Asmir Ka'lesa: Dawn Of A New Age
Would you like to react to this message? Create an account in a few clicks or log in to continue.


















Latest topics
» Stormbreak (Undead Event Part 2)
by Jun Tue Jun 20, 2023 8:19 pm

» The battle for Medin Taji(Jun, Orgoth)
by Jun Tue Jun 06, 2023 10:35 pm

» Duty and War(Rowan/Yavanna Rank Up)
by Orgoth Wed Apr 26, 2023 6:01 pm

» A Dragon's Heart (Part 1)
by The Narrator Sat Mar 18, 2023 9:49 am

» The Gathering Storm (Undead Event Part 1)
by The Narrator Thu Nov 24, 2022 12:33 am

» Gohan Maedar (WIP)
by Orgoth Sat Sep 24, 2022 5:22 am

» Xinra Kal'Dior (Crew of Raya's Gambit)
by Orgoth Fri Sep 23, 2022 5:53 am

» The Blackspire Riders(Orgoth)
by Orgoth Thu Aug 25, 2022 5:44 pm

» Rank up Purchases
by Zenke Thu Aug 25, 2022 12:54 am

Affiliates



Eliza Kor

3 posters

Go down

Eliza Kor   Empty Eliza Kor

Post by Orgoth Wed Jan 13, 2021 6:47 am

Asentari
Character information

Name: Eliza Kor
Age: 23
True age: 26
Sex: Female
Personality: Eliza Kor has spent her life in the shadow of her family name, in particular her father. A serious and dedicated young woman, Eliza shows a steely and cold exterior to her peers, as she has worked hard to cultivate her reputation as a no-nonsense warrior who gets the job done no matter what. Behind this facade is a deeply conflicted and tormented person who doesn’t really know enough about herself yet, so she tries her hardest to do what’s expected of her. As a Kor, and more importantly as the only child of Armagand Kor, Eliza has dedicated her life thus far to proving her worth to her father, only for him to dismiss and demean every one of her accomplishments. Her rigorous and harsh upbringing has resulted in a young woman who is trapped in a constant and impossible struggle to live up to Armagand’s ridiculous expectations, and she is unable to see the folly of that struggle.

From an early age, Eliza was bent and shaped as her father tried to make her in his image. At her grandmother’s request, Armagand trained the child himself, resulting in a cruel and unhealthy childhood. Eliza was brainwashed early on to strive for worthiness in her father’s eyes, something that Armagand had already decided would not happen. Her successes were ignored and her failures were punished. On top of this, her already stretched mental state left her open to her grandmother’s manipulations. Nylara plays the good cop to Armagand’s tyrant, whispering reassuring platitudes and comforting her granddaughter, and Eliza has become so reliant on Nylara’s comfort that she listens unquestionably to her, which means that Eliza continues on her journey to her unreachable goal, despite getting absolutely no respect or reward for it.

Because of her upbringing, Eliza has developed a stern and cold exterior. She does not like to mix with her peers, but her lead-by-example approach means that she has garnered a lot of respect from her fellow soldiers. She has a quiet air of authority, in contrast with her father, and commands her unit with complete respect and loyalty. In her downtime, her father forces her to train alone, which has had a limiting effect on her interpersonal skills. She can command a unit, but she is unable to make friends, though her noble background also contributes to this. Her lack of social skills has left her open to pranks and ribs from her fellow students in the past which upset her greatly, but her skill and reputation have ensured that she is no longer a target for such behavior. Eliza has tried to mix in the past, but her father has often caught her and put her back to training, often with a violent punishment to boot.

Eliza’s relationship with her father is complex, and most certainly one-sided. She has developed an almost Stockholm Syndrome-like attachment to her father, despite how he treats her. He does not speak of his only child in public, and is completely dismissive of her in front of her peers in his Elite Guard. Her fellow Guard members are fully aware of Eliza’s talent and power, but Armagand’s looming presence renders them mostly silent, and Eliza herself has developed an inferiority complex when her father is present. When she is out in the field with her unit, outside of the baleful gaze of Armagand, Eliza comes into her own. She commands with confidence and decisiveness, and she always finds a way to get the job done with as few casualties as possible. Underneath her cold exterior and professional demeanor, Eliza has a softer side, one she has inherited from her mother, along with the physical traits that her father dislikes so much.

Even though Narissa Tallus would like nothing more than for her daughter to stop her pointless struggle to win over her father, she knows that she will never be able to understand the struggle, and until she does she will not be able to stop it. She will always be there for Eliza, however, and one of the few bright spots of Eliza’s routine is when she sneaks out of the Kor estate and goes to visit her mother. Narissa and Eliza spend their time flower arranging and playing with Eliza’s pet, a small male Kelit named Titus. She also secretly owns a Kelari in the Eyrie called Kora, a small but sturdy creature who has the heart of a wyvern despite her size. Kora was the runt of her litter, but her feistiness and bravery attracted Eliza’s interest. She keeps her companion to herself, knowing that many expect an Oculi member of her standing to have a wyvern. She especially doesn't want her father to find out, foreseeing his displeasure in his daughter owning anything less than the best mounts available. Eliza routinely sneaks into the Eyrie with Titus and enjoys flying around the nearby islands when it’s quiet. She deeply cherishes her time with her mother and her flying companions, and though Narissa wishes sorely that she could be more of a part of her daughter’s life, she is grateful for any interaction at all.

