Masks 2

Masks 2
#26
RE: Masks 2
Name: Torilyr Uniar

Date of Birth: Sometime during the last years of the 19th century

Place of Birth: Vane-Larin, a fae city sequestered in a rift in the Appalachians.

Place of Residence: Most of the time, Torilyr travels around the various fae realms seeking information. He has just enough wealth to be allowed to poke around various places of learning, at least for a time, which has contributed to his current cache of secrets.

He has a small home, however, in Arcatorq, a fae city with its entrances located in the mountains of Wyoming. It is a sizeable backwater town, founded fairly recently by fae standards. Torilyr isn't the only resident who rarely returns home.

Appearance: Torilyr is a tall fae with a harsh face and long, black hair. Owns a set of ceremonial mages' robes, but mostly goes around in hardy clothes suited to travelling around between pocket dimensions and delving into forgotten places.

Personality: Torilyr is driven and determined to a slightly frightening degree. He's focused on acquiring power to achieve the dreams of his people and, even moreso, himself – claiming this world, and breaking the grip the humans have on it, no matter the cost. He wants to be the greatest mage in history. He seeks ancient magical secrets, and will stop at nothing to achieve ultimate power.

Powers, Skills, and/or Resources: As of right now, he's a skilled fae mage. His fae magic skills include magical illusions, concealment and glamour, as well as magic granting preternatural strength, speed or reflexes.

His power is soon to massively increase in a new way, as he acquires the Old Magic of his ancestors and embraces it at its rawest and darkest. The powers he gain will be tied to the magical alterations that will turn his soul into a magical conduit, capable of granting him the powers of ideal shapeshifting – making him capable of transmuting his flesh into durable living metal, effectively shapeshifting his wounds closed to rapidly heal, and transforming into monstrous and deadly forms at will – as well as blasting things with energy, levitating and flying, throwing people around, warping the land around him and playing with the souls of those who allow themselves to become ensnared.

By telling him their real names freely or accepting a gift from him, for example, victims may unwittingly giving him power over them. He could steal their names and memories, potentially replace them with fake names and memories tied to the loss of their real name, as well as alter their physical forms, give them commands they cannot disobey in his presence... things that could coerce them into serving him, or which could be used to grant them gifts and ensure their loyalty. The power he has over them fades after a year and a day, though the actual effects such as false memories or transformation remain until broken or reversed.

As he grows in power, the very earth at his feet will become tainted and twisted wherever he steps. With effort, he can gradually turn the land around him blighted, twisting and fortifying it with spikes and dark clouds, potentially twisting it further to fill with ash and magma flows as he gains more power. In this cursed land, his powers are more potent, and his foes' magic will be more capricious and chaotic. He will also be able to gain a burst of power, to suddenly change a swathe of land or wield as a sudden burst of energy in combat, by siphoning life energy from someone whose soul he has power over nearby.

Biography: Torilyr is a North American fae, and a firm follower in the destiny of reclamation that consumes their political thought. He was born to a minor aristocratic family of mages, and was raised by his aunt Thintiel, the matriarch of the family. His parents were scarce visitors in his youth, as they were travelling warriors who had dedicated their lives as a couple to the eternal war of the fae against all who stood between them and their destined future. He followed in his ancestors' footsteps in studying fae magic. His early years learning under his first master, Erym, led to him taking an interest in history and magical theory. Over time he gained an impressive understanding of magical secrets, and a desire to take that knowledge out in the eternal quest to secure an empire for the North American fae.

His second master and primary mentor, Melthryth, nurtured this quest. Her own life story features dead parents resulting in an eternal enmity with vampires, and so she dedicated herself to their ruination. She encouraged her student Torilyr to go forth and seek powerful artefacts to use as weapons against the enemies of the fae, vampires first and foremost, while refusing to spare any time herself on searching that could instead be spent vampire hunting. With her guidance and tuition, Torilyr learned to be an accomplished and knowledgable mage, though he never managed to master sword-magic as his teacher had.

Over the years, Torilyr got through with a mix of family money, taking on his own students and soliciting investments in his research – and research he did, hunting ancient secrets and any trace of the Old Magic. Over time, he became dedicated to this ambition, viewing it as the only path that could bring him the power he so desires. It has become a driving force, a source of iron determination, and an overriding goal in his life. And the eternal wars of the fae have left their mark on him – though he never had a frontline role in the conflicts, the harsh ideals of fae life have hardened his heart.

