Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:38:41 GMT -5
Syril ÆnariNameSyrillian Lanyriel Ænari Pronunciationsee-RILL-ee-an lah-NEE-ree-el ee-NAR-ee AliasSyril (SEE-rill) OccupationApprentice Sylphist GenderMale RaceHuman Nationality Scandinavian Age Nineteen Date of Birth August 27 Astrological Sign Virgo Blood TypeA negative OrientationHeterosexual
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:40:44 GMT -5
Mental Information
IQ 153
Personality The first thing one notices about Syril's personality is how decidedly out of place it is. In an academy where hatred, angst, and enmity abound, Syril succeeds in being an enigma, while utterly failing to be mysterious. Kind, quick-witted, fun-loving, easygoing, empathetic, honest, rather childlike and surprisingly eloquent, Syril prides himself on being the sort of extroverted person who is quite easy to get along with. Furthermore, this is the ONLY personality he will show at any given time, regardless of how innapropriate it my be according to the situation--as if he lives in an alternate reality. Surprisingly, Syril does not abhor combat; on the contrary, he views confrontation as a game, and one which he enjoys immensely, right up there with Hearts and Monopoly. But he never gets carried away, nor does he damage any opponent for the express sake of causing pain. It is extremely rare for Syril to seriously fight anyone with the desire to truly do them harm. However. Should you ever find yourself facing a Syril with no smile adorning his face, you would be advised to flee for your life.
Mentality Behind his bright demeanor, Syril has shown himself to be exceptionally quick-witted, and his mental strength lies in making neigh-instantaneous snap decisions. This skill allows him to exploit the instincts and reflexes which dominate most fighters, and use those reactions to turn the situation to his own advantage. Syril is has always been quick to dismiss instinct and reflex as the crude tools of a hotheaded amateur, and his suppression of these aspects in favor of strategic thinking has proved to be highly effective. However, Syril is far less proficient at strategizing a sequence of maneuvers in advance; he prefers to take each situation as it comes, and alter his course accordingly.
Religion Sylphism
The Sylphist school of magic consists of much more than combat training; it is also a philosophy, a school of thought, and in part its own religion. The Sylphists exclusively worship the wind spirits known as the Sylphs, from whom their power and way of life originated, and hold tri-annual ceremonies to honor the gift they have been given. Although an outcast from his society, Syril still maintains his belief, and possesses a Sylphist altar of his own. This he keeps in a closet in his dormitory, and prays to nightly.
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:41:53 GMT -5
Physical Information
Height 5 ft. 6 in.
Weight 137 lbs.
Eye Color Emerald green
Hair Color Jet black
Description
Head Syril’s face has a youthful, innocent quality about it, while still maintaining a touch of masculinity; the canonical pretty boy formula. The face itself consists of an "inverted triangle" facial structure, with a pointed chin, angular jaw line, and evenly spaced eyes. The eyes themselves are striking, rather large, neither protruding nor deep-set, a beautifully vivid green, and usually squinted into a warm smile. These are accented by slim, angular brows and full black eyelashes. Syril's nose is delicate and tapering, and his mouth is graced with a row of sparkling white, even teeth. Syril's hair is long and straight, about mid-back length, and gathered into a ponytail at the back and sides. The front is little bit shorter, with wayward bangs often falling into his face. On his left ear, Syril wears a small silver earing, a dangling silver triangle inset with an emerald orb. Lastly, Syril’s skin tone is slightly pale, a trait which runs in the Ænari family.
Torso Syril has very little musculature to speak of, barely enough to define his pectorals and abdominals. Like his face, Syril's torso is angular, and tapers to a slim waist, with rather narrow shoulders. As his primary garment, Syril wears a curious sort of robe, something like a long coat. The garment is white, is composed of one piece, and extents down to Syril’s ankles. While it is tight across Syril’s torso, culminating in a descreet flipped up collar at the throat, it is loose in the sleeves and lower part; the sleeves are flared and a little bit too long, covering his hands, and the leg section is more like that of a trenchcoat, slit up the front. The only decoration this garment bears is located on the left sleeve, which is a deep green at the end. This green patch then splits apart into several individual swirling pattens as one travels up the arm, wrapping around it and tapering off a little past the elbow. The purpose of this robe is not only to allow for mobility, but to in part disguise the location of Syril’s limbs; when moving at high speeds, Syril’s robe billows out around his arms and legs, making them harder to easily track. Syril will also wear more commonplace clothing if the need arises for him to better blend into society.
Arms Nothing special can be said about the appearance of Syril’s arms; mostly because the arms themselves appear to be nothing special. Soft and unaccustomed to the toils of physical labor, Syril’s arms are slim and weak, and usually hidden by the flared sleeves of his traditional battle-garb, the aforementioned swirling green patterns adorning the left one.
Hands As one might expect from his use of energy over strength to accomplish manual tasks, Syril’s hands are delicate and long-fingered, free of calluses, usually tipped with clean, unbroken nails, and essentially never used for anything more than eating and writing. The left pinky finger is adorned by a simple silver ring, about a quarter inch wide, which bears a string of Sylphist characters, their meaning long forgotten. This serves as a memento of his master's, and a reminder of his previous life.
Legs Like his arms, and in fact the rest of his body, Syril’s legs comprise little or no muscular definition. Syril’s pants are separate from his primary garment and an unobtrusive black. They are neither overly tight nor overly baggy, and are constructed of a semi-elastic material to allow for ease of movement in battle.
Feet Syril’s feet are rather on the small side for a boy his age, but are otherwise insignificant. On them are strapped inconspicuous black sandals. These are almost always immacualte, as due to Syril's tendancy to move via energy rather the muscle power, his feet generally do not touch the ground when in battle. During winter, the sandals are substituted for laceless black shoes, custom-fitted to Syril's feet so as not to slip off at an awkward moment.