Regarding outsiders, Eliza doesn’t hold Humans with the same contempt as her father, believing her own people would have done the same thing in their place. She is generally distant towards everyone, though she has acclimatized to Humans quicker due to their sheer numbers in the world. She spends a lot of time in Lower Edia, where her sword Decider was forged. She reads the books and reports from traders and listens to rumors and stories about the other races. She has taken an interest in Human fighting styles, which is why she had Decider commissioned. She has not had much dealings with Heanta or Eldari, though she has read about the great wars the two people have fought throughout the history of Asmir. The Heanta seem like strong warriors, but they are unnecessarily violent and destructive in their approach. She thinks the Eldari seem like noble and honorable warriors, but they seem a bit too aloof and insular for her liking.
Likes:

  • Training: Despite Eliza being a gentle soul under her steely exterior, she does enjoy her training as part of the Oculi Draconis. It keeps her fit and combat-ready should she need to protect anyone, and it also contributes to her ultimate goal of proving herself to her father by making herself as strong as she could be.
  • Flower Arranging: Her favorite hobby and one she would spend more time on were it not for her father. When she sneaks out for her occasional visits to her mother, they spend most of their time arranging the flora in Narissa’s large garden, and it is the only source of fond memories under her father’s tyrannical regime.
  • Narissa Tallus: Since discovering the identity of her birth mother and being introduced to her by Nylara, she has become very close to Narissa Tallus. She bears many physical similarities to her mother, and also shares many personality traits. This has led to much resentment from her father, who wanted a child more like himself, but Narissa dearly loves her daughter, despite not being able to see her as much as she would like, and Eliza knows it.


Dislikes:

  • War and Fighting: Though Eliza has spent her life carving out a reputation for herself as a cold and battle-hardened warrior, largely due to her father’s strict and punishing regime, deep inside is a gentle soul more akin to her mother. Eliza enjoys training but she prefers peaceful endeavors over the ending of life. Despite this, she is still a Kor and she fights to the best of her ability when called upon in order to prove herself as worthy of her family’s name.
  • Official Functions and Formalities: Eliza is accepting of most traditions in Asentari society, but she displays open disdain for all of the pomp and circumstance of the nobility. Even though she is technically a noble herself, she prefers the simplicity of her mother’s garden and her pet Kelit.
  • Politics: Another aspect of noble life that Eliza has no time for is the constant politicking and posturing by the various noble families, her own included.


Fears:

  • Her Own Weakness: Over her relatively short lifetime, one constant has been beaten into Eliza by her father: worthiness. She has become obsessed with trying to fulfill the role her father wanted a son to assume, and she will stop at nothing to train herself to be the best. The training is exhausting and constantly pushes Eliza to her limits, but she perseveres because she is hellbent on proving to herself and her father that she is not as weak as he thinks she is. Weakness is not an option.
  • Her Father: Eliza’s relationship with her father is tumultuous and painful. She cares for him, but he is dismissive and cruel to her, never hiding his disappointment that she isn’t the son that he wanted. Despite this, Eliza still has unwavering loyalty to her bloodline, and her father has put a distinct fear of failure in her. She is terrified of the consequences should this happen.
  • Her Mother’s Safety: While Eliza's concern for her father is born out of fear and blind family loyalty, her affection for her birth mother is the product of genuine love. Narissa has always loved her daughter, even though the circumstances of their relationship are far from ideal. To this end, Eliza will do absolutely anything to keep her mother safe, especially from her father, who has pushed the Tallus family out of his and Eliza’s life.


Appearance

Height: 5’ 10”
Weight: 162lbs
Appearance:
Eliza Kor bears little physical resemblance to her father, something that has earned Armagand Kor’s ire from an early stage. Despite the “powerful” Kor family blood, Eliza instead closely resembles her mother. A beautiful woman with a melancholy expression seemingly permanently etched across her face, Eliza silvery-grey eyes convey a person in perpetual conflict with herself. She is a relatively tall and athletically built woman, with long limbs and a willowy way of moving when not in combat. Her hair is a messy bob of silver hair, matching her eyes, another trait she inherited from her mother’s side of the family. One thing she did get from Armagand was the way her eyes seem to light up when a battle comes along, in her case with a cold silvery glow. She also has black scales across her shoulders and down her spine.
Eliza Kor   Egt8bv10
Clothing: Eliza’s armor is one near-constant in her life. At the urging of her father, Eliza spends most of her time training, and thus wears her armor most of the time. As her rank is lower than her father’s, she does not have to attend official functions, and she exercises this right liberally. Occasionally, she gets the opportunity to visit her birth mother when her father is away on business, and she treats these occasions with the utmost respect. To this end, she will shed her armor and instead wear a colorful Eastern-style dress consisting of a flowy gown and dress in whites, pinks and lavenders resembling the flower her mother desperately wants her to be, rather than the cold warrior her father desires. She finishes off the outfit with a pair of roses worn over each ear. Eliza’s reputation as a hardened warrior is well-documented, but the outfit she wears for her mother is a reminder that there is a soft heart beneath the steely exterior, and also serves to disguise her from the untrained eye.
Eliza Kor   1bbf7b11

