Vio's War On Coded Cyber Space

Between Worlds

Either do it with passion
or not at all Darling.


  • Character Name: Wyles the Illusionist
    Preference: Wyles
    Nickname: Wy or Wyl
    Species: Changeling
    Age: 3 years
    Sex: Female
    Court: Spring
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  • Temperament:

    Moral Alignment: Chaotic Good

    Loyalty: "What isn't there to love about Spring!?" In her mind, Wyles feels like she was saved by the fae and given a better life. The Spring Court seemingly fits her own ideals nicely, and she would not do anything to jeopardize her status with both the Fae of Spring and the citizens of Teart. While she's wholly loyal to Spring, never missing the chance to sing praises, it is easy to tell that she is not loyal to Fae kind in default. Her opinions of the other courts vary, and change as she grows older. The new experiences, either good or bad, during her visits are always impactful, and sometimes even inspirational. She enjoys visiting the lands belonging to the Summer Fae because the warm glow of the sun and the gentle breeze are the perfect place for rest. Additionally Wyles is very fond of Empyridon's architecture. When she needs a break from the constant fun at the Spring Court, then Summer is typically where she goes. She has mixed opinions on the Autumn and Winter courts, and for different reasons. Wyles finds immeasurable beauty in the lands of the Winter Court, and never passes on a chance to tour everything the court has to offer. She enjoys the purity of fresh snow, and of course the Winter Court is not with out it's amazing architecture as well. Additionally Wyles is a fan of glimmering crystals, a product easily found in the lands of winter. Wyles does not enjoy the cold though, and she has seen with her own eyes the damage caused from the war. The Frost Scar a sensitive topic for Wyles due to the loss of life and irreparable damage caused on the land. Spring is her home after all, and she doesn't enjoy seeing it in such a state. Then there is Autumn Court. Wyles once got lost in the labyrinth of Mistwatch and as a result missed her own show. The situation hurt her reputation among the residents of the Autumn Court. Additionally to that she doesn't find the lands under the Autumn Court's rule to be as awe inspiring as that of the others, it's mystifying atmosphere hard to draw inspiration from. However Wyles is a huge fan of the court of weavers. Wyles always had an eccentric style of fashion that she believes only the Court of Weavers can produce. Her cloak, the one that resembles that of a whimsical painting, is one of their works.

    Quirks:

    Habits:

    Likes:

    Dislikes:

    Her penchant for huge illusionary tricks make her a wonder to see. The only problem is that she doesn't know when to quit! Under the impression that the world is a stage, it is hard to wager where the actress stops, and the changeling begins. While she is incredibly charismatic, and acting like she's the best thing since sliced bread, she's got a nasty inferiority complex. She doesn't like being looked down on, hypocrisy, or unwarranted criticism. If she doesn't like how she's being treated then she will play nasty tricks on those that have wronged her. She claims to not remember anything from her life in the Iron Realm.

  • Illusion Magic
    Programmed Illusion - You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

    Greater Illusion - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

    Mirage - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

    Copy Cat - You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through its eyes and hear through its ears as if you were in its space. you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

    + Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.​


    Glamour - This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

    + Cloak: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.​


    Dream Touch - This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

    Nightmare Zone - A mist surrounds those in a 30 foot area. Wyles then projects a phantasmal image of a creature's worst fears. Each creature in this zone must drop whateve rthey are holding and become frightened for the duration of the spell. The creatures are illusions, and visible to all. If a victim is able to overcome the fear to engage in physical interaction then they will learn of the trick. The illusion will fade for that individual who can then use this knowledge to help their comrades if they did not run away from their fears.

    Fear Struck - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

    Invisibility - You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

    Phantasmal Mount- A Large quasi-real, creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount.

    Hypnotic - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Those who witness it become entranced unable to attack Wyles, and unable to move. The spell ends for an affected creature(s) if any damage is taken or shook out of the trance by those unaffected.

    Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point of Wyles choosing within range. Any creature or object entirely inside the sphere is immune to sound damage, and creatures are deafened while entirely inside it.

    Magic Mouth - You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

    Blur - Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attacks against you.

    Illusionary Script - You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear.