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:43:49 GMT -5
Combat Information
Fighting Style Sylphism
Style Description A subsidiary of the broader category of wind elementalism, Sylphism is a closely guarded magical art unique to the Ænari family. It is characterized by the control of the physical properties of air itself, especially air pressure--or more specifically, the arrangement of air molecules in space. Using this art, a Sylphist can accomplish many unique techniques which would be impossible for even an elementalist master, such as the solidification of the air immediately around the user to form a shield, or the gaining of traction on air solidified under the feet, allowing the Sylphist to literally walk on air.
In combat, the extent of a Sylphist’s power depends entirely on a near invisible "field of influence" called the Valdi, which surrounds the Sylphist at the time of confrontation, and slowly drains his or her mana over time. All air molecules within this field are under the Sylphist’s total control, and can be moved, rearranged, or condensed at the users will. The extent or size of a Sylphist’s field depends on the rank of the mage, and can be trained up to be fifty meters in diameter in a Sylphist master. As an apprentice, Syril’s field is a sphere about 3 meters in diameter when in its natural state. Another important aspect of this field is that it can be molded at will to meet the Sylphist’s combat needs, so long as it maintains its original volume; in other words, a Sylphist can extend the field forward to affect targets further away, at the cost of control of the air surrounding them--although the precision with which the field is shifted improves with experience. Currently, Syril cannot control an area less that one square foot in any direction. It is also important to note that the field can not be instantly transported, meaning that Syril cannot simply decide to control the air around his opponent’s ankles at the cost of an inch in his field’s radius; he must actually have the opponent in his field at the time. In other words, the field can not be conjured at any given point, nor can it be split apart into multiple smaller fields. Because of this, Sylphist offensive maneuvers generally take the form of extended cutting edges or long, snaking tendrils of air, rather than the projectiles commonly implemented in traditional wind elementalism.
Lastly, Sylphists possess one other technique, known as the Silva Myndi. This specialized technique allows the Sylphist to interact the molecules of his or her own body structure with those of the air within their field of influence, effectively dissipating the body itself into the surrounding air, and allowing the Sylphist to literally become one with the wind. The Silva Myndi technique can be used both offensively and defensively, allowing the Sylphist not only to totally and reliably avoid enemy attacks of all forms, but to attack the enemy from any point in space within the field, while remaining completely undetectable. Naturally, as the Silva Myndi is exceedingly powerful, it also takes a massive amount of energy to sustain, and is often used only when necessary. The Silva Myndi is generally usable only by Sylphists of especially high rank; however, child prodigy Syril Ænari has become the first Sylphist in three-hundred years to attain the Silva Myndi technique before the rank of archmage. Because he is not fully magically developed, however, the technique is even more highly taxing to Syril than it is to the majority of Sylphists, and is used exclusively as a last resort, even resulting in possible long term side effects; however, Syril has come up with an alternative means to implement the Silva Myndi's power without fully activating the state. This method takes the form of an individual technique Syril refers to as the “Hilva Myndi.” Using this technique, Syril can exert his will over separate sections of his body, often allowing for the evasion of otherwise unavoidable attacks.
Style History The story of Sylphism begins with one Azulith Ixia, one of the greatest elementalists of the medieval era, and renowned for attaining the rank of master in all four schools of western elementalism; water, fire, earth, and air. Legend tells that, despite his enormous accomplishments, Azulith became dissatisfied with the power he had accumulated over the past sixty years by traditional means, and sought to become omnipotent by gaining the power of the four elemental spirits themselves; the undines, the salamanders, the gnomes, and the sylphs. For years he sought to obtain this power by any means necessary, slowly driving himself insane with lust, and using dark methods to contact the spirits which no other mage had ever dared to attempt. When the other masters heard of Azulith’s doings, they were furious at his abuse of the magical arts, and raised a small army to storm the tower in which he was performing his experiments. Rather than fight, Azulith fled his keep, becoming an exile and cutting off all contact with the outside world in order to continue his quest. Finally, at age 117, in a chamber located far underground, Azulith found his answer. Through the use of black magic, he succeeded in separating each of the elemental spirits from a portion of their power, of their very being, tearing it from each of them in a mad act of jealousy, and attempting to absorb all four powers into his own body. Had he succeeded, he would have become invincible; but the power he was granted in that moment proved to be too great for the human mind and body to sustain, and Azulith’s own hunger for power became his undoing, entirely destroying his existance.
However, the consequences of Azulith’s doings would be far further reaching than even he had intended. Once separated from the spirits’ consciousnesses, the four portions of elemental power were unable to return to their former owners, but still retained a fraction of those owners’ minds. Aware that they would dissipate into nothing if not grounded to the physical world by some material conduit, the demi-spirits immediately sought the most suitable mediums currently in existence at the time, and allegedly traveling to each of the four compass points to inhabit a single human mage, and protect the spirits’ existences.
To the south went fire, an aspect of salamander, eventually entering the body of the great fire elementalist Solzan Arcos, who was suddenly, inexplicably, granted control over physical properties of fire. Now, instead of requiring a source of fire from which all of his spells had to be generated, fire could be conjured directly from the air itself, and controlled in alternate forms such as smoke and magma. However, Solzan was by nature a generous person, and was open to the world about his secret. Gradually, as he married and had children, and his children had children through the generations, the salamanders’ power spread across the continent, and eventually became the norm for fire elementalists worldwide. The story was the same for water; the power of the undines traveled west until it came upon a water elemental master named Tysha Lasini, granting her the power of water’s chemical properties, and eventually bestowing water elementalists with the power to control and generate not only water, but ice, steam, and vapor. Earth in turn traveled north, inhabiting the body of an old hermit who had once been the greatest earth elemental master the world had ever seen, Jantur Kaldorian. For the last few years of his life, Jantur was blessed with the power of the gnomes, allowing him to control and create not only stone and soil, but nature and life, altering the chemical properties of soil to promote botanical growth. However, Jantur was childless, and when he peacefully passed away, his secret died with him. Later though, an equivalent power would be created in the Far East, eventually becoming the element of wood.