Fighting Style


General Fighting Tactics: Contrary to her father’s approach, Eliza is a thoughtful and cautious fighter in general. She always appraises the situation and formulates the best plan to take as few losses as possible. However, in desperate situations she will put herself in danger in order to spare her team, and she leads from the front at all times. Her desire to prove herself has proved detrimental at times, as she will try and take on as many enemies as possible and will shoulder the burden of responsibility almost single-handedly. When fighting alone, Eliza is a little less considered, though she is still very aware of her surroundings and options. She has a very keen tactical sense, and she knows how to maximize her resources in any situation.

In terms of actual combat, Eliza is adept at multiple styles of fighting, though she favors her warsword Decider as her main weapon. She is predominantly left-handed, so most of her offense comes from the left side. She uses her throwing knives to reach opponents that are out of melee range, forcing them to move or close, though she also has a selection of ranged powers and decent Magical Power to fuel them. Her preferred range is melee however, and she switches between a power style and a more agile style effortlessly. She uses Decider two-handed, but her Strength allows her to hit hard and hit fast. She will switch to her spatha when fighting in tight confines, or when mounted, and employs a similar range of styles but one-handed.

Combat Stats-

Strength || Good
Speed || Average (R-1 Good)
Agility || Good (R-1 Very Good)
Durability || Poor (R-1 Fair)
Stamina || Average
Magical Power || Average (R-1 Good)

Strengths:

  • Weapon Skill: While she trained to a competent level in all of the weapons used most commonly by the Asentari armed forces, her dedication to her chosen weapon has resulted in a highly skilled and efficient warrior when using
  • Hand-to-Hand Skill: Taking after her father, Eliza has trained herself meticulously, not just with her chosen weapon, but also in hand-to-hand combat. She is a technically proficient striker, and is equally skilled in grappling and submissions. Though she lacks the raw power of Armagand Kor, she is closer in skill than he likes to admit.
  • Keen Tactical Mind: An area where she diverges from her father’s approach to battle. Where Armagand Kor eschewed any kind of plan or tactics, Eliza as a tactician is both highly thoughtful and flexible. She always seems to find the best way to complete a mission with as few losses as possible, and her ability to know when not to fight is what truly sets her apart from her father, and antagonizes him.


Weaknesses:

  • I Must Prove Myself: Though not as aggressively belligerent as her father, Eliza still possesses the stubbornness of the Kor Bloodline. In her case, it manifests in her somewhat exaggerated sense of responsibility. She will go down with the ship, preferring to sacrifice herself in order to protect those under her command. This selflessness often puts her at great risk as she often elects to take point herself rather than working with allies, with Eliza’s own skill all that stands between her and death.
  • Weakness to Electrical Attacks: This susceptibility to electrical-based attacks comes with the territory of being a wind-based Asentari. Eliza takes 25% more damage from such attacks.
  • Weakness to Fire: Eliza’s rigorous and cruel training regime under her father has left her this particular vulnerability, due to him frequently using his powers to test her rather than waste his time in actual combat. She takes 25% more damage from fire-based attacks


Weapons

Primary Equipment
Name: Decider
Type: Greatsword
Description:
Eliza Kor   Anduri13
Decider is a mighty warsword of Human origin that was forged for Eliza in Lower Edia. The smiths in the Human colony beneath the Sky Islands were commissioned to forge the blade for her when she officially joined the Oculi Draconis. The weapon is 5 feet long from pommel to tip, with the fullered blade being 2 inches wide at the guard and tapering gently to a sharp tip. The handle is 12 inches long, with the cross guard stretching to 6 inches either side. There is leather wrapping around the upper half of the handle, with the guard and the pommel resembling leaves and their stems. The scabbard hangs on Eliza’s back, given its size, and both it and the fuller of the blade are inscribed with the following text in Draconic script: “Forged for the Kor family, live for the Kor family, die for the Kor family.”. Despite the craftsmanship, the weapon is heavy and generally requires two hands, though Eliza can use it one-handed for a time before the effort catches up with her.
Enchantments:

