Character Name: Sylus (generally just answers to "Wizard" though) Character Age: Mid-to-late 20s Canon: Dragon's Crown Canon Point: Immediately after the Wizard's epilogue CRAU (if any): N/A • ────────── • History: The Wizard arrives in the Kingdom of Hydeland - a kingdom besieged by armies of orcs, political intrigue, and a missing king, and forms an adventuring party to get involved with its troubles. Putting-down a myriad of monster attacks emerging from the nearby ancient sites impressed the Hydeland Adventurer's Guild and gained the company membership, allowing the Wizard and his companions to become significantly more involved in the growing sea of turmoil surrounding the kingdom. During an expedition to the Castle of the Dead the company are presented a scroll by a phantom knight, and would later discover that the phantasm was actually that of Hydeland's missing King.
Having been captured by nefarious forces, he took his own life to prevent himself from being used as a catalyst to revive the legendary Ancient Dragon. The news of the fallen king sets off a chain of events that reveals that the Prime Minister had been attempting a coup against the next heirs, Princess Vivian and her uncle Count Dean, and the company are instrumental in putting his machinations to an end. With the line of succession now clear the newly-appointed King Dean attempts to safeguard the kingdom's heavily-threatened borders and, to this end, travels to meet with envoys from the neighboring land of Morneon, but is betrayed on arrival and captured instead. Morneon sacrifices King Dean in an attempt to open the path to the Illusory Lands, hoping to be able to use the legendary Dragon's Crown to control the Ancient Dragon, but the magic needed for them to succeed had already been destroyed by the Wizard and his allies.
Despite Morneon's attempts to reach the Illusory Lands being stymied the sacrifice of Hydeland's King still means that the Ancient Dragon has now awoken and gathering power. In time it would have the ability to break free of its imprisonment and return to the world, where none would be able to stop it, so a preemptive strike was the only option. Gathering nine special talismans the Wizard and his allies travel to the Illusory Lands themselves and do battle with the Ancient Dragon. After a heated conflict the legendary beast is slain and the company of heroes are the victors. The threat of obliteration no longer hangs over Hydeland and its Knights are able to focus their efforts on the Orc threat, while Princess Vivian ascends the throne and inherits the now-ordinary Dragon's Crown.
The Goddess Althena, one of the three deities who sacrificed themselves to seal the Ancient Dragon away millennia ago, was restored thanks to the defeat of the Ancient Dragon and petitions the Wizard and his allies to help them in restoring her sisters as well. The company return to the Illusory Lands for two additional battles, fighting against the successively more powerful dragons responsible for stealing the Goddess's powers, and emerge victorious both times. With their success the restored goddesses declare the Wizard and his company as the "Gate Guardians" of the Illusory Land and proclaim that they will become mythic figures, their names recorded forever in history..
With the land of Hydeland now safe the Wizard returned home to use the reagents yielded by the Ancient Dragon's defeat to undo the state of undeath his sister had been trapped in. The last thing he saw before awakening in his new surroundings was his sister's face smiling up at him. Personality: The Wizard served as the leader of the adventurer's company that saved Hydeland from the threat of the Ancient Dragon and possesses just the combination of logistical acumen and responsible leadership needed to keep such powerful personalities on-mission. He has a more cynical and dour personality than his age would suggest, but the same skepticism that can make his companions see him as a downer often renders him the voice of reason in any given situation. That same level of caution is not applied to his studies, though, as the Wizard is both an avid learner and reader. His appetite for mapping the unknown and growing his mastery of the arcane is fueled by his desire to protect his loved ones, and can override his better judgement as a result. Time and experience has tempered his wilder magical inclinations however, and the lessons learned in restoring his sister's health are not ones that he will ever forget.
Though he respects and values his companions there is a certain level of superiority in how the Wizard views his non-magical companions, and he disapproves of the idea of utilizing brute strength for something that could be solved far more elegantly through the magical arts. Despite his preference for fellow practitioners of magic he and the other spellcaster of the team had the greatest rivalry in the company. With both utilizing magic through wildly different methods there was no shortage of competition to prove their given methods superior, resulting in more than a little immaturity and ego throughout their questing. Much of this bickering would come to be driven by unspoken attraction between the two, however, and the eventual admission of these feelings resulted in an immediate and visible difference. Though neither magister ever admitted it to the rest of the company, and a veneer of haughtiness is eternally draped over their interactions, something deeper grew between the two by the time their quest came to its conclusion.