The final power was that of the sylphs, the elemental aspects of the air. It traveled east, crossing over land and sea, searching and searching until it reached a certain young man; a prodigal air elementalist who, at the age of seventeen and the rank of sorcerer, hardly seemed the appropriate candidate for the spirit’s blessing. Ilyma Ænari was still in the process of training, and was surrounded by at least six air elementalists more powerful and skillful than himself, masters at the small, hidden academy devoted to air elementalism at which he attended. Perhaps it was because the sylphs recognized the potential the youth carried, or perhaps the energy was on the verge of dissipation and required a host then and there. Regardless of the reason, it was this body into which the air’s power flowed.
Ilyma had been training at the time, and the sudden absorption of power caused a great spectacle of light and energy which could be sensed by any competent mage within a radius of roughly five miles. Needless to say, he was immediately brought before the headmaster, at which point he was required to perform a number of tests; and sure enough, in that moment of possession, Ilyma’s raw power was shown to have suddenly tripled. Not only that, but he showed signs of being able to manipulate air in ways which the elementalists had never even conceived of. And as it so happened that all these events took place in the fifteenth century, a time in which superstition and fear abounded, the headmaster’s immediate conclusion was that the youth had been possessed by some demon, and was to be destroyed immediately. At that moment, as the air elementalists advanced on him, Ilyma’s only thought was of escape. More than anything else in the world, he wanted to disappear, wanted to vanish into thin air—and in that moment, he did.
Drifting on the wind, far away from the elementalist academy, Ilyma eventually settled down and began a new life, taking a beautiful wife named Astania, starting a business as a humble tailor, and hiding his past deep within himself, unknown to even his beloved spouse. To only one person did Ilyma ever reveal the secrets of his youth; his son, Virian.
Many years later, it was Virian Ænari who would eventually found the school of magic based on his father’s teachings, after his father’s death by natural means. After having learned of his father’s betrayal at the hands of the aeromancers, Virian declared that the special abilities bestowed upon his father would never be introduced to the world of magic, instead taking his wife and children and retreating to the snow-covered wastelands of northern Scandinavia, in order to escape society. There, beneath the Scandinavian mountains, Virian and his family discovered an extensive network of caves, where they would make their home, living there for several years.
Time went on, and as each child grew to marrying age, they were sent out on a brief quest into the rest of the world to choose a wife or husband and return with her to the Ænari's ancestral home, where his or her children would be taught the divine magical art which would eventually come to be known as Sylphism. Generations passed, and eventually the population of the Ænari family grew to such a size that the family tree was branched far enough to allow marriage within the community, allowing the dominant gene of air control to re-permeate the society and undo the dilution caused by initial outside marriage, until every child in the whole family was capable of implementing Ilyma's gift.
Still time progressed, and rules and customs began to form. Honor and worship of Sylphs, the aspects of the air from whom the Ænari's power hailed, became mandatory. The native Scandinavian tongue in which the first Ænari's had spoken became twisted over time, eventually becoming a language of its own. The caves in which the Ænari lived were carved out into an elaborate city structure, beautiful and intricate, with homes carved out of the living stone and lit with phosphorescent green crystal. At age four, each son and daughter of the Ænari was taken from their parents to learn under the masters of the gift, progressing the bloodline of Ilyma to honor his memory and his conviction, Virian's role in history long forgotten. A true society was born, unlike any other existing in the world; a perfect society, where each moment of an individual's life was laid out before them, where any impurity was expunged. The Utopia. The Sylphists.
The Ænari.
Years Practiced Fifteen. Eight at the Sylphist academy starting at age four, four more under Isana's tutelage starting at age twelve, and three more self-taught in secret.
Strengths Syril’s primary strength is so glaringly obvious that it hardly even has to be pointed out; his magical prowess. Sylphism on the whole is a magical style of immense power, and Syril has had many years of academic and personal training to hone his skill at its manipulation. Implementing this skill, Syril is capable of exerting a finely tuned control over the surrounding air molecules for use in both an all-encompassing defense and a precise and deadly offense, coming together in a technique of truly fearsome potential.
In addition, Syril is possessed of a second asset in the form of a swift and agile mind. By exercising his penchant for coming up with intricate yet efficient short-term strategies, Syril is capable utilizing the potential of Sylphism to its fullest, implementing both the means and the usage to take down his opponents as quickly as possible. This quick thinking also serves Syril well in dealing with the incoming attacks of his opponent(s), and allows him to come up with the most efficient defense and counterattack in the limited time available.
Weaknesses Behind all his seemingly unbeatable defenses, behind all his incredible magical talents, Syril has one overwhelming weakness, one which will unfailingly bring him to his knees regardless of the tides of battle; time. From the moment his field of influence is activated, Syril is confined to a deadly time limit as the constant exertion of control produces a steady drain on his mana reserves. If Syril’s opponent can hang on, drawing the fight out until the last bit of Syril’s energy is drained, all of Syril’s power will come crashing down around him, and he will be left utterly defenseless due to his complete inability to defend himself without the use of magic.
Aside from this, it is by all means possible to defeat Syril without outlasting him; one merely needs to take advantage of his technique’s inherent flaws, namely the fixed volume of Syril’s field of influence. A properly timed counterattack can bypass the field entirely by targeting Syril’s body when the field is extended forward, generally in order to execute an offensive technique. At this point, Syril’s acute physical inadequacy comes into play, generally leaving him crippled or unconscious after a single successful strike.
Finally, Syril’s solid air barrier is not, in fact, utterly invincible. While a master Sylphist could in theory continue to increase the density of the compacted molecules (and thus the hardness of the substance) until the solidified air was totally impenetrable, Syril still retains the rank of apprentice, and as such there are limits to his abilities. Currently, Syril’s barrier can maintain a durability roughly equivalent to that of industrial grade Plexiglas; any external force which would be capable of breaching material of that solidity will shatter the barrier and leave Syril vulnerable.