Name: Decisive Strike
Type: Offensive
Damage Category: Strong
Description: Decider emits an aura of black flame with red lightning, similar to Eliza’s father’s Draconic Seal Lvl 2 aura. The warrior then slams the weapon into the ground in front of her, causing the energy to discharge in a powerful explosion. The explosion has a radius of 20 ft, and deals Strong damage to anything caught inside it.
Duration/Cooldown: 5 posts

Extra Equipment
Name: Eliza’s Throwing Knives
Type: Throwing Knives
Description:
Eliza Kor   Caf-8711
Eliza’s ranged weapon of choice, her throwing knives are as much works of art as they are deadly projectiles. The ornate handle is perfectly weighted and balanced with the blade for the purpose of throwing. Eliza has five of them, and they are kept in a leather holster harness around the back of her belt.
Enchantments:

Name: Rapid Deployment
Type: Support
Damage Category: None
Description: The holster harness that Eliza’s knives are stowed in has been bestowed with a special enchantment that allows Eliza to draw a knife without actually having to reach for it. She simply wills it, and a knife will phase from her holster to her hand in an instant. The enchantment does not create knives, only teleports existing knives that are stored in it, so she is still limited to five.
Duration/Cooldown: None
Cost: 400

Secondary Equipment
Name: Eliza’s Spatha
Type: Spatha
Description:
Eliza Kor   Roman-11
Eliza carries a traditional spatha with her, for use in spaces that preclude the use of Decider, or when mounted using one hand to control her mount. The spatha is a well-made enchanted steel sword with a 6 inch long handle. The blade is 3 foot long, 2 inches wide and double-fullered to 3 inches shy of the sharply-tapered tip, allowing for a relatively wide blade while keeping the weapon light enough to wield one-handed with ease.

Extra Equipment
Name: Eliza’s Armor
Type: Medium Armor
Description:
Eliza Kor   Pngfin10
Eliza’s armor is heavily influenced by her fathers accouterments, but with her own twist put on it. The armor begins with a base layer of a dark brown one-sleeved Eastern-style silk shirt that extends down into a mid-thigh combat skirt with red detail near the hem and along the fastenings. Over this is a thick boiled leather bodice with the same red detail along the fastenings. The bodice is an expertly crafted piece of armor, with mail sewn into the leather before boiling, giving extra protection without sacrificing flexibility. Eliza wears dark metal pauldrons that flare out from the shoulders and the neck, and vambraces over her black leather gloves. Her leg armor is sparse, in order to allow maximum speed and maneuverability in combat. She wears thigh-high leather boots, over which are metal knee-guards and shynbalds consisting of many smaller plates that slide over each other when Eliza moves. Eliza does not wear a helmet, instead wearing a metal headdress that resembles a dragon-themed tiara, with a blue gem in the middle, a nod to her mother’s family.
Cost: 1000

Pets
Titus: Titus is a relatively small Kelit who lives with Eliza’s mother in Eapara City. Eliza received Titus as a gift from her mother when he was a puppy, and Eliza has cherished him always. Titus is a rambunctious and curious Kelit, with a propensity for sniffing at bigger creatures than himself when he should be afraid. Loyal to a fault, he loves Narissa and Eliza dearly and is overjoyed when Eliza comes by on one of her rare visits. He loves flying around with Eliza and Grace, and also enjoys lounging in the garden with Narissa.

Dragon Element

Element: Wind

Name: Dragon Breath
Type: Offensive
Damage Category: Strong
Description: The Asentari can breath out a powerful blast of their element. Generally speaking, the stronger the Asentari, the more devastating the attack, but this is their most powerful racial ability.
Cooldown: 4 post cooldown.

Name: Gust
Type: Offensive
Damage Category: Weak
Description: Eliza can emit a powerful directed burst of wind from her hand. The burst will deflect arrows and other non-magical projectiles, and if someone is caught in it they will take Weak force damage and will be knocked back a few feet if they are small, while larger and/or heavier opponents will be less affected.
Cooldown: 1 post

Base Form Customs

Name: Gale-Force
Type: Elemental Manipulation
Description: Eliza becomes enveloped in a windy aura that constantly ruffles her clothing and hair, but otherwise is purely optical. She primarily uses this ability’s weaker options to harry her opponent or hit enemies she can’t reach, though she will use the harder-hitting options against tougher opponents.
Effect: The user is skilled in the manipulation of a chosen element. They can manipulate their element in several ways like throwing out waves, balls and blasts that can travel up to 50ft, or shoot it as small projectiles up to 130ft. Elemental manipulation attacks deal damage based on that element. Larger blasts and waves deal average damage but travel slower, and smaller projectiles travel faster and deal less damage.
Cooldown: 3 post duration with power points reduced by 2 for the duration, 4 post cooldown.

