadowy figure loomed over her body just before her eyes shut.
When Marona awoke, she let out a yawn, and sat up some. Rubbing her eyes not too long afterward, she opened them and stared off into the distance. She could see over majority of the tree's. Somehow..she found herself in a completely different place than were she slept...a hammock of numerous thick vines that rested atop a tree.....the same tree that she passed out under!? But how did she get above ground? The answer to her question was hanging right above her, and slowly lowered itself down until it hung upside down right in front of her. It wasn't like anything Marona had ever witnessed, she did recall stories about strange beasts that roamed these forests, judging by how it looked, it was definitely one of them in some regard. The important thing though, was that it willingly answered her call for help.
Marona spent a lot time with the beast, bonded if you want to out things that way. Roughly a year or so isolated within the forests, conversing verbally even though it didn't have a proper way to respond back, trying to play simple games with each other to break the monotony, and using its agility and acrobatics as a means of traversing the forest, and finding food to keep them both alive. Due to her affinity with all manner of animal or beast, they got along very well, and Marona ended giving HIM a name to make things easier in terms of communication. She named him Boris.
Overtime, Marona became bored. There was only so much that could be done within the confines of the forest she called her home, and there was little in terms of food variety. With that in mind, she felt the need to set out on a journey of sorts along with Boris to find a new place to roam, or even call their home if they chose to settle down. From then on the troublesome pair roamed about the Brax Empire, causing mischief wherever they roamed. Reports of an elf child, and a large, strange yet agile beast, pilfering food and other necessities from traveling merchants, small towns, villages and more. She's not aware of it, but there's actually a bounty on her head for her capture.
Skils:
-Animal/Beast communication: Marona can call upon the aid of animals in tight situations, or if she simply wants company alongside Boris. In most cases she won't, and mainly uses her abilities as a lass resort, or if she is separated from Boris.
Outside of that, there isn't much going for her in terms of useful skills. She's reliant on Boris when it comes to getting around, or getting out of situations if need be, as well as fighting. If you separate them, there's is little that she can do to overpower you depending on who you are. She's still a young child at the end of the day.
Weapons:
-A small dagger, mainly used for utility as opposed to battle.
Other(Boris Appearance and info):
Spoiler: Boris
Larger than an adult horse, but not by much.
-Boris is a beast from a very rare and scarce species known as the Kecha Wacha. They are strange yet large creature's that look like a mashup of different animals. The body of a monkey, with the ears of a fox, a trunk like an elephant, and membranes along the sides of its body like that of a flying squirrel. long arms and hook-like fingers and claws for climbing, swinging, and subduing prey. It has bright yellow fur and blue skin. It can fold its spiked ears over its face, forming a "mask" that is used to intimidate would-be attackers.
Boris is a relatively peaceful, and curious beast by nature, but time spent with Marona has made him very protective of her wellbeing. They're relationship is akin to a parent and its offspring, with a twist. Said twist being that Marona functions as a second pair of eyes in battle, and often gives direct orders to minimize the amount of mishaps or casualties that might occur, and keep them both alive and well.
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