Techniques
Valdi One way in which Sylphism differs from almost all other schools of magic is the relative lack singular, self-sufficient techniques. In combat, instead of using mana to generate a single spell with which to attack or defend, a Sylphist exerts a constant control on a specific volume of air surrounding them, slowly draining their mana over time. This field is referred to as Valdi, literally meaning "control" or "influence." While the Valdi is in place, a Sylphist may manipulate the air within that field in any manner he or she chooses, without experiencing any additional drain on his or her energy; although there are exceptions, especially in the case of an extremely high degree of control being exerted. The field itself is visible only in the form of a faint emerald glow emanating from the user’s body, and the movements of the air itself can only be detected visually by a slight shimmer caused by light refracting off the unnaturally altered molecules. When solidified, however, the influenced air takes on the appearance of clear crystal, while still retaining its fluidity.
Mana cost: 1 per post, +1 per every Ira technique greater than two simultaneously.
Aila Listi: Ira Atri The first art, literally "air movement," Ira Atri is one of the Valdi's most common uses. By generally redistributing air pressure so that the concentration of molecules is less in one direction and greater in another, the imbalance in pressure will cause excess molecules to flow as they equalize themselves, in a phenomenon we know as wind. By creating this imbalance around himself, and directing the pressure away from the direction in which he intends to travel, Syril can implement this force to propel him at great speeds in whatever direction he so chooses. It should be noted that this technique is akin to the elementalist technique of conjuring wind around oneself to supplement movement; however, the Ira Atri demonstrates a much greater degree of ease precision in its effects, to the point that a Sylphist can rapidly shift the speed at which individual parts of his or her body are traveling with a mere thought.
Mana cost: 0, must be used in conjunction with Valdi.
Tevi Listi: Ira Lyndi The second art, literally "air shield" or "air barrier," Ira Lyndi is another of the Valdi's most common uses. By super-condensing the air between himself and an incoming attack such that the molecules cease drifting randomly and are forced into a regular grid, Syril can selectively convert the state of matter of air from gas to solid. This solid can then be used as an effective shield against almost all bladed, crushing, and ranged weapons (including guns), as well as some material spells, such as earth and metal. Once again, the differences between this art and that of the elementalists are small but highly significant: the implementation of Sylphism allows the user of Ira Lyndi not to merely pressurize air, forcing it in on itself by pushing the wind inward, but to actually rearrange individual air particles in a solid structure, efficiently converting the air from one state of matter to another with minimal effort.
Mana cost: 0, must be used in conjunction with Valdi.
Piri Listi: Ira Fluta The third art, literally "air flight," is a relatively simple technique; by super-condensing air pressure to solidify beneath the soles of his feet, in a manner similar to that of the Ira Lyndi, a Sylphist can gain traction on the air itself, allowing him to literally walk on air. It is once again important to note the distinction between this and wind propelled flight; while the flight of an elementalist has its basis in the movement of air, creating updrafts to support his or her body, Syril can actually maneuver himself is easily as if he was on the ground, utilizing all three dimensions to create surface to push against wherever necessary, and demonstrating precision of movement on completely different level.
Mana cost: 0, must be used in conjunction with Valdi.
Vera Listi: Ira Hindi The fourth art, literally "air push" or "air strike." By implementing the same technique used to propel himself upon his opponent instead, that being the redistribution of air pressure, Syril can effectively move him or her against his or her will. The pressure difference can also be concentrated in a single area, resulting in a burst of wind more akin to a physical blow. (This skill is commonly used in spars and training, but much less so in actual combat.)
Mana cost: 0, must be used in conjunction with Valdi.
Fime Listi: Ira Styrsa The fifth art, literally "air might" or "air strength." By increasing the air pressure behind the muscles currently in use, Syril can actually increase his strength. For example, if Syril grabs an opponent or his or her weapon, he can increase the strength of his grip by increasing the air pressure behind his fingers; similarly, in the event that Syril is delivering a roundhouse kick, he can strengthen the blow by increasing the air pressure behind his leg.
Mana cost: 0, must be used in conjunction with Valdi.
Segi Listi: Ira Bynda The sixth art, literally "air bind" or "air shackles." By selectively redistributing the air molecules surrounding the opponent, his or her limbs, or his or her weapon(s) in the same fashion used to generate physical barriers, Syril can create bindings capable of restraining most physical forces.
Mana cost: 0, must be used in conjunction with Valdi.
Saya Listi: Ira Sinda The seventh art, literally "air blade," Ira Sinda is the Valdi’s most potent offensive use. By arranging air molecules into a roughly linear sequence, Syril is capable of creating an air “blade” which is capable of cutting through objects by separating their structures apart on the molecular level. In theory, this technique is capable of creating a sort of “super-razor” which could cut through any molecularly bonded substance regardless of strength or density; however, because Syril is still at the apprentice level, his level of control is not great enough to perfectly arrange the air molecules, and as such his blades of air are merely capable of cutting through more loosely bonded substances, on a level comparable with that of a sharp sword. The cutting edges of the initial Ira Sinda take the form of twin triangular dagger blades, roughly a foot long each, and projected from the extended middle and index fingers on each hand. They are used in melee combat.
Mana cost: 0, must be used in conjunction with Valdi.
Gata Listi: Ira Wysa In the eighth art, literally "air whip" or "air lash," is fundamentally the same as the previous art, Ira Sinda. Once again, air molecules are arranged in a linear sequence to form a cutting edge; but this time, the edges take the form of long, snaking tendrils akin to bladed whips, which extend from the hand and are used in mid-range combat. The paths of these whips can be changed by simply moving the molecules of which the blade is comprised, allowing Syril to abruptly change the direction of his strikes, confusing and outmaneuvering the opponent.
Mana cost: 0, must be used in conjunction with Valdi.
Silva Myndi The epitome of Sylphist teachings, Silva Myndi (Lit. "Sylph state" or "Sylph form") is a magical state which can be entered as a last resort when the Sylphist is in great danger. It allows the Sylphist to temporarily alter the molecular composition of their own body structure to match that of the air around them, dissolving into the wind while still maintaining full consciousness and awareness of their surroundings. While in this state, the Sylphist is not only granted the power to attack the opponent by any means and from any angle they so choose, but also becomes impossible for the opponent to detect or damage in any way. In return, however, the technique exerts a massive drain on the Sylphist’s mana, and can’t be sustained for more than a couple of minutes at maximum. Also, if Sylva Myndi is outlasted, it will leave the Sylphist utterly exhausted and defenseless, ensuring a swift victory for the opponent. It is an all or nothing technique.