Name: Eliza’s Triage
Type: Healing
Description: Developed to help mend the various injuries Eliza sustains from her training and from her father, as well as administering triage in the field. Eliza can heal either herself or another person, though the healing of herself is slower. She must be in contact with her patient at all times, or she must remain perfectly still if healing herself. Add one post to the times below for self-healing.
Effect: As long as contact is maintained, the target's wounds will be healed. The more severe the wounds, the longer this healing will take. The scale is as follows:
Damage CategoryTime neededExamples
Light1 postCuts, bruises, hairline bone fractures, light burns
Moderate2 postsDeep lacerations, minor bone fractures, moderate burns
Heavy3 postsMulti-layer lacerations, bone breaks, 3rd degree burns
Severe4 postsMinor organ damage, Multi-point bone breaks, severed limbs, charred flesh
Critical5 postsModerate organ damage, severed limbs, major blood loss
Limbs can be reattached using this healing, but not regrown using this method of healing.
Limitation: This ability requires hands on contact. Cannot be used if the user is in the second stage of exaustion state or higher. Only restores the target's physical body. It does not restore their stamina or magical energy.

Name: Updraft
Type: Support
Damage Category: None
Description: An ability Eliza developed while teaching her pet Kelit Tidus how to fly. For a limited time, Eliza can use her wind control to augment her battlefield mobility or that of another person. While active on someone, she can use wind to extend their jump range, leaping great bounds, as well as slow their descent while falling. To activate on herself, Eliza simply wills it, while she must touch the other person to cast it on them.Once cast they can be let go. While active, Eliza’s eyes glow bright silver. Ends after 2 posts or if Eliza wills it or loses consciousness, with a 1 PP maintenance cost
Cooldown: 3 posts

Draconic Seal Lvl 1

Seal appearance:
Eliza Kor   Pincli10
Eliza’s seal is a secret to all but her mother, as her father would be furious if he knew. The seal takes the form of a green dragon with its tail tied into an intricate knot, the crest of the Tallus family. The crest is located on her sleeved right bicep, away from prying eyes.
Transformation method: Eliza grips her bicep tightly with her hand, and the seal breaks.
New appearance: Eliza’s appearance does not change much on first look, as much of the change is hidden. The constantly sleeved arm that carries the Draconic Seal grows green scales from her shoulder down, stopping just short of the wrist. Eliza’s usually silvery-grey eyes turn a striking emerald green, reflecting the origin of her powers.

Dragon Element Custom

Name: Tornado
Type: Offensive
Damage Category: Strong
Description: Eliza forms a tornado in front of her, and sends it in a straight path towards a target. The tornado is 50 ft tall and 10 ft wide at the widest and travels for 50 ft. Anyone caught within 10 ft of it is pulled towards it violently, causing Strong damage once inside as they get buffeted by the deadly winds. Heavier characters can resist the effect somewhat, and a person can fully resist if they can anchor themselves down.
Cooldown: 5 posts

Draconic Seal Lvl 1 Abilities

Name: Wind Walk
Type: Support
Damage Category: None
Description: Eliza channels wind power to her limbs, increasing her speed and agility for a time. She gets +2 to Speed and +1 to Agility for 2 posts.
Cooldown: 5 posts

Name: Storm Barrier
Type: Defensive
Damage Category: Average
Description: Eliza forms a barrier of pure wind force in front of her. The barrier is 20 ft wide and 10 ft tall, and will repel normal projectiles with ease. Magical projectiles will pass through if they are more than Average in strength. Any person that tries to pass will be subjected to intense wind, potentially getting blown backwards if they lack weight or strength, though stronger and heavier characters will make it through. The barrier lasts for a post, and remains stationary, even if Eliza moves.
Cooldown: 4 posts

Name: Dragon Gate
Type: Support
Damage Category: None
Description: Eliza creates a gate of wind in front of her that will propel her when she moves through it. She launches forward at alarming speed, like a humanoid missile, and she gains the protection of Heavy Armor while in transit. She can aim this at a person, propelling herself towards them for a surprise attack or to close distance quickly. While traveling through the air, Eliza can form another gate in front of her, stopping her gently if she doesn’t aim at anyone in particular, or if she misses. She can travel up to 100 ft before she loses speed.
Cooldown: 4 posts

Boosts: +1 Speed, +1 Agility, +1 Durability, +1 Magical Power

Draconic Seal Lvl 2

Seal appearance:(what does the new seal look like, where is it on your body.)
Transformation method: (Describe what your character does to make the transformation happen. This involves their power seal.)
New appearance: (What Is your characters new appearance? Often much more dragon like appearance. Cannot be a true dragon form, however.)

Dragon Element Custom

Name: (this can be anything. Mostly for flavor.)
Type: (Offensive; Must Match your Dragon Element)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Cooldown: (all abilities have cooldowns.)

Draconic Seal Lvl 2 Abilities

Name: (this can be anything. Mostly for flavor.)
Type: (Offensive, Defensive, Support, Restorative)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Cooldown: (all abilities have cooldowns.)