He was far from the only one. Searching for ancient secrets may not be the most crowded field in fae society, but enough fellow scholars and magi walk the world looking for cracks into fragments of the old world that they rub shoulders and create rivalries. In his petty discoveries to date, Torilyr made a couple of foes, but his rival emerged in Taiaroth, a fellow student of Melthryth who likewise had been drawn into the field by her exhortations. Taiaroth and Torilyr earned each others' grudging respect for their knowledge and magical skill, but it did not soften the competition between them. Taiaroth wanted to be the one to make that big breakthrough, and he competed with Torilyr at every turn. Torilyr, of course, competed just as bitterly – they fought over patrons and leads, and when the big one came up, they both raced off to be the first to bring it back.

Now, with the strongest lead he's ever had, accompanied by an apprentice and a fellow wanderer, he has trekked into a forgotten shard of the old world, racing against his rival for an ancient relic – one that could finally have his research bear fruit, and unlock the secrets of the Old Magic...

Friends, Family, Acquiantances, Rivals, Enemies, and anybody else:
Melthryth Vilthim – Torilyr's second master and most respected teacher. Her teachings allowed him to reach the heights he has today. She is a master of fae magic, coupling illusions and trickery with being an incredibly skilled, magically-enhanced swordswoman. She doesn't teach so much any more, having dedicated herself to a one-woman crusade against the vampires. The fact that this hasn't killed her yet is a testament to her skill.

Erym-Kuliol – Torilyr's first master and a highly knowledgable scholar of advanced age. Less of a practical mage and more of a man of learning, Erym hasn't spoken to Torilyr in a long time, but Torilyr still remembers him fondly. He recently retired.

Taiaroth – Torilyr's rival in the hunt for ancient magic. He also found clues that led to the current discovery, and at this point Torilyr can't recall who exactly stole which parts of the research from whom. It's to the point where any reasonable person would basically consider finding this place a joint effort.

Thintiel Uniar – Torilyr's aunt and primary parental figure. She's a harsh woman, a petty aristocrat, and a retired enchanter-mage who used to create magically armoured cloaks for the army of Vane-Larin. From a young age, she was focused on toughening him up to be the best mage he could be and achieve great things for the family. She would have preferred Torilyr to be a proper warrior-mage or enchanter, and disapproves of his obsession with “petty archaeology”.

Myelnen Uniar – Torilyr's mother. Fae warrior-mage, part of a fighting couple with her husband. As the youngest amongst her siblings, she is yet to retire. She visited sparingly in Torilyr's youth and, to this day, is in contact with him infrequently at best. He doesn't even know where she is. Kinder and less harsh than her sister Thintiel, but her tendency to distance herself from her son is obvious.

Alciran – Torilyr's father. Soldier, part of a fighting couple with his wife. Wasn't really involved in Torilyr's upbringing, and instead sends his son encouraging letters about how proud of him he is from time to time. This is pretty much the only contact Torilyr has with him these days.

Extended family members: Torilyr had more family members: an uncle, an aunt, and several cousins.
Quote
#27
RE: Masks 2
Name: William de Raynes

Aliases: High Priest of the Vrellfytch Congregation, The Worldly Extension of Vrellfytch

Date of Birth: April 19th, 1994 (missing since Ragnarok)

Place of Birth: A tiny city from the midwestern US from before Armageddon that no longer exists, so who cares.

Place of Residence: New Orleans!

Appearance: William has changed. He stands at a tall 6'6", and has large and evident muscles. His face is sculpted and sharp, all angles from his jaw to his nose. He has scruffy, shaggy red-blonde hair, dark brown eyes that could be a warm maroon, and a easy smile. However, his skin appears to be covered in almost completely healed scars, from all sorts of wounds ranging from cuts to holes to torn up skin. In addition, there is a massive, jagged scar hidden by his clothing. It stretches from the bottoms of his shoulders to the top of his pelvis, a vicious, blood red X of healed scar tissue that criss-crosses over the entirety of his front. Despite these wounds, however, William stands tall and strong, as though the scars covering his form didn't even exist. He doesn't even look a day over 21. William's clothing typically consists of 'street clothes', things like dark colored t-shirts, jeans or shorts, and simple sandals. There is, however, an article of clothing he has that stands out. William wears a worn, custom made navy blue cloak. There are clasps sewn into the inside of the cloak so that it can be closed up from the inside, hiding William's body and arms. In addition there are four sheathes, all filled with custom ceremonial daggers, and a handful of hidden pockets.