Mana cost: 3 per post (Must be used while Valdi is activated. Mana cost replaces that of the Valdi, while its effects are maintained.)
Hilva Myndi An unorthodox skill developed by Isana Ænari and passed down to Syril, Hilva Myndi or “demi-form” is the name given to the immediate partial initiation of the Sylva Myndi, allowing Syril to transmute separate sections of his body into air particles at will. Because this form does not hide Syril’s appearance, it is used exclusively as a defensive measure, allowing Syril to avoid enemy attacks by disassembling the target area and reassembling immediately after the attack has passed. After much practice, Syril can control this skill with extreme precision, such that he is capable of transmuting an area as small as the width of a blade; in this way, Syril often gives the impression that he is immaterial, as a sword strike passes right through him without cutting. Despite its similarity to an alchemy technique, the two styles are in no way related.
Mana cost: 2
Weapons/Gear Like all Sylphists, Syril abstains from the use of physical weapons. In melee combat, he implements the Valdi to form weapons according to the situation (see Ira Sinda)
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:47:06 GMT -5
Historical Information
History Nineteen years ago, under the Scandinavian mountains, in a city that isn’t supposed to exist, a child was born. He never knew his mother. Immediately after birth, Sylphist children are separated from their biological parents to live with a pre-ordained guardian family in order to suppress maternal care; such influence would foster individuality, which would in turn lead to such evils as arrogance and greed, which would result in crime. The boy’s guardians did not love him, for this was forbidden; nor did they love each other. In Sylphist society, marriage is arranged according to the greater good of the community, not for love; election of pairings by the council of masters ensures the proper organization of the gene pool, and thus ensures the proper heritage of Ilyma’s gift. The boy’s guardians were good citizens, and they did their part in the instruction of the child bestowed upon them, rewarding emotional weakness with negative enforcement, and the lack thereof with respite. Unfortunately, the boy did not respond very well to this education; rather, he showed an unusual attachment to his emotions, causing his guardians a great deal of worry.
At the age of four, an emissary of the Sylphist Academy arrived at the makeshift family’s doorstep, requesting an audience with the boy’s guardians. He was let in, and the three of them spent a good deal of time speaking. All the while, the boy cowered in a corner of the room, trying with all his might not to betray the fear he felt—but try as he might, he could not keep himself from shaking. At last, the emissary cast a disapproving eye over the boy, making him shrink back involuntarily. At this, the emissary spoke sharply to the guardians—not angrily, for anger was forbidden—and slung the boy over his shoulder, stepping outside and leaping up into the air. The boy cried out, and reached back for his guardians, vainly grasping for the familiar; they looked back up at him from the doorway with empty faces. That was the last time he ever saw them.
Life was different at the academy. The children—both boys and girls—were arranged into groups of roughly thirty according to name. First name, or course; they all bore the same surname. The boy’s group ranged from Syk- to Sys-. This group shared the same living quarters and the same instructor, and that was their life. Their instructor was named Ayenma Ænari; he was precisely the same as all of the other instructors in all aspects but appearance. It was his job to educate them in the art of Sylphism, in order to pass Ilyma’s gift on to the next generation. Children who did not posess the gift due to a mutation were allowed to live in the society, but they were never to be married, lest their inadequacy should contaminate the gene pool. Such failures were always regarded with the utmost scorn.
The students spent the majority of each day being taught in the ways of magic, with a relatively small portion devoted to instruction in how to live as a functioning member of society. Failure to complete the assigned tasks was rewarded with negative enforcement, and the lack thereof with respite. However, that same boy who was already regarded as inferior due to his excessive emotion was also cursed with poor magical abilities. In every class, he was inevitably last to complete the assignment, if he even managed at all. Years passed, and in the eyes of his people he became a disgrace, a being worthless in every way conceivable. With the boy’s heightened sense of emotion, the burden of failure soon became unbearable. So he took the only option he had left to him: he ran away.
Among the Sylphists, the greatest crime one could possibly commit was abandonment of the Sylphist society, for this risked discovery by external forces and ultimately endangered the existence of the society itself. However, such a betrayal had happened before in the past, and was not unheard of. Generally, abandonment happened during enrollment in the Sylphist academy. And so, a tradition developed. It had long been decided that the actions of their comrades were in part the responsibility of the class to which they belonged. Thus, it became the responsibility of the boy’s classmates to hunt down the threat to their perfect society, and eliminate it.
Terrified, the boy ran across the snow-covered wasteland, desperately trying not to think about what the Sylphists would do to him if they caught him. He knew what he had done was punishable by death; They had been taught briefly in class about the tale of Isana Ænari, who had run away from the clan sixty years ago, and although he had not been captured his was now a name forever blackened in the records of Sylphist history. Lest that fate not befall them, the children were warned harshly against following in his path. And yet, here he was running for his life, because he was too weak to cope with his own failure. What with all these thoughts rushing through his head, the boy didn’t even notice the approach of others until Syril Ænari drove a blade of air through his spinal cord.