Wizard has little in the way of family, meaning he is largely free of connections, but he cares for his little sister dearly and has spent much of his life trying to find a cure to the illnesses she has been plagued with since childhood. His entire journey to Hydeland was to remedy the terrible side-effects one of his attempts to cure her had brought about and, though it had succeeded in taking away her pain, the state of deathlessness it had condemned her to will forever be one of his greatest points of shame. As the only family either has the two share an incredibly deep bond, with him quite literally moving mountains to ensure her well-being, but sadly having to be absent for extended periods as a result. His separation from her just as he was able to truly restore her to health will be a point of continuous unease and worry for him, though he will do his utmost to ensure it doesn't show. Initial Game Plan: Death and resurrection are fairly common in his setting, so the idea that he's been whisked to another place as a result of a death or near dearth would catch him off-guard. The presence of a settlment and other people would make the adjustment easier, though, and so he would try to busy himself with being useful in order to avoid focusing on having been removed from his sister and all the people he cares for. Empty hands would make idle minds, so he would focus on getting a fairly well established base of operations on the island as in order to stave off the thoughts that too much quiet would bring. Meeting new people and exploring any new magical creations the new plants and creatures offered would certainly help distraction, though, and with any luck he'd end up with enough of a routine that he was actually settled-in well before he realized it. RP Interests: Island exploration, delving unusual or dagnerous locations, experimenting with whatever new magics fellow magisters might have brought into the setting, and growing familiar with the myriad of new flora and fauna he's been presented with in Pumpkin Hollow. Preferred Job: Arcanist/Magister - Creating and selling magic goods, removing curses, and serving as a general source of magical knowledge. Additionally, as a Guild adventurer in his prior life, the idea of being able to form something similar with other magic users in the setting would be very appealing. NSFW-friendly?: Yes
Wizard | Dragon's Crown
Player
Player Name: Art
Other Characters (if any): None
Character
Character Name: Sylus (generally just answers to "Wizard" though)
Character Age: Mid-to-late 20s
Canon: Dragon's Crown
Canon Point: Immediately after the Wizard's epilogue
CRAU (if any): N/A
• ────────── •
History: The Wizard arrives in the Kingdom of Hydeland - a kingdom besieged by armies of orcs, political intrigue, and a missing king, and forms an adventuring party to get involved with its troubles. Putting-down a myriad of monster attacks emerging from the nearby ancient sites impressed the Hydeland Adventurer's Guild and gained the company membership, allowing the Wizard and his companions to become significantly more involved in the growing sea of turmoil surrounding the kingdom. During an expedition to the Castle of the Dead the company are presented a scroll by a phantom knight, and would later discover that the phantasm was actually that of Hydeland's missing King.
Having been captured by nefarious forces, he took his own life to prevent himself from being used as a catalyst to revive the legendary Ancient Dragon. The news of the fallen king sets off a chain of events that reveals that the Prime Minister had been attempting a coup against the next heirs, Princess Vivian and her uncle Count Dean, and the company are instrumental in putting his machinations to an end. With the line of succession now clear the newly-appointed King Dean attempts to safeguard the kingdom's heavily-threatened borders and, to this end, travels to meet with envoys from the neighboring land of Morneon, but is betrayed on arrival and captured instead. Morneon sacrifices King Dean in an attempt to open the path to the Illusory Lands, hoping to be able to use the legendary Dragon's Crown to control the Ancient Dragon, but the magic needed for them to succeed had already been destroyed by the Wizard and his allies.
Despite Morneon's attempts to reach the Illusory Lands being stymied the sacrifice of Hydeland's King still means that the Ancient Dragon has now awoken and gathering power. In time it would have the ability to break free of its imprisonment and return to the world, where none would be able to stop it, so a preemptive strike was the only option. Gathering nine special talismans the Wizard and his allies travel to the Illusory Lands themselves and do battle with the Ancient Dragon. After a heated conflict the legendary beast is slain and the company of heroes are the victors. The threat of obliteration no longer hangs over Hydeland and its Knights are able to focus their efforts on the Orc threat, while Princess Vivian ascends the throne and inherits the now-ordinary Dragon's Crown.