Personality: Outwardly, William is a nice person. He is patient and likes to chat. He's the kind of person you want to sit down with in a coffee shop to catch up with if you haven't seen each other in a few months. He seems serene, almost, as if he's come to terms with the awfulness in his life and has become all the better for it.

There's a reason for these traits, however. Being linked to an unknowable conscious from another dimension that cannot be understood has skewed William's sense of time, which is where his patience comes from. He wholly desires to bring others under the fold of Vrellfytch, causing his enjoyment of talking. And he has found his purpose in serving Vrellfytch, thus prompting his serenity. In addition, it is not as if the old William is completely gone. He is still a strange blend of masochistic and sadistic, with a sickening fascination for causing and receiving pain. He still strongly values personal strength, and he still has his moments of hotheaded ruthlessness. This leads to moments of intense violence from the man, who reacts with little more than a serene smile.

William is different now, and yet he's still the same in the end.

Powers, Skills, and/or Resources:
SpoilerShow

Biography: And it is through him that Vrellfytch shall inherit the Earth.
SpoilerShow

Friends, Family, Acquiantances, Rivals, Enemies, and anybody else:
SpoilerShow
Quote
#28
RE: Masks 2
Name: Sam Houston Russell
Aliases: Blackstar, Armory, Quickdraw, Spur, "Lonestar2" (REALLY DISLIKES BEING CALLED THAT ONE)
Date of Birth: May 16th, 2024.
Place of Birth: Eagle Pass, TX.
Place of Residence: Humble Hope Trailer Park, just south outside the walls of Megacity Houston.
SpoilerShow

Appearance: Sam is slightly taller than average, with black hair and naturally tan skin, and often dresses in trendy Textro fashion, which includes long-sleeved plaid shirts, bolo ties, faux-leather belts (with a fancy buckle), jeans (colors other than blue are more popular among the youth), and cowboy boots. His bolo tie clasp and belt buckle are silver with stars of polished jet set into them. He sports a black cowboy hat and is clean shaven, having just stopped sporting a poorly-considered mustache.

Biography:
SpoilerShow

Abilities:
Advanced Proficiency Gun - Sam can instantly master the use of any fire arm or projectile weapon he lays his hands on. He knows how to aim, reload, and fire it almost by instinct.

Super Accuracy - Sam is uncannily accurate. This extends to thrown objects. Many a dart-throwing contest ended in heated arguments between him and his brother.

Dudetime- When attacked, time seems to slow down for Sam, allowing him to think through his reactions or get out of the way.

Enhanced Reflexes - Honestly, mostly an extension of the above.

Dad Money - Gene is well, well off. He and Sam are on good terms, so Sam sometimes gets him to help a little with rent, or groceries. He won't buy weapons or 'business' related supplies for Sam, wanting to stay off the Megacorps' radar for now. Sam tries to remain self-sufficient.

Possessions:
Guns Guns Guns - Sam has built up a personal armory of kinetic, laser, and various other fire arms and explosives, which he keeps in a secure locker in his trailer. The locker is so well armored that it would probably be the only possession of his to survive if the park ever deconstructs his trailer.

Trailer Central: Sam's trailer, which is located in Humble Hope. Humble Hope is, like most modern trailer parks, a large skeletal steel structure with spaces that loading elevators can install 3D-Printed trailers that are rented out to tenants. If anyone misses a payment or disappears, the trailer is uninstalled and lowered into a deconstruction machine, which is actually capable of deconstructing any non-living, non-human matter. As such, your possessions are destroyed as well, so the company doesn't have to worry about selling them. They normally loot the trailers before hand, anyways, might as well get something out of your tenants.

Friends, Family, Acquiantances, Rivals, Enemies, and anybody else:
SpoilerShow
Quote