* * * * *
The fallen boy’s name was Sylan Ænari. Syril’s childhood had been identical to his in all but two key ways: one, he had responded well to his emotional training between the ages of one and four. And two, he was unique in his exceptional abilities at controlling Ilyma’s gift. This second was the one form of individuality which was not discouraged within Sylphist society; addition of a higher level of magical ability to the gene pool took priority over even the law. Syril was not dissatisfied with his life, although the enforcement he had received was identical to that of the boy who now lay before him. All of them were, after all. However, he wasn’t happy either; such emotions of self-satisfaction were harmful to the community, and had been quashed long ago. Syril was not a great hero, going against the grain to bring in a new era of love and understanding. He was a proper member of society, and he cast not so much as a backward glance as he turned and walked away from the boy’s prone figure, hand stretched futilely forward as his blood stained the snow red. He had been a threat to the community, and had therefore been dealt with accordingly. That was all. Turning to his two companions, Syril spoke out:
“Lusal re; Farili yat.” <It is over; Let us go.>
It was, however, at this point that Syril’s perfect life went horribly wrong. The two comrades who had come with him to hunt down the traitor, Syshu and Syna, fell to the ground without a word. The snow which had been falling gently suddenly began to fly sideways as the air in the surrounding region became a maelstrom of swirling air, forming an impenetrable barrier which completely surrounded him. Nevertheless, Syril did not panic; he had been taught better than that. Instead, his first reaction was to activate his field of influence and attempt to create an opening in the barrier—but for some reason, he couldn’t. The way in which the air was moving—forming swirling eddies, whirling about and then circling again, made it impossible to concentrate on any one section of the barrier before it broke apart to be replaced by fragments of other sections. He realized in that moment that this barrier was designed to resist Sylphist control. And for the first time since he was three years old, Syril felt the clutches of fear. But only a little bit.
Slowly, almost imperceptibly, a silhouette became visible through the whirling snow. The figure was that of a man, striding forward slowly, purposefully, completely unfazed by the tempestuous winds whirling about him; a figure which was drawing nearer with every step. A figure whose name was forever cursed, whose aged face still bore the same air of defiance and command of the one pictured in Sylphist history books. A figure named Isana Ænari, the traitor who had fled the Sylphists roughly sixty years ago. Confronted with this legendary blemish to the Ænari name, Syril did what any Sylphist in his right mind would do; determined, yet suppressing his hate and rage, he concentrated all his mana into one coordinated burst of energy and unleashed a storm of air from within the barrier, aiming to destroy that enemy of society once and for all.
It was over in an instant. Isana swept the gale aside like it was nothing, and before Syril even realized what had happened, a small amount of pressure was exerted on his temples, instantly rendering him unconscious.
Hours later, Syril awoke. He immediately recalled the events which had led up to this moment, aware of his situation the moment his mind returned to waking function. That was the way Sylphists were taught to be; alert and aware at all times. His eyes opened with a snap, darting around and surveying the unfamiliar walls around him. Wood. There was no wood in Sylphist society; he only recognized it from the textbooks. He sat up. There was no grogginess, no befuddlement of the senses upon waking. That had all been purged long ago. Another glance around the room. Four walls… A cabin? Was this where Isana had been living all this time? A little wooden shack up in the mountains? Pathetic. At that moment, the door creaked noisily as it opened to reveal that same haggard figure, carrying a tray of food and a grim smile. Blanky, Syril turned to face him, taking in his captor with flat green eyes devoid of any and all emotion. For some reason, this seemed to prompt a chuckle from the old man, as he strode purposefully into the room.
“Sihelis, sihelis. Masi asa nayadis Silvi lasis aenta aiti, a?” <Very good, very good. Just as one would expect from a professional Sylphist, eh?>
Outwardly Syril continued his flat gaze, but inwardly he snorted with contempt. He dared to express his weakness so easily, in this, the direst of situations? Truly an insult to the Ænari name. And yet, the idea of attacking the outcast a second time didn’t even cross his mind. Once a Sylphist witnessed an enemy’s power, if that power was greater than the Sylphist’s own, they would not fight. That was all there was to it.
“Vie ya vanil neisin?” <Why didn’t you kill me?>
“Sida ira fysil neiyan. Anas hena sasadaera nasil neisi.” <Because I didn’t want to. For now, that’s all you need to know.>
Grunting heavily, the old man sat down on a small wooden stool alongside the bed, placing the tray of food on the makeshift end table. It was meager fare; mostly strips of dried meat, along with a few roots and bulbs which had somehow been extracted from the frosty earth. Syril eyed them with disgust. Compared to the soups and other delicacies made with the edible lichen which grew and was farmed within the catacombs, The food now placed before him seemed just about as appetizing as strips of leather.
“Liri nital si. Felis nita nasili lagis Silvi.” <Eat it. Even little Sylphists need food.>
“Hie nita lasis si namal deial yati.” <I would rather die than accept food from you.>
Yet again, Isana loosed that infuriating chuckle; and what’s more he even had the gall to reach out and—lay his hand upon Syril’s head! In Sylphist society, such gestures of affection were forbidden lest the receiver develop in inflated sense of his own self-worth, he could not possibly condone—
“Ha! Vaentalil liran.” <Ha! That was expected.>
—Came the interruption, as the old man proceeded to ruffle Syril’s hair. Now completely bewildered, Syril was unaware that he had momentarily ceased hiding his emotions. The old man was quick to notice, but didn’t show it. Standing up with a grunt, he made his way back to the door, leaving Syril still wide-eyed with shock.
“Liras mali asis, nital megil si shasis tilil neivanis lesis liris re sital yat. Nyridaera geral sisi sena; aeris seve haemal isisil si. A, auralis…” <In that case, I’ll leave it there so you can eat it while I’m not looking. Your lessons start tomorrow; make sure to get enough sleep. Oh, and by the way…>
Isana stopped in the doorway, pausing for a moment before glancing back over his shoulder. The teasing smirk was still apparent on his face, but if one looked closely enough, one could dectect the faint hint of sadness which had clouded his eyes. Turning away, the old man spoke one last time, strange words in a language Syril had never heard before.
“Don’t you worry, little Sylphist. I’ll soon free you from your cage.”
And with that, he closed the door, leaving young Syril with much to think about.