    Color Flash - A dazzling array of flashing, colored light springs from Wyles hand(s). Each creature affected by this spell is blinded for short period of time.
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Name:
Age: (14-17)
Gender:

Appearance: (Picture or Description or Hybrid Acceptable)

Weapon: (One weapon, Dual Weapon, Two-handed weapon - picture for appearance is allowed)
Armor Style: (Picture or description for Appearance allowed, coloration same as the dragonwolf)
Magic: (Fire, Earth, Air, Water, Ice, Lightning, Metal, Plant, Light, etc as allowed by GM)
Fighting Style:

How you met your Dragonwolf:

Pandrylyr Sheet

Name:
Gender:
Coloration:
Magic: (Same as Aer)
Stats: (One Strong Aspect, One Weak Aspect)
 
RUVEN MOURN
The Rascal Aer
Sixteen - Male
Imagine Dragons Mashup - UNDERDOGS
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APPEARANCE
Face - Ruven is a greyish skinned Aer with raven colored shoulder length hair. Ruven's heart shaped face is known for it's strong jawline that tapers down to the chin. He's got very distinct angular features. His blue eyes are typically watchful, sometimes even sporting a mischievous glint. When angered they are cold and distant much like the icy prowess he possesses. His ears are a little on the smaller side compared to other males, and are a source of insecurity for Ruven. This Aer has distinguishable markings on the left side of his face. The black tribalesque kind of tattoo that starts at the center of his forehead and curves along with is face. right his brow it splits into two were half of the tattoo comes down over the eye unto his cheek, and the other half curves around the eye before eventually meeting the first half at the cheek. Ruven stands at exactly 5'11 and weighs 172 pounds. He isn't the most muscular man in the world, but still has an athletic body. He's a little more on the lean side in terms of body shape, but is wiry due to physical training. He's in good condition internally as well, with strong heart and lungs.

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PERSONALITY
Five Positive Traits:
Confident, Clever, Courageous, Reflective, Understanding

Five Neutral Traits:
Sarcastic, Mischievous, Discreet, Competitive, Tsundere

Five Negative Traits:
Arrogant, Insensitive, Guarded, Stubborn, Dishonest

What is he like with strangers? Friends? Enemies/Rivals? With strangers Ruven is a bit more on the guarded side. He doesn't easily trust people he doesn't know, and they honestly shouldn't trust him either. He is not as careful with those he doesn't know and isn't afraid to be a bit insensitive with them. At face value Ruven very much acts like an arrogant teenager with a sarcastic edge. With his friends Ruven is still typically rough around the edges, and he makes more of an effort to be nicer. Over time he sheds this colder demeanor to show that he is more understanding and thoughtful. With his friends he actually tries to be more considerate, and genuinely enjoys making them smile. He wants to show that he has good intentions with them. With rivals and enemies he tends to be extremely competitive and mischievous, often going out of his way to one up them or knock them down a peg.

Hobbies: Card games, bird watching, parkour, star-gazing, people watching, sketching, etc.

Habits: Loose thieving, casual lying, cheats at games, goes on night walks to clear his mind, takes time to be self-reflective, takes care of his hands and his appearance, works his body to stay fit.

Likes: Card games, night life, cats, birds, kids, art, money, collectables, climbing, parkour, racing, being pampered, praise, flying, etc.

Dislikes: Pasandrylyr, authority figures, being told what to do, being idle, people who make fun of his ears, monkeys, bitter medicine, drugs, alcohol, being sick, etc.

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ABILITIES & TOOLS
Weapon: Bow. He always carries daggers on him.
Armor Style: Picture
Magic: Ice
Fighting Style: Originally Ruven avoided conflict with authorities and with others as much as possible. If he had to he would ambush guards from behind and knock them out with a bludgeoning weapon like a small club or black jack. Then his mentor taught him how to incorporate a bow and arrows in his heists. The bow wasn't normally used for attacking or causing damage, but for being able to maneuver easily through out the city. Now that he is training to be a Taelsol he is starting to learn how to use his bow in combat. His primary method is mostly to attack from afar, but he is not above playing dirty to get a win. He likes to rely heavily on his speed and quiet agility, as well as infusing magic into his arrows.

