Post by Elijah on May 1, 2014 20:31:05 GMT -5
Elijah Perocia 28 December 25th | Female Pansexual White Witch and PotionS-Maker | |
Madi |
★ APPEARANCE
Eyes: Fresh Terracotta Brown (Color Here)
Hair: Long, Wavy and Platinum Blonde
Skin: Fair-skinned, with light freckles.
Height: 5"4 as an adult
Weight: 102lbs as an adult.
Appearance: All her features are sharp and almost unkind, chiseled, like a sculpture, the figure empty except for the love others might see in it. Her Eyebrows and curved lines, the hairs almost flat, Eyelashes small and pointed, fingers graceful but like dulled daggers, her hair crisp, fresh, but gnarled and almost unkempt, her frame slender and feminine but tensed. But her eyes have retained, not a pure or even a peaceful light, but a kind of sad wisdom. Her eyes are not cold, cut, or jagged, but instead honest, and open to the world as a child's eyes might be. She looks at people not to judge them, but to take them seriously.
Clothing: She likes to wear loose clothing that does not constrict movement, and will never be caught dead wearing a skirt, a dress, or any of the like. Instead, she wears desert-like clothing, like harem pants that end mid-calf and constrict all the way to her ankle, folding. For footwear, she wears boot-like moccasins with no sole, that take up the rest of the space of her otherwise half-naked calf; leather straps are used to tighten on the moccasins, which have otherwise lost their color and a spare few beads. She wears a series of shirts, her first being a thin crocheted long-sleeve shirt that grips her skin, the second being a padded clothe vest, the third being a loose turtleneck, long-sleeve, almost-dress that goes down to her mid-thigh. She then wears a quiver of arrows with a bow, a dagger strapped to her thigh, a walking stick to her back, and a series of rucksacks with small herbal remedies, knitting and mending, and food-stuffs.
Body Marks: She has some of scars, but none that have terribly disfigured her. She has a few on her arms, her back, and chest, a few on her legs as well as burns—just small marks as proof of her resiliency. As per being a captive at a refugee camp, she was branded with a with a henna-like marks that bleed down from her left eye and goes down to the bottom of her left arm and side of her chest. The word ‘Servus’ is embedded in the intricacies of the henna on her bottom of her arms connected to the final mark on her palms.
Race: Elijah is a Sylph child. Depending on their region, sylphs can have antennae, wings, pointed ears, and sometimes, claws and fangs. Elijah has only wings like that of a Dragonfly, and pointed ears.
Eyes: Fresh Terracotta Brown (Color Here)
Hair: Long, Wavy and Platinum Blonde
Skin: Fair-skinned, with light freckles.
Height: 5"4 as an adult
Weight: 102lbs as an adult.
Appearance: All her features are sharp and almost unkind, chiseled, like a sculpture, the figure empty except for the love others might see in it. Her Eyebrows and curved lines, the hairs almost flat, Eyelashes small and pointed, fingers graceful but like dulled daggers, her hair crisp, fresh, but gnarled and almost unkempt, her frame slender and feminine but tensed. But her eyes have retained, not a pure or even a peaceful light, but a kind of sad wisdom. Her eyes are not cold, cut, or jagged, but instead honest, and open to the world as a child's eyes might be. She looks at people not to judge them, but to take them seriously.
Clothing: She likes to wear loose clothing that does not constrict movement, and will never be caught dead wearing a skirt, a dress, or any of the like. Instead, she wears desert-like clothing, like harem pants that end mid-calf and constrict all the way to her ankle, folding. For footwear, she wears boot-like moccasins with no sole, that take up the rest of the space of her otherwise half-naked calf; leather straps are used to tighten on the moccasins, which have otherwise lost their color and a spare few beads. She wears a series of shirts, her first being a thin crocheted long-sleeve shirt that grips her skin, the second being a padded clothe vest, the third being a loose turtleneck, long-sleeve, almost-dress that goes down to her mid-thigh. She then wears a quiver of arrows with a bow, a dagger strapped to her thigh, a walking stick to her back, and a series of rucksacks with small herbal remedies, knitting and mending, and food-stuffs.