From that day forward, Syril became Isana’s pupil—and the first action he took was to run away. In fact, he managed to hike a distance of roughly three miles before realizing that he had absolutely no idea where he was in relationship to the Sylphist city. At that point, Isana revealed himself, having followed him from the outset and having been completely aware of Syril’s actions the entire time, despite misguided attempts at secrecy. He was not angry however; on the contrary, the old man appeared in very good humor, briefly ridiculing the humiliated Sylphist before knocking him out again and returning him to the shack. Syril next considered assassination, before again realizing that his life depended on the old man’s guardianship, and giving up on that idea. After a few more failed attempts at liberation, Syril gave up any thoughts of escape, and bitterly resigned himself to enduring whatever “lessons” the old man had in mind, while not being affected by them in any way, shape or form. And so it was that slowly, almost imperceptibly, Syril began to be drawn out of his emotional cocoon, without even realizing that the process was taking place.
Time continued on its slow course, and bit by bit Syril discovered the forbidden feelings of companionship that had always been kept hidden from him—from the whole Sylphist community. Hatred became tolerance, tolerance became grudging respect, respect became acceptance, acceptance became affection, affection became love, and Isana Ænari became the father that Syril had never known. Years past, and Syril was taught, one by one, all the emotions which most children learn between ages one and three. Isana also taught Syril about the outside world, that enormous realm of which he had never known. Gradually, Syril learned how to speak English and Swedish, how to live a self-sufficient individual, and how to interact with other people—all the basic life skills he would need as a grown man. In addition, Isana also continued Syril’s combat training, should he ever need to defend himself against other mages; he was even able to master the Silva Myndi, the prized ultimate Sylphist technique with which Ilyma Ænari had escaped his captors so many years ago. And above all, Syril was taught how to feel emotion. For the first time in his life, he was happy.
And yet, all things mortal must in time come to an end. It was four years since Syril had taken up residence under Isana’s roof, and the day had begun as any other; Syril and Isana had gotten up that morning, washed, gotten dressed, and were just finishing up their morning exercises together when Isana fell to the floor, clutching his chest. At that day and time, Isana Ænari had been living for seventy-six years, and the usually mild strain of the workout had proved too much for his failing heart. Isana was dying. Forcing himself to stay calm, Syril quickly activated his Valdi, forming the air into a stretcher and carrying his master to his bed, wherein he laid him gently. He then ran to the well, fetching some water and holding the jug to his master’s lips, assuring him that he was going to make it through this; but Isana shook his head weakly and pushed it away. Through difficult breaths, he spoke.
“Syril…”
Syril acknowledged him with a nod, biting back the tears welling up in his eyes.
“Never… forget your name, Syril. I understand that you hate the Ænari for robbing you of your childhood; they took away mine as well, and neither of us will ever get it back. But remember too that the Ænari were once a pure and noble family, whose true goal was only to uphold the honor of their patron by practicing the art passed down to them. You must uphold that honor—not of the corrupt family that you and I grew up with, but of the proud descendants of Ilyma, and the bearers of the Sylph’s gift.”
Now the tears streamed freely down Syril’s face, as his beloved master smiled weakly up at him. Struggling to speak through his sorrow, Syril begged his master not to speak, not to waste his breath and shorten his life. But Isana spoke anyway.
“Wait… there is also… one other thing. The downfall of the Ænari came to be because we valued our heritage more highly than life itself. That was our great oversight. But you, Syril… you will live life as it was meant to be, live life to its fullest for the pure joy of it. Death is but an inevitable part of human nature, the passing of a soul from one realm to the next. So don’t… weep for me, Syril. I would rather… see you… smile…
And with those words, Isana Ænari passed away.
Two hours later, Syril stood outside in the evening light, watching as the sun slipped slowly behind the mountains, staining the distant snow a fiery red. It was a beautiful spectacle, really; the brilliant beams stretching across the land and sky, glowing tendrils of light and color marking the departure of the harbinger of light. There was no despair or sadness in that light; no mourning for the sun’s passing, no misery at its disappearance; only joy and celebration as the great orb moved from one world to the next, welcoming other faraway lands with its warm rays. That same light reflected off of Syril’s face as he gazed out over the tundra, briefly illuminating a satisfied smile before vanishing completely. He understood what his master wished of him. And he would carry on living by those wishes for the rest of his life, until the day he too passed over to join his dear master in the afterlife.
Drawing in a deep breath, Syril inclined his head to the sky for a moment, letting it out slowly as he watched the stars appear one by one, pinpoints of light blooming in the sun’s wake. For a moment, his eyes closed; then he glanced over his shoulder, staring for a moment at the freshly dug grave. Just one glance, before he averted his eyes once again. And with that, Syril spread his arms, dissolved into the wind, and let himself drift.
* * * * *
Syril whistled to himself as he walked down the street. Not the soft, self-conscious whistle of a person who made music only to themselves, but a clear, open melody displayed for all the world to hear. It was three years since Isana’s death, and Syril had touched down in Kiruna, Sweden, a largish city some fifty miles from the hidden Ænari community. There he had built himself a life, implementing all the knowledge Isana had bestowed upon him regarding the social structure of human civilization, and gleaning for himself a job as a secretary and a comfortable apartment in the suburbs. It was to this apartment he now returned, Amethystium issuing from his lips and a wide smile adorning his face.
He hadn’t stopped smiling in three years.
Arriving at the door to the building, he pushed his way in, greeting the receptionist with a hello and a friendly wave, both of which were promptly returned. Syril got along well with people. Continuing on, his feet retraced the familiar steps, up the stairs and across the hall—he never took the elevator—to room 317, picking up the mail from the little slot as he passed it. Pulling out his key he unlocked the door with a deft flick, stepping inside and closing the door behind him, still whistling as he sat down on the couch and shuffled through the mail. Abruptly, the song died on his lips. Slowly and carefully, Syril placed the majority of the mail down on the coffee table, one envelope held loosely in his hand as he stared down at the name scrawled upon it in elegant cursive. Syril had been using a pseudonym, ever since he touched down in Kiruna three years ago. And yet here, upon this letter, were the words “Syrillian L. Ænari.” The smile did not leave his face; it merely faded slightly to one of bemusement.