Name: (this can be anything. Mostly for flavor.)
Type: (Offensive, Defensive, Support, Restorative)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Cooldown: (all abilities have cooldowns.)

Name: (this can be anything. Mostly for flavor.)
Type: (Offensive, Defensive, Support, Restorative)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Cooldown: (all abilities have cooldowns.)

New Boosts: +1 Strength, +1 Speed, +1 Durability, +1 Magical Power

Background

History:
Early Life
Born in 975 AII as a result of a procreation agreement between the Kor family and the Tallus family, Eliza’s life was never going to be typical. Armagand Kor had his mother, Nylara, put together an agreement with the powerful Tallus family which would see Keldon Tallus receive Kor backing in his dealings with the Senate, while Keldon’s eldest daughter, Narissa, would mother a child for Armagand to aid his quest to continue his family line. To Armagand’s anger, Narissa produced a daughter rather than a son, and he immediately broke off the agreement, claiming that the Tallus family had not honored their end of the bargain. Armagand wanted to leave the baby with Narissa, but Nylara convinced him to raise the child as a Kor, as she sensed she had an opportunity to create a pawn who could potentially surpass her father someday.

Nylara named the child Eliza, and from an early age it became clear that she was not going to have a gentle time of it. Armagand began training her from a young age, and his regime was brutal and punishing. Eliza’s earliest memories are of grueling physical tests and her father’s constant barking of orders and insults. She only held on due to her grandmother’s soothing presence at the end of every day. Nylara played the doting grandmother, treating Eliza’s training damage and encouraging her to try harder next time. The young child was easy to manipulate under these circumstances, and Nylara soon became a beloved figure in Eliza’s world, easing the pain of Armagand’s constant punishment.

As Eliza got older, it became more and more apparent that she more closely resembled Narissa than her father, which only served to anger Armagand even more and resulted in even harsher training. Nylara bolstered Eliza’s flagging resolve with grandiose tales of the legendary Kor family and their ties to Onyxus the Black Dragon. Nylara told Eliza that she needed to be strong in order to carry on the family name, and that Armagand only treated her so harshly because he wanted her to be mighty like him. Eliza was convinced, and she applied herself fully into her training to try and earn the respect of her father and carry on the proud legacy of the family name. She had no idea that she was being played like a fiddle by her “loving” grandmother.

The Recruit
When Eliza came of age, Armagand enrolled her in the same private academy as he had attended. He gave strict orders to be even harder on her than the other students, before attending to his duties. Eliza did not mix well with the other recruits due to her restricted upbringing, but she showed precocious talent and a determination that impressed both the instructors and her fellow peers. Despite her high scores and excellent performances in the academy, she still failed to earn any recognition from her father, who simply said that he expected more. Thanks to her grandmother, she was not deterred, and simply trained harder in the academy.

It was during this time that Eliza began to wonder about her mother, and why Armagand hated her so. One evening she questioned Nylara about it, asking to know why her father was so annoyed that Eliza resembled her mother and not him. Nylara knew that Eliza would be easier to keep on her leash if she had something to make her happy, so she explained who Eliza’s mother was, but left out that she had to convince Armagand to keep Eliza and not give her away. Nylara also agreed to introduce Eliza to her mother, but on the condition that she didn’t let Armagand know, as he and Narissa no longer got along. Eliza agreed eagerly, and Nylara brought her to Narissa’s house one day while Armagand was out on assignment.

Upon meeting Narissa, Eliza immediately felt more at home than she had ever felt in her life. All of the flaws that her father saw in her were virtues in her mother’s eyes, and she felt love. Narissa, for her part, was overjoyed to be reunited with her daughter, and she showed her things that Eliza had only ever dreamed about. Narissa was a peaceful woman who stayed out of her family’s politics and enjoyed a simple life on an estate near the edge of the city. Instead of the rigors of training, Narissa showed her arts and crafts, with Eliza taking special interest in arranging the flowers into intricate and beautiful patterns. After a blissful day of flower arranging and talking about Kelits, Nylara sent a messenger to Eliza that her father was returning. Eliza was reluctant to go, but Narissa comforted her, as she didn’t want her daughter to get punished because of her. She asked Eliza for a simple favor, that she didn’t forget about her. Eliza promised, and returned home.

Eliza’s days in the academy were beginning to look up after that. She was doing so well that she was being considered for early graduation to the armed forces at the age of 16, something that her father had also achieved when he was her age. She managed to manufacture routine visits to her mother’s house, and she helped Eliza deal with her increased workload and the increased pressure from her father. Narissa was overjoyed when Eliza was accepted for graduation, and she bought a present for her daughter in the form of a Kelit puppy. Eliza loved her new pet, calling him Tidus and playing with him whenever she visited. She didn’t bring him home as her father would not approve of a pet as meek as a Kelit. Nonetheless Eliza loved Tidus dearly.