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HISTORY
Childhood: It is unclear as to how Ruven ended up on the streets. For as long as he can remember it was him and a small group of kids struggling to make ends meat. For as long as he can remember it was just him, a few kids, and his mentor. His mentor supposedly took them under his wing and trained them to be his eyes and ears, some of them thieves to help with contracts. It was their way of making money for food and supplies. Ruven wouldn't say his life was an unfortunate one. Being on the streets is all he has ever known, and his teacher, albiet strict, was kind to them.

Recently: How Ruven met Uldrana is a bit of a funny story. Ruven had just finished a small heist for his mentor, and was on his way to collect his reward for completing a contract. As he was traversing the roof tops a huge Pandrylyr swoop in from the clouds above, her bark commanding the moisture in the air to freeze at his feet. This having caused him to slip and fall from the roof, right into the hands of guards on patrol. The sack of stolen jewels having torn open in the fall and scattered around him. The Pandrylyr was quite smug having taught her new partner a lesson, and Ruven knew in that moment that he was going to have his hands full. So much for an easy life right? As a result the boy has to work community service for his small crimes and is under "house" arrest while he trains along side future Taelsol.




Uldrana
The Frost's Bite
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General Information

Gender: Female
Coloration: Blue, White, & Grey
Stats: Strength - Up / Speed - Down
Magic: Ice

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Personality
Five Good Traits: Motherly, understanding, encouraging, courageous, affectionate

Five Neutral Traits: Fierce, playful, stubborn, reserved, skeptical

Five Bad Traits: Misunderstood, pushy, clumsy, fawning, intrusive

Likes: Flying, watching humans and animals from the sky, meat, winter, snow, embarrassing Ruven, being read to, baths, etc.
Dislikes: Anything that requires grace, when it rains, summer, when it's muggy and unbearably hot, uncleanliness, she likes veggies that crunch, doesn't seem to like fruit, etc.




 
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[NEVER GONNA GIVE YOU UP] RICK ASTLEY

[WHAT'S GOING ON] MARVIN GAYE

 
Between Worlds
 
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  • + Posting Expectations: Intermediate to Adept. Please try to keep mistakes to a minimum.
    + Posting Speed: Flexible. Must post once a week.
    + Two Characters Max unless stated otherwise.
    + Standard Iwaku rules apply.
    + Art FCs only.
    + Don't be an asshole.
    + I think that's it.


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  • @Vio - GM
  • Discord -
    Character Index - Coming Soon...
    In Character - Coming Soon...
 
The Neighborhood - Prey

If nothing ever changed
there would be no butterflies


  • Character Name: Ryland Alexander Blood
    Preference: Ry
    Sex: Male
    Age: 25
    Birthday: December 6th
    Zodiacs: Sagittarius
    Birthstone: Tanzanite, Zircon, & Turquoise
    Birthflower: Narcissus, & Holly
    Sexual Orientation: Pansexual
  • Positive: Generous, Caring, Enthusiastic, Honest, Patient,

    Neutral: Playful, Curious, Forgiving, Humble, Loyal

    Negative: Cowardly, Insecure, Indecisive, Naive, Passive

    Quirks: Doesn't like wearing socks in bed, collects mementos from places he's been, tends to daydream, always has a sketch book and reading material on him, talks to his pets, eats breath mints like they're candy, collects butterflies.

    Likes: Outdoors, traveling, blue, gold, green, black, camping, journals, art, drawing, painting, writing, reading, nature, butterflies, singing, music, fishing, juice, water, tea, cleanliness, good hygiene, comics, books, romance, fantasy, poetry, hiking, pets, rabbits, bearded dragons, swimming, playing guitar, photography, herbalism, foraging, table top games, star-gazing, and more.

    Dislikes: Possessiveness, details, coffee, soda, summer, wet socks, thunder, loud noises, arguing, confrontation, being controlled, horror, bitter foods, foods with out flavor, drugs, manipulation, abuse, modern rap, country, having to do the dishes, guns, pain, planes, headaches, over heating, sensory overload, kill joys, people who cant take a joke, misunderstandings, cheaters, the color orange, sweets.

    Fears: Astraphobia, fear of thunder and lightening. Astraphobia, the fear of flying. Fears death of self or a loved one. Fears loosing his pack.
  • Hair Color: Black and wavy
    Eye Color: Jade green

    Height: 5'11
    Weight: 163 lb

    Piercings: plugs, industrial, and rook
    Tattoos: A moon tattoo on the opposite side of his sisters. A quarter sleeve on his left arm. A skull and butterfly tattoo on the upper shoulder of his left arm. A full sleeve on his right arm. A scenic band tattoo on his left ankle. A second band tattoo beneath the first; it resembles the diamond stitching of traditional Irish / Aran knitting. It symbolizes success.

    Scars: Ryland has horrible scarring at his sides, stomach, and back.
    Werewolf: Small, lean, white fur, light green eyes.
    holovernes | RP Characters in 2019 | Pinterest | Werewolf, Werewolf art and Drawings

  • The wolf's blessing - As a werewolf Ryland has enhanced senses, healing, strength, reflexes, and speed.

    Did you hear that? - Ryland has an acute sense of hearing that's a little above average than his peers.

    I'm my own sun - Ryland doesn't get cold easily due to being a bit on the warmer side. This is particularly useful during the winter months. His stamina tends to last longer, and he's more physically active during this time.

    Present! - Ryland has made it a habit to be at least ten minutes early to any event.

    A clean room breeds productivity! - Ryland likes a clean room. It helps him stay focused as well as relaxed. He's got some strong organizational skills!

    Try me? - Ryland is an open minded and flexible individual. He has a live and let live attitude about life, and has no problem giving others the benefit of the doubt so long as his ideals and principles are not challenged. They fully believe that people should do what they think is right, and doesn't fault them for the choices they make. He just wants to support the people he cares about.

    Why can't we all get along? - Ryland has no interest in having powers over others, and doesn't care for domineering personalities much. He prefers a more democratic approach to others and to life. He likes to ensure that every voice is heard, and tries to encourage others to see things from a different perspective.

    There's good in this world - Ryland is often admired for his optimism and enthusiasm. He has an unshaken belief that people are inherently good, perhaps simply misunderstood. This resilient attitude is often useful in times of hardship or when trying to appeal to others.

    Connect the dots - Ryland is both very clever and creative. His intuitive nature coupled with his open-mindedness allows Ryland to see things from unconventional perspectives. It allows him to connect far-flung dots into a single theme.

    I can help! - When something captures Ryland's imagination and speaks to his beliefs he goes all in. He has no issues in dedicating his time and energy into personal projects or others. He is always eager to lend a helping hand where it is needed. While others focus on the challenges that they face and give up when the going gets tough, Ryland's far-reaching vision and dedication allows him to push through. Knowing he is doing something meaningful, against all odds, gives him a sense of purpose.

  • It's fucking hot - Since Ryland is naturally a bit on the warmer side he has troubles during summer. Lousiana's muggy climate is nearly hell for him. He's really sluggish during the summer months, and doesn't like to exert too much physical labor. He's either indoors during this time, a pool, or a lake.

    The wolf's bane - Werewolves are weak to silver. Just touching the stuff causes severe burning and agitation. They can be poisoned by ingesting wolfsbane. Due to having enhanced senses, it is possible for Ryland to suffer from bouts of sensory overload.

    Runt of the litter - Ryland while he is active and stronger than the average man, is actually pretty small for the average male werewolf. His wolf form is more lean than it is muscular meaning he has a hard time with physical altercations.

    It's loud! - Ryland has an acute sense of hearing, but it can cause some issues. Sometimes he hears things he doesn't want to, and he is more susceptible to ear damage from loud noises. He also has a hard time falling asleep due to certain sounds, like clocks, keeping him up.

    Oops! - Ryland is a bit clumsy. He's always tripping, running or bumping into things, stubbing his toe, etc. You name it!

    Why would you do that? - Ryland often takes his idealism too far, setting himself up for disappointment as, again and again, evil things happen in the world. This is true on a personal level too, as he may not just idealize their partners, but idolize them, forgetting that no one is perfect.

