Phaedra was born the younger twin to Magistrate Ischyros, a former emperor. Born in such a high position did not equate to an easy life. From a young age, her father pushed both her and her twin to achieve greater heights. He was once an emperor and he would achieve that power again through his children if need be.
The twins learned magic at a rate far faster than most children their age, taught and pushed by their father and they obeyed. Continuously striving to try and make him proud of them. Though that goal always seemed out of reach. When they were fourteen, this game cost her twin the most. Eager to prove to their father that they could be whatever he wanted, Phae's twin tried to open a gate to the Shroud in order to pull gain more power. Instead, Phae watched as her sibling was pulled through, by something, and the gate snapping shut behind them.
The sight terrified Phaedra and she withdrew. Withdrew from her studies, despite her father's ire. Her mother, a young woman herself, also grew worried, but for a different reason. She'd lost one child already. She didn't want to lose Phaedra too. She gave her a small amulet of a strange material. It wasn't until much later that she realized it was an alloy of ring ore. Her mother said it would protect her, keep her safe.
Over the course of the next few years, Phaedra's magic grew more slowly much to her father's anger. No matter what he did, she didn't develop at the pace he wished. He knew she had untapped potential, but he just assumed that the block came from losing her twin and he let her be for a short time teaching her at a slower pace.
At seventeen however he grew impatient and began trying to force the magic out of her in other ways. Rituals of various nature. Depravation from food, water, company, or even light. Nothing seemed to cause the growth that he wished, until one day he discovered the amulet. Furious that his own daughter would be purposefully stunting her growth he demanded to know where she got the necklace. Terrified, she admitted that her mother had given it to her. That was the last day she would ever see her mother. The law was the law.
From then on, Phaedra began to grow in her magic in leaps and bounds. Though her father still wasn't satisfied, he was at least mollified as she was making progress. When she was twenty, he took a new wife although it was doubtful that there would be children conceived from the union. He was over 200 years of age by this point, one of the traits from his use interacting with the shroud. As her only family left, she continues to strive to improve hoping to make him proud of her.
With a rough and harsh upbringing, Phaedra had to become strong in order to survive. Like most from blooded families, she respects those with the power to have control and without having much control in her own life she continues to push herself to be able to gain that control. Mostly this is achieved by trying to make her father proud of her an almost futile endeavor and a curiosity considering the influence he's had on her.
There is an innate curiosity and desire to better her magic skills. While there are still mental and emotional scars from the loss of her twin, she can't help but feel that they still exist. If she could only grow stronger she might be able to discover what happened. Dare she even hope that she could still find her twin?
Magic & Skills
Traits: As one of the blooded families, Phaedra is already affected by the influence of the shroud that has been breed into her birth. As such a few physical traits have made their appearance.
Pointed Ears - Slightly enhanced hearing
Psychometry - Historical flashes when touching objects and/or people. She will often wear gloves or avoid contact with others to stop the intrusion. (with other player permission)
Ageless - Like her father, her aging has slowed down. While she's not immortal it will take years longer than normal for her to age
Weather Sensitivity - Phaedra is sensitive to cold, needing extra clothing in cold climates.
Magic: Phaedra has minor skills currently with her magic, however with the Ring Ore alloy removed her skills are growing and there is still great potential. When she overexerts herself, Phaedra finds herself physically and mentally exhausted which allows for her demons to begin to plague her thoughts. Things that she is normally able to keep hidden in the shadows of her mind are free to attack and can even be debilitating.
Shadow Magic - Phaedra can manipulate shadows, making them physical if necessary and animated. Animated forms have no mind of their own and instead follow her commands and thoughts. She can also merge herself into the shadows, fading away from view like mist on the wind.
The sea does not reward those who are too anxious, too greedy, or too impatient. One should lie empty, open, choiceless as a beach - waiting for a gift from the sea.
The ship's navigator had led them to Makani a babe lost on the endless ocean, somehow miraculously alive floating on driftwood of a ruined shipwreck. Alone and with seemingly no family left, the Captain of the vessel, a Captain Kai decided to take the child home with him to Kharsaga. Captain Kai and his wife had been trying for years now to have a child of their own but had no luck. Before he'd left on this trip, a navigator who had formerly sailed with him, one who belonged to the school of wind had stopped him saying that his luck would soon change. He had assumed that would mean that his wife would finally conceive and instead the sea had gifted an orphan child to them. It seemed almost perfect and what Kharsagan native would dare refuse a gift from the sea.
They named the girl Makani, a word meaning wind to describe her "birth" into their family. As the child grew older, she was flighty. Not in a bad way, but as if there was something always to distract her. One moment she'd be focused on a task at hand and then the next run off like something was calling out to her. She also loved to by high. As high as she could get in Kharsaga, which could be high when one considered the old masts and crow's nests and the like that stuck up randomly around the city. There were ropes hanging here and there and Naia would climb them like a monkey and swing from platform to platform quite dexterously.
When she was old enough, she was tested by the navigators and selected by the school of the wind. She trained rigorously with them over the next years. Despite their perceived lazy nature, learning the navigator trade of the wind was not easy. In the end, she graduated and received her Navigator's tattoo. A symbol of the wind that would lead her forward.
As navigators are free to join the ships as they please, more often than not following some kind of calling that only one of their nature might see, the newly made navigator showed up at the ship of a Captain Hex with not much more than a blessing from her father, the headmaster of the school of wind, and herself.
Kani is flighty, to say the least. Her attention can shift as easily as the wind for which school she subscribes. While one might not consider her lazy, she can often be perceived as forgettable or airheaded. In reality, there is a much deeper side to the girl that is hard to see or penetrate down to, but if you manage to pin her down long enough you might see real wisdom in those eyes.
In addition to her flighty nature, Kani is curious. Curious about everything and will has the strange capability to pop up at the strangest time to ask the strangest questions. There can be times when Kani will seem almost possessed with how calm and clear that she seems., however many of these have to do when she senses something on wind and is trying to figure out the message.
Magic & Skills
When Kani finds herself over exerted in magical use, she often gets the sensation of vertigo. Like the winds are spinning her about and with no intention to let her get her bearings for a few minutes.
Whispering Wind: A trait or skill taught by the Navigation School of the Wind, Kani can hear voices over long distances. Sometimes they're actual conversations, sometimes they're whispers from the shroud of things to come that help her in determining the direction of the vessel or other's lives.
Winds of Change: Kani is able to manipulate the winds, both in small bursts and large gusts, enough to move the ship she's sailing on if need be.
Wind Walker: Kani can use the winds to lift herself up enough to walk or fly on the winds for a short amount of time. This spell takes more effort than others.
Loose cotton and linen clothing
Pair of knives, one normally kept on her belt and another in her boot
Title ― Description ― • Thread Status
Title ― Description ― • Thread Status
Art by Giuliani Brocani
Quote by Anne Morrow Lindbergh
The Myst of Avsolom is a medieval high fantasy roleplay forum set in an original world. There is a Lore & Plot Overview for new members. The overview lists the settings basics so anyone can browse it and jump into the roleplay quickly. The roleplay is freeform which means there are no stat systems or character leveling, just story telling. On the RPG scale the site is 3/3/3 and meant for a mature audience.
Extra tidbits about the site:
-The roleplay is collaborative, not competative.
- Characters cannot die without their authors consent.
-All races are highly customizable. Example: vampires can be weak to the sun or not.
-There are numerous humanoid races but dragons, ethereal creatures and sentient animals are playable.
-The rules are minimal and relaxed.
- There are character accounts.
-Staff work hard to make sure no one is left out by creating roleplay opportunities for everyone.
- The site has an active discord community