The Soldier

Eliza continued her growth in the armed forces, training relentlessly under the baleful gaze of her father. She was fast becoming one of the more reliable soldiers the army had to offer, with a particular aptitude for tactics and leadership. Unfortunately, these were two aspects of combat that Armagand saw as worthless, so he scolded his daughter for taking the easy options. She redoubled her martial training, becoming adept at hand-to-hand combat and swordplay. The others in her unit in awe of her talent and drive, though her cold and serious demeanor unnerved them all as well. In any case, despite her lack of social skills, she was a highly effective leader and tactician, and complemented this with superb fighting skills. However, her father was dismissive of any compliments that her instructors offered him, and it became clear that he was no longer interested in his daughter’s prospects.

Despite this, Eliza was determined to win her father’s approval, and prove she was worthy. She began to visit Lower Edia, hoping to expand her knowledge and become a better all-round fighter. She visited the library a lot, reading up on events outside of Edia and learning about how the Humans fought. She also visited the Human smiths in the region to see first-hand how they do things and the different types of weapons they made. She learned a lot, and began adapting Human fighting techniques into her repertoire. Her diligence and initiative did not go unnoticed by her peers and superiors, who began to regard Eliza as the consummate soldier, though her father’s influence meant that they still had to treat her like any other soldier. As the years passed, she began to wonder about lands beyond the Vultani Jungle, where the Humans in Lower Edia came from. She wouldn’t have to wait for long.

Eliza spent four years in the regular armed forces before she received an invite to the Oculi Draconis. Unbeknownst to her Nylara had taken a vested interest in her development, for own interests of course, and had convinced Armagand to let Markus Styrus, Imperator of the Elite Guard and his immediate superior, extend the invitation. Though Styrus received regular reports from the army on exceptional soldiers, Armagand had always convinced him that Eliza wasn’t ready. She joined the Elite Guard, and redoubled her efforts to make sure that her superiors knew that they hadn’t made a mistake. Her father couldn’t have cared less, but her mother was overjoyed by the news. Narissa was immensely proud of her daughter, bragging to her friends and family when she could.

When Eliza turned twenty-one, she would get tested as a soldier properly for the first time in her life. A band of Humans from beyond the Vultani Jungle emerged in Lower Edia. They were welcomed by their kin in the township, but it soon turned out that the visit was simply an excuse to gain access to the region. The band soon absconded with a wagon full of prisoners, intending to sell them on as slaves. A unit of the Elite Guard led by Armagand were tasked with chasing down the slavers. When Armagand selected his unit, he predictably left Eliza at home. Imperator Styrus assured her she would get another chance. When Armagand returned some time later with word of the sizable and violent Human forces they had come up against, Primoris Rex Alura Wanderweich ordered the Edia armed forces to mobilize for war. Eliza was uneasy about the idea of war, but she chose to look at it as another proving ground, and this thought kept her focused.

Soon the army rendezvoused with Styrus’ forces at the perimeter of the Vultani Jungle, and the small Mondolin group that had pursued them retreated. Styrus returned to command the Elite Guard, and Eliza found herself assigned a unit of soldiers to command. Word then reached the Primoris Rex of a large armed force of Mondolin soldiers heading towards them, so she ordered her army to clear the Jungle and move to intercept. The two forces met at the East Undine River, and a tense stare off ensued. Tentative negotiations commenced, but it soon became apparent that no peaceful resolution would be reached. The battle then began in earnest, and the Humans proved to be a tough and resilient enemy. Though they individually lacked the power of the Asentari troops, they were numerous, organized and disciplined. They seemed to have the edge in strategy too, due in part to their superior knowledge of the area.

Eliza fought like a true warrior, and even her father was taken slightly aback by her skill. It would not last long though, as her concern for her troops resulted in Armagand remembering why he disliked his only child. Eliza’s unit met with great success initially, with combat prowess proving to be inspiring to those under her command. The Human’s altered their tactics however, and Eliza’s progress was soon halted by a withering hail of crossbow fire. Normally armor would protect against projectiles, but the Human crossbows were perfectly built to punch through all but the thickest armor. Eliza’s unit began to collapse, and she ordered a brief tactical retreat. Her decision was met with derision from her father, but she put the lives of her troops first and foremost. They retreated over a ridge, shielded from enemy fire as it turned out that the crossbows were made for power over distance. Eliza managed to successfully get her wounded to safety before rallying her remaining troops to follow her back to battle. The crossbow unit had been diverted elsewhere, which left Eliza’s unit a perfect opportunity to get back into the fight.