    I feel awful - Ryland sometimes sees himself as selfish, but only because he wants to give so much more than he is able to. This becomes a self-fulfilling prophecy, as he tries to push himself to commit to a chosen cause or person, forgetting to take care of the needs of others in his life, and especially himself. He can become so distracted to his commitment that he can forget to eat or other necessary day to day maintenance.

    I don't care for details! - Ryland is often so focused on the big picture that he can forget the forest is made of individual trees. He is in tune with emotions and morality, and when facts and data contradict his ideals, it can be a real challenge for him.

    Difficult to get to know - Ryland is private, reserved and self-conscious. This makes him notoriously difficult to get to know, and his need for these qualities contributes to the guilt he might feel for not giving more of himself to those he cares about.

  • Dorian Groy - Pack Alpha and role-model.

    Zarina - Elder Sister. They're extremely close. Ryland is very protective over his sister. Zarina taught Ryland how to play guitar, and spurred his love of music and photography. When its obvious that Ryland is having issues Zarina will ask him to go hiking at night to help him clear his head. He tells Zarina everything, and would do anything for her. However, there's a part of Ryland that he keeps from her. Despite loving his sister and all that she's done for him, sometimes he can't help but feel frustrated with her. Her over protective nature and tendency to baby him has left him feeling like a burden, and has riddled him with insecurities that he has troubles coping with. Additionally he also feels jealous of his sister sometimes, as she is clearly the more capable of the two.

    Dusk - It's the little things that matter. Over the years, Ryland has come to appreciate Dusk for that sole reason. The man never forgets the finer details, making him all around a good person. They have similar interests in music and books. Ryland likes to critique Dusk's craftsmanship and give feedback, mostly on the art pieces he whittled from wood. Dusk is teaching Ryland how to whittle.

    Jude - Ryland and Jude met through Odette, and the two are on good terms. They both like poetry and writing. Ryland often asks Jude to critique his short stories, and they have both traded several books of poetry over the years. Every now and then they enter bouts of banter where they debate the intricacies of certain authors, not always agreeing but keeping things civil. Ryland is fascinated by Jude's talent in digital art and animation, but refuses to share any of his own drawings with him for some reason.

    Joanna - Ryland and Joana get along fairly well. They ran into each other on a hiking trail once, and Ryland asked if he could join her. The woman didn't mind, so the two enjoyed the wonders of nature together and got to know each other better. Since Joanna enjoys reading he'll share his short stories with her after Jude has gotten his hand's on them. He doesn't quite enjoy the party seen as much as she does, but he's not above helping her set up for one or providing snacks if asked. Joanna knows Ryland can be a go with the flow kind of guy, and enjoys the company of others. Due to this she doesn't understand why he keeps to himself so much, and has tried getting him to let loose more.

    Penny - Ryland has mixed feelings about Penny. He enjoys the fact that he can trust her and values her intellect, but her possessive and demanding nature makes him feel uncomfortable around her sometimes. Other than that he doesn't have any real reason to dislike her. She's nice and has shown to be motherly at times, and they have a lot in common. They both like camping, romance comedies, rabbits, cleanliness, and other things. Maybe he's just so used to Joanna that someone like Penny is a little off-putting to him. He wouldn't mind getting to know her better.

    Odette - Ryland enjoys Odette's company a lot. She was the first friend he made when him and Zarina joined Blood Pearl several years ago. They both share a care-free and fun-loving nature, which has successfully coaxed Ryland out of his shell. They're constantly exploring the woods, and just having a fun time out in nature. While they don't have everything in common, they make an effort to bond over the things that they do have in common. That's mostly art. Ryland will paint along side Odette, even if he isn't good at it, and will give her feedback if she asks for it. She is the only one that has seen his sketchbooks, and knows that Ryland struggles with a lot of insecurities. If he is having issues, she's the one he'll talk to. Even if he isn't good at sports himself, he'll always show up to one of her games to support her.

    Tyson - Tyson and Zarina hit it off really well when they joined Blood Pearl all those years ago, so Ryland is familiar with him. To put it simply Ryland is terribly intimidated by Tyson. The man is awfully like his sister in several ways, but there's this air about him. There's this certain edge that Tyson has that makes Ryland extremely uncomfortable. For the longest time Ryland made it a habit of avoiding Tyson due to how he felt, but it wasn't until Ryland started seeing a therapist did he realize that the only reason he was scared of Tyson was because the man reminded him of his ex. Upon this realization Ryland felt really silly over the whole thing, and has slowly started making an effort to get to know the guy. Despite not being close, Ryland has learned some things about Tyson through his sister. Even if they're not close Ryland still tries to see things from Tyson's perspective, and support the choices he makes just like he would anyone else. They've yet to come across a scenario where Tyson challenges Ryland's own principles, so until then Ryland's nice to him.

    Jamie - Jamie, like Zarina and Ryland, is a newer addition to the pack. Ryland immediately recognizing this, has made an effort to be friendly with Jamie. The two share principles, and approach life in a calm diplomatic kind of way. Sadly Jamie is a bit of a recluse, and has the tendency to be distant unless approached. This sort of aloofness has made Ryland worried about the guy, but anytime they talk Jamie has been cheerful and willing to socialize. In the time that they've known each other Ryland has learned that Jamie enjoys star-gazing and art, so he's been trying to use this knowledge to befriend Jamie more. He's recently asked Jamie if he would teach him more about astronomy, namely constellations so he'll be able to enjoy star-gazing more both on his own and with others.

    Kristian - Ryland admires him just as much as he does Dorian. He thinks he is a great counterpart to his sister.

    Allison - Ryland admires Allison for her bravery and her commitment to the military. Allison's presence in the pack has always been reassuring to Ryland and has made him feel secure.
  • Ryland was born three years after his older sister Zarina to an impoverished household. Their parents were neglectful drug addicts, who were hardly present both physically or mentally. In order to get their hands on drugs consistently his parents acted as dealers for their supplier. Their job was to increase customers, often older kids. When things got too heated they would force either Zarina or Ryland to act as drug mules, often using some kind of manipulative or emotional abuse to get them to do it. When Ryland got hurt due to a customer getting desperate Zarina decided they would be better off living on their own. Packing what little belongings they had the two of them ran away from home, and started living on the streets. When they first turned the two of them realized they could live roaming the country as the wolves they are, plus it was just easier to keep attention off themselves that way.

    As they roamed the two of them came across several different packs across the states, none of them really feeling like home to the pair. They had become too used to living on their own, with out the need of others. Additionally Ryland wasn't a very strong werewolf, and Zarina showed a nasty temper to anyone who treated him like he was a lesser. Eventually they settled in Tennessee where they meet a pack. The pack wasn't bothered by the two wandering wolves. The Alpha was considering taking them in, having personal talks with Zarina trying to convince them why having a pack was so important to their kind. Meanwhile, Ryland got to know the individuals that made up the pack. With in that time he got to know the Alpha's son, the two of them always off again, on again. The boy had a temper though, and Ryland grew tired of the situation. They argued a lot, before things got physical. Ryland got badly injured during their fight, invoking Zarina's wrath on the boy. All talks of joining the pack came to a screeching halt over the offense, and as a result the pack leader told them to leave the state as a whole. It was a fair punishment given the nature of the situation, both parties at fault in the end.

    After several weeks of traveling Zarina and Ryland settled in New Orleans, Louisiana. They settled on the outskirts of the city, hoping to keep enough miles between neighbors in order to stay discreet. They made a habit of staying in unused home rentals or empty houses, always moving from house to house when the family would come home or a retailer would visit. Their presence was eventually sniffed out by Blood Pearl's leader, Dorian, whom Ryland immediately took a liking too. With Ryland's insistence, the two approached Dorian with joining his pack. The Alpha was reluctant at first, as the two were forward about their previous issues with the pack in Tennessee, but agreed under the condition that the two would behave themselves. If there were any troubles to arise then he would be the first to hear about it, and he would be the first to deal with it as any Alpha should. Several years have passed since their assimilation into the Blood Pearl Pack, and Ryland has grown to love his new family.
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Name: Lunette La Fae Drake

Nickname: Lu, Lulu, Lun, Luna

Appearance Age: 21

Real Age: Turned 425 A.D (I hate math)