Body Marks: She has some of scars, but none that have terribly disfigured her. She has a few on her arms, her back, and chest, a few on her legs as well as burns—just small marks as proof of her resiliency. As per being a captive at a refugee camp, she was branded with a with a henna-like marks that bleed down from her left eye and goes down to the bottom of her left arm and side of her chest. The word ‘Servus’ is embedded in the intricacies of the henna on her bottom of her arms connected to the final mark on her palms.
Race: Elijah is a Sylph child. Depending on their region, sylphs can have antennae, wings, pointed ears, and sometimes, claws and fangs. Elijah has only wings like that of a Dragonfly, and pointed ears.
★ PERSONALITY
Passionate | Righteous | Humble | Quiet | Tolerant | Patient | Resilient | Honest | Blunt | Ambivert | Optimistic | Sensitive | Protective | Benevolent | Thoughtful | Stubborn | Adventurous
She suffers from PTSD, and very mild schizophrenia.
Elijah has a definite sense of right and wrong and will go out of her way to make it known what she thinks about a behavior if it goes past he patience or tolerance level, only because she knows how bad habits fester—insolence and passivity.
★ HISTORY
CHAPTER 1: Of Childhood Consequences
Elijah was a gift to the racially-assorted mages for keeping their existence a secret to the humans. Elijah grew up in a mage community village run by humans, just on the outskirts of a human city. The humans feared these Mages and banned any practice of magic... so the people practiced in secret. When they did not practice, they worked on their farming, their clothe making, their foraging, their hunting.
Being different like everyone else had no effect on her as a child, but made her seek the company of others like her, the faerie folk that resided in a forest close-by. Part of her reason for going was that she could not feel at home where the mages practiced thousands of different magics, magics that were not her own. Thus, it was not until she met a Dryad in her adolescence that she first showed signs of aptitude. While she did make potions, as her her family trade, her passion lay elsewhere, within the bark of trees, and the knots of gnarled wood.
However, the Dryad refused to teach her anything more than a respect and reverence for nature and all it's forces. Elijah paid attention, bettering her listening skills, but could only soak up the same information so many times. It became intuition. One day, she was walking toward her Dryad's tree and noticed a group of boys--mage boys--who had begun to start a fire. Having no magic, she spat fierce words and catapulted rocks, putting out the fire as a child might--rolling on it. Only after this did the dryad approach her, and begin to teach her magic. She learned of energies before she learned of anything else.
Once the practices of the mages became somewhat suspicious, the humans began to guard the houses of the mages, but this did not stop the sylph from wandering out. The next spell she learned, was a healing spell, and she put it to good use. However, by acting the way she did, along with a few others, the citizens were evicted and moved off into an encampment in the forest, maybe never to be seen again.
Chapter 2: Of Mages and Madmen
The forest they now lived in was that of a refugee camp when the war was at its peak, now terribly abandoned as some make-shift community center with shacks as schools, and rocks for gardens. Life was interesting, but in the forest, Elijah managed to make the best of her work.
Mid-adolescence came, as did her betterment of the control of energies. This landed her some notice among the other mages, particularly those who considered themselves druids as well.
The humans did not particularly care, and abandoned these mages to their camp, as they had done with many others. which meant the mages no longer received food, and had to grow their own, make their own clothes again. The sudden change caught many unprepared. Not all the mages succumbed to starvation, but many did. One of the mages rose up at this time, an middle-aged destruction mage, who took over ruling the encampment, or what was left of it, and began preaching to encourage the moral of the mages under him.
First he was kind and friendly, gaining the support of the mages, then he grew stricter, surrounding himself with mages below him, loyal to him. He preached that they were the superior being, and that it was their place to rule. He began to kidnap human children, and raise them as slaves. He set up tournaments so the mages could practice and better their magics. Having no real strength in brawls, she was a practice target, but she was also a healer.
Years went on like this, under the rule of 'The General', as he called himself. It was rumored he contracted a demon, and such was what fed his supply of power. His son, however, was said to be a demon himself, but a demon on the side of the slaves, for he was born with less power than his father.
Chapter 3: Of Exoduses and Escapes
A rebellion broke out under the General's rule, He leading one side with his mages, His son leading the other. There was some confusion as to which side was which as they were basically mirror images of one another exempting what age could imply. The son lost viciously but did not die; the son had wounded The general terribly, thus making it harder for him to rule. He called the services of healer's to his side, Elijah doing her best (even though she had fought on the side of his son). It was then he noticed her and grew an affinity toward the child, taking her away from her family, and forcing her to be his. Those years are unspeakable, as the ways he taught her the mannerisms of a mage were cruel, and unforgivable.
She resumed her duties as a healer, but under the watchful eye of her captor. It was not until a forest fire started in the summer of her early adulthood that she was able to escape, thus giving her the burns upon her legs.
Elijah fled the camp uncaring what happened to the others, for she ran threw the flames, while others followed The General. She continued to run away, finding ways to live off the land, never sleeping in the same place twice.
She noticed that some of the General's followers had begun to track her down, using their magics of course, thus increasing her need to flee. They grew close to capturing her, but happened upon a demon... and became the momentary slave of it, until her captors attempted to claim her. She ran then as the battle ensued, knowing she'd be free either way, as no one follows one who communes with demons.
She moved onward and Having heard of a mage sanctuary, she traveled to yet another forest, wandering if Hell would await her new home as well.
★ MAGIC
NATURE DRUIDRY: SUPPORT MAGICS
Druid magics are those that pay reverence to nature, ranging from protecting nature, using nature for some benefit to ensure balance, or other such purposes. A Druid's main goal should be that of the area they live in, to which they lay claim; so long as the area they live in is preserved, so long do they prosper. Nature Druid Magic encompasses but is not limited to Animal or Environmental Empathy, Plant Communication, Polymorphing, Energy Manipulation, Blood Druid Manipulation, Restoration, and weak forms of Scrying.
Channel Energy: Support Plant: Area of Effect
Plants have the ability to take in different forms of energy, be it from the sun, water, earth, air, or even electricity to help support their livlihood through different plant cycles. Having studied this some during her hiding and trespassing into minds, she found she was able to apply this to her energy magic, and even found a spell for it. This spell allows her the ability to take in or steal energies from forces around her, as well as sapping the life from living things, as ‘stranger’ plants might. She is then able to store it, convert it to another form of energy for self use or throw it back in a similar form or different. The diversity of this spell can be applied to different situations, ranging from giving energy to an object or a living thing, weakening her enemies by taking it from them, throwing what she has taken back at the enemy.
Limitations--Can only Sap from Energies within touch or a 0-7 foot reach.
Nature's Mend: Support Earth: Target(s)
It is a healing spell to mend all things born of the natural world; currently, Elijah uses it for simply healing living things who have been harmed. She is only able to fix cuts, scrapes, and very minor burns, and break very weak curses. The spell does not act on it's own, as in when it is cast, it does not act continuously; the caster must feed into the spell for as long as the caster wishes to perform the spell. Ceasing to feed mana into the spell causes the magic to dissipate. She can only heal one person, and she has to be able to touch them to heal them, or keep her hands just above the skin. When she is mending, the bottom of her hands glow slightly, and the wound begins to heal. The spell might tickle or even cause pain to the person, but should the wound be relatively minor, it'll patch up fine.
Limitations--Only heals things originating from nature. Golems, and "forced" Constructs cannot be healed. Has to at least near-touch to heal.
Purify: Support Water: Self, Target(s)
Water is everflowing, and water will always find a way. Be it in the air, or underground, nothing can trap water forever, and it is for thins reason, the health and adaptivity of water, that Elijah loves this spell. Taint, curses, hexes, or chronic 'spells' of pain as they are more commonly called, cannot be fixed, and have to be broken, but taint will lock onto the soul like a sour taste in the mouth, something that water knows how to wash away. Water is required for this magic, that which can be kept in a bowl, or a bottle. Elijah blesses the water kept inside an object by uttering the purpose she intends it for, and then places the bowl under the head of where the person sleeps. It works best if the person tried to rest after this spell has been completed, but will otherwise work but at a much slower rate. If the person remains awake, the bottle is attached to the person's side and must remain until the curse or pain goes away. The water will cloud with the taint, which then must be dumped as Elijah does not know how to utilize it yet. This spell only breaks beginner curses, hexes, or chronic 'spells' of ailments.
Limitations--spell must be performed with water. the water can only be used once. only breaks beginner curses, hexes, or chronic 'spells' of pain.
POTION DRUIDRY: CRAFTING MAGIC
This field is so large and ever expanding that it would be cruel to suffocate the glory of this field into a few short sentences. Suffice it to say that potions making is the magical ability to take a combination of things, smash their goodness or badness together using a spell, and put them into liquid form generally drinkable by other people, though I am sure MOST SANE PEOPLE would disagree. The Druidic aspect comes from the principal that she will only use naturally things to prepare potions, meaning she cannot and will not use something artificially or magically made or replicated, but can however use natural object with magical properties. For example, While she could use a mage's toe, but not a toe that was magically regrown through a healing spell, or artificially replaced. Such is NOT the druid way.
Mana Potion: Crafting Plant:
There are many Mages about these days, and with so many practicing their spells and incantations, why not give them a little boost here and there for their magical purposes?
The ingredients are as follows: A fish's eye, A white Feather, and A Pastel Herb.
To create the potions, it must be made all day long, The Fish Eye added in the Morning, The Feather in the Afternoon, and the Pastel herb in the Evening, and boiled until Nighttime, strained and left to sit for the night. It should turn blue, and be ready then. The potion is good for a week, and only energizes a beginner's spell worth of Energy.
Light Potion: Crafting Light:
Need a potion that glows in the dark or causes a small "pop" of light when thrown? Don't ask the ingredients and do not swallow unless you want to glow like a firecracker!
The ingredients are as follows: five Firefly butts, ground Moonstone, and Faerie Light.
To create this potion, it must be done during the night, and be finished before dawn; catch the fireflies, and cut off their butts. find grind the moonstone with the butts. Next, find Faerie Light, which can be found between 2:00-4:00am. Collect it in a bottle, but the ground moonstone and firefly butts in and add water. The glow should be a pale but bright blue light. This potion starts to glow as soon immediately and is good for 3 days ( a 5 days if kept cold) but gradually dims.
EXTRA SPELLS
These spells are obtained through special means, such as magical items, and are not affected by Specialization requirements.
WILL 'O WISP (Fire & Light | Support)
A warm energy runs through your fingertips, and upon raising your hands outwards, small fiery orbs are summoned and begin to float around the surrounding area. These orbs, when there is no danger, provide warm light that can pierce through any darkness, magical or non magical. However, if danger arises, these flaming orbs will move to surround the user and will give any enemy who should dare to attack you a nasty burn. The wisps will stay around for 5 posts once summoned, and will follow the summoner.
NATURE DRUIDRY: SUPPORT MAGICS
Druid magics are those that pay reverence to nature, ranging from protecting nature, using nature for some benefit to ensure balance, or other such purposes. A Druid's main goal should be that of the area they live in, to which they lay claim; so long as the area they live in is preserved, so long do they prosper. Nature Druid Magic encompasses but is not limited to Animal or Environmental Empathy, Plant Communication, Polymorphing, Energy Manipulation, Blood Druid Manipulation, Restoration, and weak forms of Scrying.
INTERMEDIATE
Channel Energy: Support Plant: Area of Effect
Plants have the ability to take in different forms of energy, be it from the sun, water, earth, air, or even electricity to help support their livlihood through different plant cycles. Having studied this some during her hiding and trespassing into minds, she found she was able to apply this to her energy magic, and even found a spell for it. This spell allows her the ability to take in or steal energies from forces around her, as well as sapping the life from living things, as ‘stranger’ plants might. She is then able to store it, convert it to another form of energy for self use or throw it back in a similar form or different. The diversity of this spell can be applied to different situations, ranging from giving energy to an object or a living thing, weakening her enemies by taking it from them, throwing what she has taken back at the enemy.
Limitations--Can only Sap from Energies within touch or a 0-7 foot reach.
BEGINNER
Nature's Mend: Support Earth: Target(s)
It is a healing spell to mend all things born of the natural world; currently, Elijah uses it for simply healing living things who have been harmed. She is only able to fix cuts, scrapes, and very minor burns, and break very weak curses. The spell does not act on it's own, as in when it is cast, it does not act continuously; the caster must feed into the spell for as long as the caster wishes to perform the spell. Ceasing to feed mana into the spell causes the magic to dissipate. She can only heal one person, and she has to be able to touch them to heal them, or keep her hands just above the skin. When she is mending, the bottom of her hands glow slightly, and the wound begins to heal. The spell might tickle or even cause pain to the person, but should the wound be relatively minor, it'll patch up fine.
Limitations--Only heals things originating from nature. Golems, and "forced" Constructs cannot be healed. Has to at least near-touch to heal.
BEGINNER
Purify: Support Water: Self, Target(s)
Water is everflowing, and water will always find a way. Be it in the air, or underground, nothing can trap water forever, and it is for thins reason, the health and adaptivity of water, that Elijah loves this spell. Taint, curses, hexes, or chronic 'spells' of pain as they are more commonly called, cannot be fixed, and have to be broken, but taint will lock onto the soul like a sour taste in the mouth, something that water knows how to wash away. Water is required for this magic, that which can be kept in a bowl, or a bottle. Elijah blesses the water kept inside an object by uttering the purpose she intends it for, and then places the bowl under the head of where the person sleeps. It works best if the person tried to rest after this spell has been completed, but will otherwise work but at a much slower rate. If the person remains awake, the bottle is attached to the person's side and must remain until the curse or pain goes away. The water will cloud with the taint, which then must be dumped as Elijah does not know how to utilize it yet. This spell only breaks beginner curses, hexes, or chronic 'spells' of ailments.
Limitations--spell must be performed with water. the water can only be used once. only breaks beginner curses, hexes, or chronic 'spells' of pain.
POTION DRUIDRY: CRAFTING MAGIC
This field is so large and ever expanding that it would be cruel to suffocate the glory of this field into a few short sentences. Suffice it to say that potions making is the magical ability to take a combination of things, smash their goodness or badness together using a spell, and put them into liquid form generally drinkable by other people, though I am sure MOST SANE PEOPLE would disagree. The Druidic aspect comes from the principal that she will only use naturally things to prepare potions, meaning she cannot and will not use something artificially or magically made or replicated, but can however use natural object with magical properties. For example, While she could use a mage's toe, but not a toe that was magically regrown through a healing spell, or artificially replaced. Such is NOT the druid way.
BEGINNER
Mana Potion: Crafting Plant:
There are many Mages about these days, and with so many practicing their spells and incantations, why not give them a little boost here and there for their magical purposes?
The ingredients are as follows: A fish's eye, A white Feather, and A Pastel Herb.
To create the potions, it must be made all day long, The Fish Eye added in the Morning, The Feather in the Afternoon, and the Pastel herb in the Evening, and boiled until Nighttime, strained and left to sit for the night. It should turn blue, and be ready then. The potion is good for a week, and only energizes a beginner's spell worth of Energy.
BEGINNER
Light Potion: Crafting Light:
Need a potion that glows in the dark or causes a small "pop" of light when thrown? Don't ask the ingredients and do not swallow unless you want to glow like a firecracker!
The ingredients are as follows: five Firefly butts, ground Moonstone, and Faerie Light.
To create this potion, it must be done during the night, and be finished before dawn; catch the fireflies, and cut off their butts. find grind the moonstone with the butts. Next, find Faerie Light, which can be found between 2:00-4:00am. Collect it in a bottle, but the ground moonstone and firefly butts in and add water. The glow should be a pale but bright blue light. This potion starts to glow as soon immediately and is good for 3 days ( a 5 days if kept cold) but gradually dims.
EXTRA SPELLS
These spells are obtained through special means, such as magical items, and are not affected by Specialization requirements.
ADVANCED
WILL 'O WISP (Fire & Light | Support)
A warm energy runs through your fingertips, and upon raising your hands outwards, small fiery orbs are summoned and begin to float around the surrounding area. These orbs, when there is no danger, provide warm light that can pierce through any darkness, magical or non magical. However, if danger arises, these flaming orbs will move to surround the user and will give any enemy who should dare to attack you a nasty burn. The wisps will stay around for 5 posts once summoned, and will follow the summoner.
Drakengard | Manah, Elijah Perocia BY Madi
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