The Goddess Althena, one of the three deities who sacrificed themselves to seal the Ancient Dragon away millennia ago, was restored thanks to the defeat of the Ancient Dragon and petitions the Wizard and his allies to help them in restoring her sisters as well. The company return to the Illusory Lands for two additional battles, fighting against the successively more powerful dragons responsible for stealing the Goddess's powers, and emerge victorious both times. With their success the restored goddesses declare the Wizard and his company as the "Gate Guardians" of the Illusory Land and proclaim that they will become mythic figures, their names recorded forever in history..
With the land of Hydeland now safe the Wizard returned home to use the reagents yielded by the Ancient Dragon's defeat to undo the state of undeath his sister had been trapped in. The last thing he saw before awakening in his new surroundings was his sister's face smiling up at him.
Personality: The Wizard served as the leader of the adventurer's company that saved Hydeland from the threat of the Ancient Dragon and possesses just the combination of logistical acumen and responsible leadership needed to keep such powerful personalities on-mission. He has a more cynical and dour personality than his age would suggest, but the same skepticism that can make his companions see him as a downer often renders him the voice of reason in any given situation. That same level of caution is not applied to his studies, though, as the Wizard is both an avid learner and reader. His appetite for mapping the unknown and growing his mastery of the arcane is fueled by his desire to protect his loved ones, and can override his better judgement as a result. Time and experience has tempered his wilder magical inclinations however, and the lessons learned in restoring his sister's health are not ones that he will ever forget.
Though he respects and values his companions there is a certain level of superiority in how the Wizard views his non-magical companions, and he disapproves of the idea of utilizing brute strength for something that could be solved far more elegantly through the magical arts. Despite his preference for fellow practitioners of magic he and the other spellcaster of the team had the greatest rivalry in the company. With both utilizing magic through wildly different methods there was no shortage of competition to prove their given methods superior, resulting in more than a little immaturity and ego throughout their questing. Much of this bickering would come to be driven by unspoken attraction between the two, however, and the eventual admission of these feelings resulted in an immediate and visible difference. Though neither magister ever admitted it to the rest of the company, and a veneer of haughtiness is eternally draped over their interactions, something deeper grew between the two by the time their quest came to its conclusion.
Wizard has little in the way of family, meaning he is largely free of connections, but he cares for his little sister dearly and has spent much of his life trying to find a cure to the illnesses she has been plagued with since childhood. His entire journey to Hydeland was to remedy the terrible side-effects one of his attempts to cure her had brought about and, though it had succeeded in taking away her pain, the state of deathlessness it had condemned her to will forever be one of his greatest points of shame. As the only family either has the two share an incredibly deep bond, with him quite literally moving mountains to ensure her well-being, but sadly having to be absent for extended periods as a result. His separation from her just as he was able to truly restore her to health will be a point of continuous unease and worry for him, though he will do his utmost to ensure it doesn't show.
Initial Game Plan: Death and resurrection are fairly common in his setting, so the idea that he's been whisked to another place as a result of a death or near dearth would catch him off-guard. The presence of a settlment and other people would make the adjustment easier, though, and so he would try to busy himself with being useful in order to avoid focusing on having been removed from his sister and all the people he cares for. Empty hands would make idle minds, so he would focus on getting a fairly well established base of operations on the island as in order to stave off the thoughts that too much quiet would bring. Meeting new people and exploring any new magical creations the new plants and creatures offered would certainly help distraction, though, and with any luck he'd end up with enough of a routine that he was actually settled-in well before he realized it.
RP Interests: Island exploration, delving unusual or dagnerous locations, experimenting with whatever new magics fellow magisters might have brought into the setting, and growing familiar with the myriad of new flora and fauna he's been presented with in Pumpkin Hollow.
Preferred Job: Arcanist/Magister - Creating and selling magic goods, removing curses, and serving as a general source of magical knowledge. Additionally, as a Guild adventurer in his prior life, the idea of being able to form something similar with other magic users in the setting would be very appealing.
NSFW-friendly?: Yes