Meticulously, Syril ran one finger under the flap of the envelope, peeling it back and removing the letter contained within. He then opened it and began to read. For a long time, Syril stared at the letter, his expression never changing as he fully absorbed the information it contained. Then he got up, walked over to the window and slid it open, letting the cool afternoon breeze caress his face as it whipped his hair about his shoulders. Finally, he spoke softly to himself.
“‘Arcane Academy’, eh? Sounds like fun.” Criminal Record Syril has no criminal record to date.
Hospital Record Syril has no hospital record to date.
Friends N/A
Rivals N/A
Respected People Romullus Maedellus, Headmaster of Arcane Academy
Romances N/A
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:48:31 GMT -5
Statistical InformationUnaltered StatisticsStrength: 5 Because Sylphists are trained to utilize the air under their control to accomplish any goal for which physical strength would otherwise be needed, via the technique Ira Styrsa, Syril’s muscles remain soft and untrained. As such, Syril would prefer to strike at an enemy from a distance and from within the relative safety of his field of influence, but the limited range of said field often necessitates the proximity of close combat in order to be at its most effective. Dexterity: 5 Like a puppeteer maneuvers his strings to control the movement of his marionettes, so does Syril employ his field of influence to move the air surrounding his body, propelling him in whatever direction he wishes at whatever speed necessary, without implementing the use of his physical muscles, implementing the technique known as Ira Atri. As such, although Syril’s physical dexterity is abysmal due to his lack of physical prowess in general, in battle the speed at which he actually travels is not at all proportionate to what the state of Syril’s body entails; at the cost of one mana point per turn. Endurance: 5 Once again, Syril’s body is extremely vulnerable to damage due to his lack of physical training; however, because a portion of his influence surrounds his body almost constantly, Syril’s magical energies can generally be harnessed to protect himself with, via the technique Ira Lyndi; again, at the cost of a steady mana drain. Intelligence: 20 A far cry from his lackluster physical properties, Syril’s mind operates quickly and efficiently to formulate successful battle strategies utilizing the forces he has at his disposal, often defeating an opponent through a clever manipulation rather than through brute force. Wisdom: 25 The second of Syril’s strong points is his ability to perceive and predict enemy attacks. Using this strength, Syril can identify an attack before it is launched, allowing him the split second needed to come up with both a suitable defense and a suitable counter. Energy: 25 Without his energy, Syril would be absolutely nothing. Energy in the form of mana forms the core of Sylphist teachings and technique, providing power and substance to both offense and defense. It is for this reason that the Sylphists value energy over all other properties, and make it the primary focus of magical development. And it is for that reason that Syril boasts one of the most impressive energy levels among the Academy apprenticeship. ItemsVictory Belt: Won by defeating Jason in the Combat Exams: +3 Energy Modified StatisticsStrength: 5 + 0 = 5 Dexterity: 5 + 0 = 5 Constitution: 5 + 0 = 5 Intelligence: 20 + 0 = 20 Wisdom: 25 + 0 = 25 Energy: 25 + 3 = 28 Quest History1. Combat Exam #5: +4 Exp, Victory Belt 2. The Battle of Vichy: +3 Exp 3. Eliminate Specimens: +3 Exp 4. A Simple Stroll: +3 Exp Class History1. "Marksmanship": +6 Exp Combat History1. Jason: Win 2. Damien: Draw Total Wins: 1 Total Losses: 0 Total Draws: 1 Experiance TallyQuest Exp: 13 Class Exp: 6 Fight Exp: 2 Rank Exp: 0
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Dec 27, 2006 5:50:11 GMT -5
Miscellaneous Information
Talents/hobbies Flute playing, singing, board and card games
Favorites Favorite Food: Seafood, especially shrimp and scallops, soups Favorite Drink: Most fruit juices, especially cranberry and pineapple Favorite Colors: Green and white Favorite Song: Imaginatio - Amethystum Favorite Artists: Amethystium, Anael, Kevin Kern, Robert Miles, Enya, Blue Stone Favorite Music genres: New Age, Celtic, Electronica Favorite Book: Dragonsong, by Anne McCaffrey Favorite Season: Autumn Favorite Animal: Swallow-Tailed Kite Favorite Place: Wide open fields, with long grass dancing in the breeze Favorite Time of Day: Morning Favorite Weather: Cold and clear, with a cool wind, blue skies, and a bright sun
Various Likes Sunshine, games, open spaces, a good fight, sweet tastes, fresh smells, a sense of humor, learning, clouds, wind, good friends, birds, company
Various Dislikes Gloom, darkness, boredom, cruelty, pride, enclosed spaces, weapons of any kind, narcissists, metal, spicy foods, bitter tastes, fog, rain, arrogance, blood, solitude, money, technology
Note Syril's unique personality heralds from the intense emotional training he underwent at the hands of his mentor, Isana Ænari. This training essentailly allows Syril to feel whatever emotions he wishes, which he has implemented to sustain his constantly happy outlook.
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Post by The Vigilant One on Dec 27, 2006 6:07:23 GMT -5
While I, personally, believe that there is definitely such thing as a bio that is 'too long', and yours not only meets, but vastly exceeds my definition of such...
I did help get this monstrosity up, so therefore I can't really complain. Plus, that's my opinion, likely not the opinion of the board as a whole.
So far, it's good, if a little excessive, as mentioned. After all, I doubt anyone really cares about over half of the things you tell us in this bio, no offense meant, of course. Anyway, get your history up and then you'll likely be good to go. Unless, for whatever reason, your history pisses me off. But I doubt it.
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Syril Ænari
Apprentice
Wind King
Poetry in motion.
Posts: 44
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Post by Syril Ænari on Jan 25, 2007 20:51:42 GMT -5
Gah.
Well the history is finished; t'was last night actually, but my connection managed to flake out just in time to prevent me from telling anyone.
So yeah, that took a while. Sorry about that.
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Post by The Designer on Jan 27, 2007 0:07:22 GMT -5
Love the History man...
The Znari Family is wacked out awesome XD
Approved!
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Post by The Keeper, Engal on Jan 31, 2007 15:32:17 GMT -5
Beautiful bio... Brings a tear to my eye.
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