Despite Eliza’s success, the battle was not going in either side’s favor, and losses were mounting. It seemed hopeless until a third force arrived on the battlefield with two unfamiliar banners. The force consisted of troops from nearby Edaria, accompanied by soldiers from the Order of the Sun. The Order of the Sun turned out to be a Human-founded peacekeeping order, while Edaria was a city in the Free Lands that was ruled by Aline Drexara, who it turned out was an Asentari who had left long ago to explore the world. The fresh troops easily marched through the battlefield and formed a barrier effectively ending the fighting, as neither side had the strength to go through them. The Primoris Rex ordered a retreat, and she entered negotiations with her opposite general, Knight-Commander Marina Kaverra. The talks were mediated by Aline Drexara herself, as well a representative of the Order of the Sun named Kairi Thorne. As it transpired, the Order had managed to capture the band of Humans who had sparked the whole conflict off, and offered the offenders to Edia with the exception of their leader, who would be tried in Mondolin court for instigating a conflict.

The Oppressed Blossom
Once the Asentari forces had retreated to Edia, it was decided that they needed to keep a better eye on what was happening in the wider world, not because they wished to mix with their neighbors but so they could be better prepared for a repeat of the costly conflict they had just suffered. While Armagand saw this peace as a waste of time, Eliza saw it as an opportunity to learn more about Asmir Ka’Lesa and its inhabitants. She visited Lower Edia more frequently to read in the library, and when her mother offered to secretly sponsor a weapon commission for her as a thank you for coming back from the conflict safely, Eliza chose a Human design which she commissioned from the smiths in Lower Edia. She named her new sword Decider, though she still kept her spatha from her recruit days as it hadn’t let her down yet. Narissa also decided that Eliza had earned a mount and, as she knew that Armagand would not spend a penny on such a venture for his daughter, she paid for this too.

Eliza visited the Eyrie, and marveled at all of the creatures that inhabited it. She loved animals, still being massively fond of Titus. She liked everything she saw, but she took a particular interest in Kelari, mainly due to their resemblance to their smaller Kelit cousins. There were some fine specimens available, but one particular Kelari caught her eye. This Kelari was smaller than the others, the runt of the litter, and was extremely shy and afraid of people. To most, she would have been a waste of money. But to Eliza, she saw bits of herself in the poor creature, and when the Kelari showed her more interest than she apparently normally showed in people, Eliza knew she wanted her straight away. Of course her father would be furious, and her peers wouldn’t be impressed either, so she kept her new Kelari between her and Narissa. She named her Grace, and though Eliza owned her she was listed in the Eyrie records as Narissa’s mount. Eliza came down in the evenings after training and would feed her and take her out for a fly-around when it was quiet, sometimes bringing Titus with her.

Soon the Elite Guard received a shake-up, when Imperator Styrus was implicated in a plot to sell Asentari military secrets to another party in the Free Lands. There was evidence found in his office to confirm it, and he was exiled from Edia. Eliza found this situation unnerving, to say the least. Imperator Styrus had always struck her as an honorable man, who had advocated heavily for peace with the Kingdom of Mondolin. Armagand was soon appointed as the new Imperator. Something seemed off, but she didn’t even know where to start to look for information, and in any case she didn’t dare go against her father.Armagand had caught wind of her little inquiries and had beaten her badly when he found her at home for it. She knew in her mind that her father had something to do with it, but he hurt her badly enough that she was too afraid to continue her investigation.

Eliza’s father soon set about “toughening up” the Elite Guard, which involved increasing training frequency and intensity, especially for Eliza. She now found time to visit Narissa and Grace hard to come by, though she still made time for it. She also found that volunteering for scout duty and reconnaissance in the Free Lands was a good opportunity to get away from her father’s rule for a time and truly explore the outside world. She found a land that had many flaws, but for everyone there was a shade of beauty to be found too. There were horrific things like slaver camps and merciless bandits, but there were also stunning sights and sounds, and art that she couldn’t have imagined back home. Despite her father being a constant haunting presence in the Oculi Draconis, Eliza knew that it made her fleeting experiences of freedom that much more rewarding.

Side notes: Smile
Rp example: Smile


Last edited by Orgoth on Thu May 26, 2022 6:42 pm; edited 5 times in total
Orgoth
Orgoth
Admin
Admin

Posts : 684
Experience : 7193
Join date : 2013-04-15
Age : 33
Location : Ireland

Resources
Resources: 5600

https://asmir-doana.forumotion.com

Back to top Go down

Eliza Kor   Empty Re: Eliza Kor

Post by Zenke Wed Jan 13, 2021 10:04 pm

Approved A-5.

On a side note, lower the cooldown for gust to 1, allow her to move when using tornado or lower the cooldown, dragon gate add a range and lower the cooldown to 4.
Zenke
Zenke
Admin
Admin

Posts : 790
Experience : 6832
Join date : 2013-04-14
Age : 35
Location : Wee ol Ireland

Resources
Resources: 4070

https://asmir-doana.forumotion.com

Back to top Go down

Eliza Kor   Empty Re: Eliza Kor

Post by Jun Fri Jan 15, 2021 3:19 pm

seconded
Jun
Jun
Expert
Expert

Posts : 411
Experience : 6558
Join date : 2013-05-19

Resources
Resources: 8060

Back to top Go down

Eliza Kor   Empty Re: Eliza Kor

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum