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Arl Lotreab
#1
Using Grand Opening Bonus:
Warrior Prodigy Bonus – Strong Strength
Minor 1 – Very Strong Strength. [1]
Minor 2.5 – Clan Sign / Hostility Lens [1.5]
Minor 3.5 – Parrot Badge [1]
Minor 4.5 – Darkstep Boots [1]
Minor 5 – Shadow Bag [.5]
Name: Arl Lotreab
Race: Felalom (Half-Dream Fey)
Age(Fey): Daring
Age(Mortal Years): 21
Height: 5’3”
Strength: Very Strong
Appearance: See picture! That’s a bit of a cop-out though, so: Dark but warmly tanned skin, hair and eyes that are a mixture of purples, golds, and reds; Arl looks in many ways like an embodiment of early autumn. Her freckles likewise look the part, the possibly unnatural markings seemingly changing location over time. Coloration aside, Arl has an average build with toned muscles. Between her height and physique she doesn’t look much like a half-fey at all.. until she lifts something!
Apparel(Armor): Also in Picture. Arl’s hardened leather armor is designed to protect her from slashes, stabs, etc while allowing near full range of motion. A pair of magical, black scaled boots adorn her feet. Her open-face helm and faulds are adorned with a single metallic leaf. She also carries a thin black bag on her back, and a clearly unnatural spear made of slightly damp wood and autumn leaves. As of late she’s started to carry an iron machete as well (not in picture).
Apparel(Non-armor): When she was younger, Arl went through a phase where she wore her armor all the time. Although she still wears her armor more often than not, Arl has branched out to actually bringing another outfit with her – a simple sleeveless green shirt with a ring of lightweight buttons at the bottom and grey-tan trousers. She still wears the scaled boots, however, as they’re surprisingly comfortable. Her bag and spear are virtually always with her as well. She sometimes wears a small silver badge in the shape of a parrot as well (not in picture).
Backstory: Arl grew up on the move, the child continually relocating with her family as the latter investigated something her father still hasn’t been willing to talk about. Arl’s human mother was lost in the fey realm during one such investigation – not dead, simply.. misplaced. Aro (Arl’s not-particularly-creative-with-names father) is confident his beloved will be fine, whatever era it is when she finally emerges from what – to her – will be a brief adventure.

However, the event did convince him to stop using nature fey rings to continue his investigation; the dream fey returned to IV to conduct the remainder of his research there. Why he was using nature fey rings in the first place is unknown, as he has only told Arl he’ll tell her once her mom gets back.

Not wanting to settle down in the city with her father, the then-teenage Arl set out with the warrior Colt Wyrmbane, training under the seasoned mercenary to pursue her dream of helping people using her natural knack for fighting. Her journeys with Colt are likely why she has thus far matured at a human rate, unlike her twin brother who still possess the mindset and physique of a child. In anycase, Arl recently parted ways with her teacher, finally setting off to pursue her dreams.

The Story of Arl:
Affiliations
> PC: Riesig, Rand
> NPC: Cee Lotreab (Brother), Aro Lotreab (Father), Colt Wyrmbane (Teacher)

Abilities

Tall for a Fey: Arl’s the Felalom equivalent of being a muscular 6’1 human, and has honed her natural strength further; She is Very Strong. [Aspect bonus Minor + Minor 1 (2 minors)]

Savior Heart – Arl’s Felalom abilities are tied to the concept of Remorse, allowing her to naturally tell the degree to which an individual and/or group feels remorseful (although she cannot tell what they feel remorseful about).

Aspect: Warrior Prodigy
Enlightened Warrior – BP: 4/5
Lvl 0. In order to fully take advantage of the environment, one must first master themselves. As such, novices of the enlightened warrior style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.

Aspect: Vital Heart
Harmonic Weapon
Level 0 – Arl and her brother decided to be born overnight, during a storm, while their parents were in the middle of nowhere. By the time the birth was done, however, dawn had arrived and the storm had given way to a crisp autumn morning. Arl’s binding is Resourcefulness, and its manifestation is filtered through the multi-hued trees that surrounded her birthplace. The color of her hair and eyes are likewise multi-hued.
Level 1 – Arl’s harmonic weapon is the Autumn Leaf Spear, described in the weapons section below. Arl always knows the spear’s location and it effectively possesses the basic art(vital) and homebound runes in addition to its 3 slots.
Level 2 – Arl gains the ability to rapidly isolate and compare individual sources of sensory information. For example, she could hear a mass of trampling feet and quickly surmise the number and likely sizes of tramplers. Arl also gains autumn-leaf colored freckles; these freckles slowly move downward as the weeks pass by, the lower freckles fading away as new ones appear higher up. The freckles often form patterns with each other as they ‘fall’.
Level 3 – Arl’s weapon gains the Shifting Leaves ability (see weapon for specifics), the ability to break apart and reform as a different weapon/shield over the course of a post.
Level 4 – Arl’s blood becomes multi-hued. When cut, her flowing blood becomes more sap-like, hardening over a post to form an impromptu bandage that expels light foreign material from the wound (dirt and the like).

Clan Sign – Arl possess’ the Lotreab family symbol* inscribed on the back of her right hand with an invisible (transparent) ink. A gift from her father, the tattoo granted Arl an ability based on her desires. He was hoping it’d help her be safer, but it is what it is…
> Hostility Lens: Arl may, in place of a spell per post, will her tattoo to deeply glow any hue she desires for three posts. While the tattoo glows, Arl may choose to partially envelop anything she touches with a faint aura of the chosen color. The aura spreads up to 3' around each point of contact, with multiple blows possibly enveloping an entire creature/object. Enveloped objects and body parts strongly resist being used to commit violence against anyone except Arl, (physical) attacks made with them passing through rather than harming others. The aura takes into account intent, however: An enveloped weapon can still be used to block attacks. All auras created this way last until the tattoo stops glowing or Arl wills the tattoo to glow again (so if she resets the duration all currently enveloped objects are released). Any item in the process of passing through someone when the effect ends is forced out of them (e.g. this ability will never cause a sword to solidify inside someone). [1.5 Minors? Note that she can basically channel this power through her weapon due to its ability] (Minor 2.5)
*Her father’s idea. Rather odd for a fey, but his kids seemed to like it.
TL;DR: Through contact, Arl can make it so an enemy's weapon / body part can only hurt her for 3 posts, sort of an "I am your opponent" sort of thing.

Medical and Anatomy Training - Arl picked this up from various sources over the years.
Lvl 1. Learn the position and location of the various non-fey races' major muscle groups, blood vessels. etc along with some basic first aid techniques. Half-fey are similar enough to humans/elves for this to cover them as well. Can be taken additional times to learn the anatomy of wildly different species/races.

Spells
Vital
Level 1 – Sense -- Sense the presence of any fey or spirits around you and get a sense of their mood.
Level 2 – Bind -- Share one of your senses with a touched individual. This effect works both ways, and can be disorienting. This effect lasts 5 posts or until you cast this spell again. Pain counts as a sense.
Level 3 – Weave -- Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.
Level 4 – Heal -- By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.


Weapons
Autumn-Leaf Spear – Arl’s Harmonic Weapon, her colorful living spear is constructed from wood, vines, and countless autumn leaves. The leaves are always a little damp, and both wood and leaf are as tough as iron (Mod 3).
>> Harmony – As her Harmonic Weapon, the spear possesses the following abilities:
>>>Bound – The spear is an extension of Arl, effectively granting it the equivalent of the Homebound and Basic Vital Art Runes in addition to its 3 slots. Furthermore, Arl always knows the weapon’s location.
>>> Shifting Leaves – The spear can shift its shape and size in order to become other weapons and shields. It can’t become anything larger than a big scythe, smaller than a shortsword, or of greater mass than a large shield. The weapon cannot change its shape for non-martial purposes*. Excess material becomes dust/falling leaves. It takes the weapon an entire post to finish transforming, although very slight changes can be made faster. Making the weapon larger can be tiring.*This is based on Arl’s intent – she can’t will the weapon to take a form she intends to use for something other than combat.

Iron Machete – A Machete. Made of Iron.

Crystal Knife - A small crystalline knife, tough as stone and sharp as a scalpel. A gift from her teacher.

Non-Weapon Magic Items

Parrot Badge (Worn) – Found by Arl herself while training with Colt, the silver parrot trinkets both Arl and her brother Cee possess allow them to communicate with each other over long distances. Cee generally doesn’t have anything useful to say (especially since the “crayfish incident” got him banned from the local libraries), but having contact with someone far away can be a great boon at times. Arl usually wears this under her armor.(Minor 3.5)

Darkstep Boots[Worn] – A pair of finely crafted boots, created from the skin of some magical reptile (mod 3).
>> Once every three posts the boots can create a runic circle of darkness beneath them (or one of them) that is intangible to everyone and everything except for the boots themselves. The circle, which lingers for one post, can have a radius of up to 5’ and can be at any angle depending on the relative angle of the boots.
>> They’re also surprisingly comfortable, and the insides somehow stay dry and sweat-free. Arl feels these are the best boots that have ever existed. (Minor 4.5)

Shadow Bag(Worn) – A thin water-proof leather backpack enhanced with enveloping runes to allow Arl to easily carry her things (or armor). [.5 Minor] (5 total minors)

Other Non-Magical Gear
Pile of Stuff in Arl's Bag:
>> A Concise History of History, by Bilbo Ebert. An old, leather bound volume that gives a brief description of all sorts of things. The author appears to have been strongly opinionated.
>> How to Not Die Horribly in the Woods – A short but very informative book on basic woodland survival. Author unknown.
>> Origami, The Art of Folding Paper, by M. Passerby., A dry but highly informative guide to Origami.
>> A bunch of pressed leaves and some bottles of dye.
>> Flint and steel, a small mirror, a compass, goggles, snare wire, and a whistle
>> A little bone amulet with a crocodile carved into it. Arl forgot she'd left this in her bag when setting out; when she was very little she liked to pretend it turned her into a dragon-girl.

>> A silver-colored ducky toy, barely tinted with green. The toy has emerald-colored eyes. A very old gift from her parents. [Currently with Cee. I just felt like mentioning the toy still exists]


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#2
Alright, I'm done. Can someone look Arl over for approval? Thanks.
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#3
I'd really be more comfortable if Hostility Lens just affected a whole creature rather than localised areas.

As it stands, Arl can disable a larger enemy's limbs and then duck backwards and let someone else gut the parts of the enemy that aren't lensed. Perhaps it takes a few blows for the lens to focus on larger targets, rather than spreading.
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#4
Ah, the intent was that the foe could still block attacks, just not make them. The wording is unclear though.. how about..

Hostility Lens: Arl may, in place of a spell per post, will her tattoo to deeply glow any hue she desires for three posts. While the tattoo glows, Arl may choose to partially envelop anything she touches with a faint aura of the chosen color. The aura spreads up to 3' around each point of contact, with multiple blows possibly enveloping an entire creature/object. Enveloped objects and body parts strongly resist being used to commit violence against anyone except Arl, (physical) attacks made with them passing through rather than harming others. The aura takes into account intent, however: An enveloped weapon can still be used to block attacks. All auras created this way last until the tattoo stops glowing or Arl wills the tattoo to glow again (so if she resets the duration all currently enveloped objects are released). [1.5 Minors? Note that she can basically channel this power through her weapon due to its ability] (Minor 2.5)
*Her father’s idea. Rather odd for a fey, but his kids seemed to like it.
Reply
#5
Le stamp.
Reply
#6
In a very belated edit, I am adding "Any item in the process of passing through someone when the effect ends is forced out of them (e.g. this ability will never cause a sword to solidify inside someone)". As I realized there was a way to use that ability that was... very much not intended and possibly obnoxiously powerful (passing through armor and then ending the effect partway in).

I would still prefer a second active staff member to look at this change/nerf, even if I know this is a rubber stamp sort of thing, but Udo doesn't do ability approvals.... gah, I guess I'll just approve it myself for now. We need DAK to make a glorious return.
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