Gender: Female

Sexuality: Bisexual

Appearance: Lu is 5'8 and weighs 163 pounds. Her hair color is brunette like both her parents, but in modern times she likes to dye her hair. Her hair extends to just above the middle of her back and is quite wavy. Her eyes are a shimmery grey-blue color, and round almost doll like. She's got pale, cool skin that is typically blemish free. She never got tattoos prior to the turn, but over time took a liking to them. For a while she would have someone draw the tattoos on her, but in modern days she can purchase temporary tattoos off of etsy. She's got a few beauty marks, but most of them are very small. She has two on her right arm right below the elbow. One on her left arm that is also below the elbow. One that's a little bigger on her right torso, and another on her left shoulder blade. She has one faint scare on her left hand, and another scar on her left wrist. Additionally Lunette greatly enjoys make-up and fashion. Her looks are typically softer and more natural rather than bold or outlandish.

Human/Vampire/Hunter: Vampire

Founding Family: Drake

Weapons: Despite being a pacifist her father wanted Lunette to learn how to defend herself so has had combat training and weapon training. She was trained in both swordsmanship and archery, but these have become outdated compared to modern day weaponry such as guns. She has a license to carry. Weapons she carries on her person include; S&W M&P Shield, and .22 Revolver. She also carries a switchblade (self defense) and a pocket knife (manual use). She also carries a hand held taser. Her car usually has her bow and arrows in them since Archery is still a hobby for her.

Daylight Ring: A dainty ring with a moon shaped lapis lazuli.

Personality: Motherly, Appreciative, Generous, Confident, Bubbly, Spacey, Emotional, Outspoken, Skeptical, Private, Critical, Impulsive, Nosy, Possessive, Reactive

Strengths:
Vampire - Enhanced/Supernatural Agility, Combat, Durability, Endurance Senses, Speed, Stamina, and Strength. Night Vision, Regenerative Healing Factor, Immortality, Claw Retraction, Fang Retraction, Enhanced Bite, Shapeshifting, Compulsion, and Flight. Has a day ring.

Trained - Lunette is trained for combat at an early age because her father did not want her to be defenseless against those that would do her harm. She learned basic combat, the use of hands, knees, and kicks, before moving on to other more advanced styles and sports. She knows how to box. She also knows how to disarm attackers. She learned Shaolin Kung Fu around the 700s, Jujutsu in the late 1400s, and then Tai Chi in the late 1700s.

Weaknesses:
Vampire - Needs to drink blood to maintain strength, and for nutrition. Aversion to daylight. Holy grounds. Allergic to garlic. Silver anything. Must be invited into a home to enter.

Strategy - While Lunette is trained in combat, she was not trained in strategic methods. She was never in a position where she would need to know strategy for war. This is unfortunate since it would be useful to have a strategic mind to implement in dangerous situations or every day life. She's more of a act first rather than think first kind of gal. It's why she's so bad at chess and other strategy games.

Likes: Archery, Fashion, Make-up, Baking, Cooking, Helping Others, Her family (with a bias for Rowen), Lakes, Mountains, Theme Parks, Having fun, Cloudy days, Rainy days, snow, b-list horror movies, spices, spicy food, adding spices to blood, comedy, contests, social media, etc.

Dislikes: Math, Science, Sand, Beaches, Bright sunny days, hunting for blood, mindless deaths, abandonment, sharing her loved ones, trolls etc.

Hobbies: Archery, Fashion, Make-up, Photography

History: In her younger years Lunette shadowed the lady of the fountain, Laudine, who was wife of Knight Owain. Laudine taught Lunette the ways of a healer, among other things. Meanwhile Lunette acted as a shoulder to cry on and open ear whenever Owain neglected his lady for his knightly adventures. Over time Lunette grew quite fond for her lady and friend, and spiteful over Owain. Despite this Lunette happened across Owain in a time of need, and saved his life. This earned Lunette favor with the knights of the round table, and she was rewarded for her good deeds. Though over time some of the other knights found her refusals of courtship to be odd, but none of them ever discovered that her heart had been stolen away by another woman. Lunette was very careful to prevent such gossip. When the war began, Lunette obviously sided with her mother, who she felt was wronged by the Pendragons. Not one for battle, she left her lady's side to attend to the wounded in the war. It was not unknown to people on both sides that she tended to anyone who was injured. When her encampment was raided, Arthur's Knights spared her life as a way of repayment for her generosity. Though the mindless death of the wounded in her care enraged Lunette, and the knights were not shown the same mercy in return. After the event Lunette withdrew from the war entirely, only returning the day her mother Morgana faced off with Merlin in case her medical knowledge was needed.

