Character Sheet:Name: Ixkyl
Caste: Male Airsprite.
Airsprites are a race of beings seldom seen by the world, though this is largely because they are completely invisible by nature (and completely blind as a consequence - their sense of hearing and smell are heightened to compensate, acting as a reasonable substitute in most situations). Frequently confused for actual spirits, airsprites are a curious lot. They live alone most of the time, occasionally seeking out other airsprites to engage in customary mating rituals, at which point they live as a pair until the birth of their offspring. Due to their invisibility, they have a generally easy life in the wild, foraging (sometimes even catching an unsuspecting animal or humanoid child) for food and sleeping in trees whenever they can. Despite having developed slightly before humans and possessing largely the same, if not greater intellectual capabilities, the airsprites still live as they did countless ages ago. This is mostly because of their tendency to view technological progress as a needlessly complicated, tedious process they have little need for, as they are already invisible and have no real problems in life to speak of. This lack of problems, in addition to stifling progress, also makes the average airsprite's main priority in life be the provision of amusement for themselves. And the greatest source of amusement, in their opinion, is to mess with every other creature they see. They do not have a natural bent toward malice, though their senses of humor can certainly veer off into such territory.
Airsprites are physically weak and frail in comparison to a human. They also cannot read due to their blindness. The average airsprite would retort that things, as a general rule, aren't worth reading anyway. They are lazy, prone to wasting time and being generally unconstructive and shortsighted as well as generally unconcerned by material goods and property. They can, however, be reasonably clever at times, which, combined with their invisibility, makes their potential for trickery great. The form of an airsprite, quite tangible, if not visible, is that of an emaciated human in shape and size. Their voices are melodious, with the male and female voices not really differing in timbre or tone. Also, though they might put on clothes for a prank, they usually walk around naked, as this allows them to remain as difficult to see as possible. Most airsprites live to a maximum age of about 50, though they do mature far quicker than humans - an airsprite is fully capable of taking care of itself when it is about 1 year old, though they only attain sexual maturity at the age of five on average.
Airsprite culture is virtually nonexistent (they have no language of their own and very few persistent traditions aside from their general view on life), though they do make sure to stay fluent in the languages of the regions they live in as well as neighboring lands. Also, airsprites are hardly known in any civilized lands, as they are thought to be creatures of myth, relegated to fireside tales and old wives' chatter, discounted as mere fantasies by many.
Appearance: he is invisible, so he doesn't appear to anyone at all. He does, however, smell faintly of chlorine. His voice is melodious baritone and, though you can't really see it, he is slightly shorter than an average human.
Personality: Ixkyl is slightly more reserved than the average airsprite, though not averse to conversation if the subject is pleasing enough. He particularly enjoys discussing magic, its intricacies and applications, and this is the only form of technology he appreciates. His greatest ambition is to master magic and utilize it to attain fame amongst other airsprites. He enjoys the company of other races, relishing the differences in character between himself and them. More than that, though, he loves seeing them react to unexpected situations, particularly when they are of his making. He likes playing practical jokes, though he's not too good with them, having the characteristic airsprite tendency to go too far with his own antics to amuse himself.
Biography: Ixkyl, born 11 years ago in an unassuming tree in the woods not too far from where he lives now, has, like some other airsprites, had a pretty uneventful life up to this point. This infuriates him immensely, as he has always hoped to be one of the greats. One of the airsprites the other airsprites always talk about, like the One Who Made The Man Eat Rocks Daily For Ten Years or the One Who Impersonated A God And Led A Cult Dedicated To Overthrowing The Order Of The World. You know, somebody who became somebody. But alas, the opportunities were few and the people he could find were boring. That is, until he heard of this glorious thing called magic from a hapless human wanderer lost in the woods, seeking some city and master to study under or another. After posing as a kindly spirit and interviewing the human, Ixkyl knew that this, this was
something! Magic, power, the ability to do things no airsprite has ever done, the power to rise from his humble origins and become somebody! After leading the human in completely the wrong direction as a reward for his trusting nature, Ixkyl went to the city the man spoke of, hoping to locate the revered master of magic the man spoke of. Upon finding the master and getting accepted as an apprentice, he knew that he was going to become part of something big. And this, he thinks, is the best he's felt in his life.
((Not sure if overpowered. Just had the idea.))
Wizard Submission:Name: Vadhe Viliendi
Caste: Male Gnoll
Appearance: a six and a half foot tall humanoid with the head and legs of a brown hyena, Vadhe's frame is slender and slightly more canine than that of his peers. His fur is much longer on the neck and torso than the rest of his body, with the fur along the neck being slightly lighter. His ears are fairly large and usually perked straight up, his eyes are deep brown and show quite a bit of intelligence. His manner is quiet and dignified, each one of his movements carefully considered and deliberate. He usually wears a dark brown, concealing frock that obscures virtually all of the features of his body except the fur on his neck, most notably his horizontally striped arms and legs, which have been a point of inexplicable embarrassment for him.
Personality: Vadhe Viliendi is a quiet, contemplative sort in his everyday life, a man of few words and careful action. He can often be found in his room, considering the happenings of the day, their meaning and significance in his life, the happenings of the year and their respective significance for the world, and the fundamental mysteries of life and magic. He is utterly without humor, though at the same time he is unusually sympathetic to the needs and wants of any that come to him seeking aid or counsel. He has a heightened sense of empathy and values considerate and polite behavior over all else. He is prone to fits of philosophizing, and devotes much of his time between his twin passions of preaching and the study of magic.
Biography: Vadhe comes from a long line of gnoll preachers - at least ten generations of the Viliendi family have been holy men of their tribes, later taking up the role of preachers as the gnoll tribal beliefs merged into a cohesive religion and became institutionalized, focusing on the worship of several influential spirits, chief among them the spirit of gain and the spirit of battle. Trained almost from birth to succeed his father as the head priest of the local temple of his hometown, Vadhe had always been a little strange. His prayers were always somewhat different from what his father had taught him, and sometimes he would just get the strangest ideas in his head. However, attitudes in his town soon became very, very different when Vadhe, only a lad of 11 years at the time, managed to cure a fellow gnoll of the black cough, a disease thought to be incurable at the time through any conventional method. Moreover, he seems to have done this simply through prayer and an effort of will.
The next years were ones of blissful confusion - though the people were thankful for the healing and helping Vadhe did, they couldn't help but question how he did it - once again, he didn't pray quite like the rest, and his supernatural acts became more dramatic and impressive as time went on. Eventually, his village had become quite famous for the spiritual prodigy that lived there, and pilgrims from all over the gnoll territories came to it to receive blessings, get themselves cured of ailments or just bask in the visage of the Gifted One. This continued for quite a few years, well into Vadhe's early adult years, in fact. But it had to come to an end, as Vadhe felt that there were greater things still ahead of him. So he left his village one day, never to return.
Nobody knows what paths he wandered in the five years to come. One thing is known, though - he wound up in a city far away from his original home, and his skill at magic had grown in leaps and bounds in the period. Armed with his faith and mighty magic, he singlehandedly built an impressive monastery in the city, seeking to attract followers to his faith and students of his power, so that he may teach the art and joy of his miracles to the chosen and worthy.
Magic Abilities And Tendencies: Vadhe Viliendi can perform a wide variety of miracles, from manipulating elements to healing maladies to shaping energy, but he always focuses himself with special prayers or chants to do this, sometimes invoking the name of a spirit to achieve results. In addition, he can't manage a whole lot of these displays per day, as they leave him somewhat winded. Most of his supposedly spiritual powers come to be as some form of warm light that obscures what exactly is happening behind it.
City Submission:Name: Landsend
Race: approximately 50% Human, 25% Mermaid, 10% Dwarf, 10% Harpy, 5% Other
Location: founded on what used to be a mermaid fishing village at the mouth of the Culevenne River, Landsend is a primarily human-mermaid city, with a sizable dwarven and harpy population having come in from the surrounding lands. The mouth of the sizable river provides a good spot for ships to make port, and the water of the river is a boon for farmers deeper inland. The city-to-be is surrounded by thick broadleaf woods from all sides, with several lagoons located not too far from the area.
Province: the area is rather warm and humid, located near the east coast of an ocean and next to a rather tall mountain range some hundred miles farther inland. It frequently rains in Landsend because of this, as the mountain range holds up a lot of precipitation coming in as a result of the prevailing winds of the area. The province is inhabited by quite the variety of races - in the mountains, there are several small, though flourishing dwarf settlements at the foot of the mountains and settlements of insular harpy mountain people higher up, and members of both races have come to the city motivated by prospects for treasure and prestige. In addition, several mermaid communes exist near the river, though they've been in decline lately as more and more mermaids flock to Landsend. There have also been sightings of shamblers, dryad hermits, grondell prospectors and gnoll raiding parties in the wooded areas surrounding the city. The ocean provides a handy trade connection to some mermaid settlements located on nearby archipelagos. It is also speculated that a trade route to the somewhat more far-off Centaur Isles and the Kik'kithik Clanlands could be plotted from here.