Founding Family: Their story begins back when Uther Pendragon ruled over Camelot. Rafe had become a Knight under Prince Arthur. This would be when he would catch sights of the beautiful Morgana, the king's ward and unbeknown daughter. He felt drawn to her and would fall for her, marry her even. Upon Uther's death bed Morgana finds she is his child and her family's death was on his hands. This would be when Rafe and Morgana would rebel against King Arthur for power. By then they had five kids and was pregnant with number six when her battle with Merlin began. The youngest child had been murdered at Arthur's hand during the great war between them. He stabbed her in the stomach with excalibur, killing the unborn child. This act alone invoked her rage. She cast a powerful spell that would destroy her surroundings creating vampirism, turning her and her family. However that was not the only thing she did, Morgana cursed Arthur to never have children and the threat of her return. The battle against Merlin left her weakened and the family all fled Camelot.
Extra: (Anything else you want to put Theme song languages they know, etc.)

Relationships:

Morgana le Fae Drake - Lunette is always inspired by her mother. She thinks her mom is a very strong woman, and definitely looks up to her.

Rafe Mordred Drake - Lunette has always been a bit of a daddy's little princess. She is still grief stricken over his absence.

Damon Drake -

Founders son middle 1

Rowen Drake - Lunette believes that Rowen is the cutest older brother one could ask for. She loves to go shopping with him and to spoil him with shiny delights and delightful treats. Despite Rowen being a bit of a drama queen she feels very close to him. Sometimes Lunette can be a little bit of a drama queen herself, and Rowen is always someone she feels like she can confide in or would be most likely to tell her she has every reason to get upset sometimes.

Genevieve Drake - Unknown to the others of the Drake Family, Genevieve could never pass on after dying in the womb. Lunette for some reason is the only person capable of seeing Gen's spirit, and as such has essentially taken care of Genevieve ever since she was a young girl. It's not that Genevieve needed much care physically, she's a ghost after all, but Lunette was always able to be that shoulder to cry on. It's tough coming to terms with the fact that your dead! The two are incredibly close, but sometimes Lunette wished Gen would give her some privacy.

Sebastian Michaelis - Lunette has always been a little annoyed with Sebastian's personality. He's very apathetic, and as someone who is very much an empath Lunette has a hard time communicating with him. Despite this she understands that the man does a lot for her family, so she doesn't complain when he gets a little annoying. Despite this, She's lost her temper with him a few times since he tends to be uncaring and unhelpful in situations where she or her other siblings might be in need of help. More often than not she ends up feeling bad for doing so, and will apologize for her outbursts. He's a butler not a body guard after all! Sometimes she feels like his work load might be too much and will often help out with cooking or cleaning to lessen Sebastian's tasks. She feels like it's important for him to get some free time, and thinks that she and her siblings should clean up after themselves more.

Eric Stone

Anna Hart

Emily Frost

Claud Callan-Rossi

Vanessa Callan Rossi

Evelynn Summers - Evelynn and Lunette have been best friends for a very long time. They both met at a party hosted by a mutual friend, and completely hit it off. Lunette appreciates Evelynn's care free attitude and values her honesty, and Evelynn loves Lunette's uplifting attitude and values her loyalty. They also share a lot of similar interests, namely fashion. After meeting Evelynn became an Instagram model, show casing Lunette's talent in make-up and costume art. When her fanbase grew Evelynn started doing collaborations with clothing brands, before eventually being picked up by a modeling agency.

Elias Schneider

Zarina Blood

Ashley Cendle

Claire Frost Hunter

Soren Park

Notes:

Misc: