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Sylvire Nasazura

Benevolent and kindly in an appearance, nature and acts - this powerful elven sorceress has duelled with evil over the millennia. Something wicked stirs on her horizons, now, and need is great. Heroes must be found...

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a character in “The Multiverse”, originally authored by Script, as played by Disdain

Groups

A group of battle-hardened veterans. These legendary champions came from all walks of life before banding together in the defense of Terra.

Description

Sylvire Morany Nasazura
“Jewel of Amarathia”


ImageAge: Three thousand, seven hundred and eighty nine
Birth Date: 8th of Ventran, 4th cycle of Nabraxas, 3rd Century
Place of Birth: City of Amarathia, Sapphire Quarter
Gender: Female
Race: Elvish
Line: Nasazura, the ‘Royal Swan’
Class: Sorceress

Magick:


School of Arcane Magic: The most adaptable and versatile of Sylvire's spell pools, alongside specific abilities arcane magic allows the manipulation of pure arcane energy. This can come in the form of forceful bursts, physical manifestations such as chains or bindings, or searing energy in its more basic forms.

  • Detect Poison/Magic/Disease/Possession/Wards/Illusion/Life/Doors/Object: A castable spell that must be defined for one of the listed effects, detecting it within a distance of up to 1000 ft, though at greater distances the specific location is vague.
  • Read Magic: Allows for interpretation of magical items and scrolls in languages other than those Sylvire knows.
  • Telekinesis: A generic spell allowing for remote manipulation of objects up to around the mass of a sixteen wheel truck.
  • Telepathy: Allows for mental communication to, but not from, another within line of sight.
  • Unlock - Any: Allows for the magical release of any mundane lock.
  • Ward of Alarm/Paralysis/Fire/Frost/Repulsion/Draining/Annihilation: Allows for the creation of wards with on-activation effects such as those listed.
  • Seal - Any: Magically seals any mundane container, door or similar.
  • Grease: Makes an area of up to twenty feet extremely slippery.
  • Arcane Mount: Summons a horse formed of pure arcane magic that can be maintained via focus, but otherwise lasts for an hour or until dismissed.
  • Tongues: Allows Sylvire to speak and understand any language.
  • Disguise Aura: Obscures or alters the magical aura of an object or being.
  • Animate: Sylvire can give an inanimate object a faux-life and consciousness and command it to perform basic actions.
  • Enlarge/Reduce: Allows Sylvire to alter the size of objects and individuals by up to double/half.
  • Erase: Erases magical or mundane writing from any surface, unless warded against such interference.
  • Enhance Speed/Strength/Endurance/Agility: Enhances attribute in one or more individuals for one minute.
  • Obscure: Protects an area against scrying.
  • Sense Scrying: Sylvire can tell if she is being scried.
  • True Sight: Allows Sylvire to see through illusions of any nature, and see perfectly in the dark.
  • Message: Sylvire can send a message in written form to any individual she knows by both name and appearance, to visualise them. Range of one thousand miles.
  • Dispel: Removes magical effects from an area, interrupts a channelled spell or removes a magical projectile, etc.
  • Ethereal Form: Shifts to the ethereal plane.
  • Phase: Sylvire becomes immaterial, but remains on the corporeal plane.
  • Slow: Slows the physical movement of an individual.
  • Water Breathing: Allows for breathing underwater (or in other such environments, excluding a vacuum)
  • Dimensional Anchor: Wards an area against planar shifting.
  • Remove Curse: Removes a curse cast by a spellcaster of equal or lesser strength to Sylvire.
  • Arcane Eye: Allows Sylvire to view things remotely.
  • Fear: Creates fear in a target.
  • Paralyse: Holds a target in place.
  • Transfigure: Forcibly shapeshifts a target without magical protection.
  • Remove Enchantment: Disenchants an item.
  • Apply Enchantment: Enchants an item with a known spell, applicable to the object.
  • Telepathic Bond: Channelled spell that allows allies within 20ft to communicate telepathically.
  • Divination: Sylvire has extensive command over divination magic, allowing for limited precognition, retrocognition and increased awareness.
  • Scrying: By the usage of a reflective surface, Sylvire can scry any location or individual she is familiar with.
  • Transmute: Transmutes basic substances into related substances - e.g. rock into mud, ore into metal.
  • Antimagic Field: Negates magic within an area up to 20ft.
  • Destroy: With intense focus and high energy cost, allows Sylvire to utterly annihilate a target without magical resistance or significant willpower.
  • Power Word, Blind/Hold/Deafen/Silence: Instantly applies the stated effect to a target without sufficient willpower to resist for up to a minute.
  • Silence: Prevents a caster from accessing their magic. Channelled spell.
  • Summoned Blades: Blades of arcane energy appear around Sylvire and engage foes, as well as protecting her.
  • Weather Alteration: Requires extensive warding of area in advance. Allows Sylvire to permanently or temporarily alter the weather in an area.
  • Imprison: With extensive advance preparation, imprisons a subject in an extraplanar prison.
  • Freedom: With extensive advance preparation, frees a subject from an extraplanar prison.
  • Gate: Allows for instantaneous travel between pre-determined locations on the same world. Both locations must be prepared in advance.
  • Ritual Magic: With research and sufficient preparation, Sylvire can cast a ritual to produce near any effect achievable by magic.

School of Illusion Magic: Allows for the creation of illusions in near any form, including the manipulation of senses to believe they see, hear, smell, taste and feel something that is not truly there. Extensive and inclusive. Examples below.

  • Form Lights: In varying forms, from a glow on an object to a floating orb to a beam or dazzling flare, Sylvire can generate light.
  • Darkness: Creates an area up to twenty feet in diameter of supernatural darkness.
  • Sounds: Generates sounds of varying degree.
  • Alter Appearance: Alters the appearance of an individual on a level indistinguishable from actual transformation without magic. Lasts for up to six hours.
  • Blur: Causes the form of an individual to flicker and shift, appearing in several places at once and making attacks difficult to land.
  • Mislead Scrying/Divination: Replaces the scrying or divination of an individual with false images and visions.
  • Triggered Illusion: Creates a 'trap' that generates a specified effect when triggered.
  • Magical Script: Creates a semi-permanent image that only the intended reader can see.
  • Phantasmal Pain: Causes extreme pain in a single target.
  • Project Self: Allows Sylvire to project an image of herself that she can command and remotely operate. She can also cast her spells remotely through this double.

School of Malevolent Magic: Magic centred around specific degenerative effects, listed below.

  • Basic Curse of Fatigue/Weakness/Life Draining/Mana Draining/Bad Luck: A curse that causes the stated effect, generally lasts two minutes. Bad luck is extremely exaggerated to the point of ridiculousness.
  • Apply Disease: Allows the infection of a target with any non-crippling disease.
  • Apply Poison: Allows the infection of a target with any non-fatal poison.
  • Weakness to Disease/Poison/Magic/Damage: Applies the stated effect.
  • Greater Curse: A more severe and lasting curse, requires significant power and conviction. The effect can vary hugely depending on the caster's will.

School of Benevolent Magic: Magic that encompasses basic healing, protection and restoration, as well as specific effects listed below.

  • Numb Fatigue: Numbs the target of fatigue, allowing them to operate as though they were full of energy. Negative effects of over-exertion still occur, but are unnoticed unless the subject is careful.
  • Moonlight: The sorceress banishes the darkness with a radiant beam of moonlight, illuminating even the darkest of spaces and showing demons and their foul ilk true fear, as well as granting allies relief from their fears and filling them with strength.
  • Starlight: The sorceress summons the light of the stars to fall on their allies, offering a divine protection against harm. The spell places a starry aura on its subjects, that blunt any blade that seeks to strike them (to a point), meaning that what might otherwise have been a severe gash becomes but a bruise. Magical powers and demonic weapons are most effected by this, weaker spells failing completely on contact with the aura and demons burning if they touch it.
  • Drain Fatigue: Fully cures fatigue from an individual by sucking it into the caster.

School of Summoning Magic: Magic that involves the summoning and control of extraplanar creatures.

  • Summon: Summons an entity of varying (specified) strength to do the caster's will, generally arcane in nature.
  • Banish: Banishes a summon or extraplanar creature to its plane of origin.
  • Suppress Summoning: Prevents the summoning of extraplanar creatures within an area of up to 20ft. Channelled spell.
  • Create Object: Creates an object of limited complexity from pure arcane energy that lasts until dismissed. Object cannot involve anything more than basic mechanics e.g. hand-whisk level complexity.

School of Necromancy: Magic involving interaction with the undead, and with death.

  • Turn Undead: Repels undead from an area.
  • Quell Animation: Forces the energy out of an undead summon, returning it to a regular corpse, so long as Sylvire's power exceeds that of the necromancer.
  • Destroy Undead: Annihilates weak undead summons, providing Sylvire's power exceeds that of the necromancer.
  • Soul Trap: If cast upon a subject up to ten minutes prior to death, traps their soul within a designated gem.

School of Elemental Magic: Sylvire can command all four elements at a masterful level, specifics unnecessary due to generic and expansive nature of such magic. However, some unique abilities are listed.

  • Attunement: Sylvire attunes herself to an element, granting her increased power in its manipulation and a heavy resistance to its effects. She also adopts physical traits reminiscent of the element - e.g., flaming extremities, levitation on an aura of air, rocky armour, or swirling streams of water around herself.
  • Elemental Morphing: Sylvire can alter her form to either fully convert into an element she is attuned to, or partially convert. This state lasts only up to ten seconds and is taxing magically, and she reforms where the greatest amount of the element is located regardless of separation.

School of Divine Magic: Sylvire can access holy magic related to the god of her home realm, known only as 'the Light'. This includes healing and protective magic, as well as more specific effects.

  • Blessing: Invigorates allies with increased courage and strength for the duration of the next combat. One cast per day.
  • Bless Water: Makes water holy.
  • Divine Favour: Makes Sylvire's next spell cast either for heavily decreased mana, or with increased power. One cast per day.
  • Doom: Makes single target suffer heavily increased damage for the duration of the combat. One cast per day.
  • Sanctuary: Shields an area totally for up to an hour, but prevents those within from affecting the outside world or leaving the area. One cast per day.
  • Align Weapon: Weapon becomes 'good', increasing damage against 'evil' or demonic creatures.
  • Calm: Fills a group of individuals with supernatural serenity.
  • Status: Allows Sylvire to track the physical and mental condition of allies within twenty feet.
  • Daylight: Generates light that has the same effect as sunlight for the purposes of harming creatures vulnerable to such.
  • Remove Curse/Disease/Poison: Regardless of power level. One usage per week.
  • Commune: Speak with the recently dead (within the last week) for thirty seconds. One cast per month.
  • Detect Truth: Allows Sylvire to tell if she is being lied to, when cast prior to an exchange.
  • Mark of Justice: Lays a dormant curse on a target, as greater curse but a specific action will trigger it.
  • Word of the Light: Sylvire announces the Light's true name. All evil enemies in earshot suffer extreme damage and suffer from the effects of power words hold, deafen, blind and silence. One usage per week.
  • Regenerate Limb: Allows for the growth of a severed limb back to its original state. Extremely taxing on Sylvire, but not on the subject. One usage per month.
  • Holy Aura: For the duration of a single combat, Sylvire is surrounded by the aura of the light. Demonic creatures find it near impossible to approach her, and allies near her have a passive regeneration. One usage per week.


Grimoire of Light: A tome of great power, the Grimoire of Light is Sylvire’s spellbook, and within its pages are the above spells. While she has most memorized, and can cast the spells without the accompanying chants, her spells are more powerful when the incantations are recited, which are contained within its pages. Anyone with any Magickal ability could use the Grimoire of Light to cast Sylvire’s spells with sufficient study.

Soul: The stave which Sylvire wields is aptly named as Soul, for its magical channelling abilities stem from the souls of her powerful ancestors, who devoted a large portion of their magical strength and very beings to the staff in their final moments, a tradition of the line. The staff is passed down through the generations to the most powerful magic user, and he or she has instant access to the power and advice of the spirits within.

Weaknesses:
Magickal Limitation: Sylvire has a limited pool of magickal energy, or mana, to draw upon. When this is used up, her spells fail and she becomes no more than a skilled fighter with few weapons.
Dark Magick: Due to the protective and restorative nature of her spells, any shadow wielder can dispel them before they achieve their full effect with corruptive and decaying abilities. In addition, Sylvire’s Light Magickal protections are less effective against Dark Magick offensive abilities, unless otherwise specified (although the opposite is true as well, her offensive spells are more effective against Dark Magickal protection).

Personality: The woman known as Sylvire is a forward, outspoken individual, who while easily able to maintain her cool in a political or more formal scenario, sees no benefit to remaining silent on matters outside of such places, where every word one speaks is taken as gross innuendo to one’s real intentions. The Great Game of houses is played everywhere within the city of Amarathia, within its noble elven populace. Even the commoners play their own version, with lower stakes but just as great deceit. Many see this as a flaw in the elven persona, but they themselves see their political manoeuvring as their greatest strength, and few can outwit an elf of Amarathia, be they a member of the noble houses, the royal line or a lowly peasant. Despite this political strength, Sylvire is a benevolent and kindly individual, dedicated entirely to the 'greater good'.

So begins...

Sylvire Nasazura's Story

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 The door of the bar opened, a chilling wind rushing in as if from some ungodly blizzard that swirled just outside the warmth of its walls. The portal stood empty, nothing but the street beyond visible, though it was clear something had opened it.

The sound of footsteps could be heard, entering the bar, and as any observant patrons looked on, the figure of a sorceress slowly came into view, the mantle of shadows upon her fading into the light. Sylvire had arrived, into this humble bar, and only time would tell what she would bring to it.

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Sylvire Nasazura sat down upon a chair to the rear of the bar, and waved one of the Centurions over. "Fetch me a wine, your finest vintage." she instructed, waving a hand once more to dismiss it.

The sorceress leant back in her seat, her staff laid idly against its back, and her long blue-grey cloak spread out beneath her. Her filed fingernails tapped on the wooden surface of her table, clicking impatiently as she waited for her drink.

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Sylvire Nasazura pushed open the door of the bar, walking inside with precise steps, her cloak flowing outwards behind her about her ankles. Her hood was pulled low over her features, and she had a harried look to her, slightly hunched with her eyes flicking back and forth nervously. But what could make such a powerful sorceress feel fear? Surely, any threat she encountered could be dismissed with ease? Perhaps, or perhaps more powerful magics than see were at work tonight...

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Sylvire Nasazura took a seat placed in the corner of the bar, waving away the bartender's questioning glance. She was not here to drink. Cloak held around her body tightly, the sorceress observed the bar in silence.

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Sylvire Nasazura placed a protective hand on a small bag hanging at her waist, as if to reassure herself of its presence. The bag clinked as she moved it, and the woman drew it into her cloak so to avoid any unwanted attention being placed upon it.

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Sylvire Nasazura pushed open the door of the bar calmly, stepping inside carefully - her eyes flickering from side to side as if she were on the lookout for something. The sorceress had something of a harried look about her, her cloak was pulled closely about her, and her hood up to shadow her features. She looked altogether like someone trying not to be recognised. Despite this, however, she managed to project an air of power as she entered the bar, straightening to full height once she had confirmed her foes were not within.

Her strides were determined and confident, now, and she brought a hand up to remove her hood, causing her long dark hair to fall smoothly about her shoulders. Her eyes were focused on Ty and Dallas, and she approached the two without any further ado.

"Greetings." the sorceress said, inclining her head politely. "Might I request a moment of your time?"

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Sylvire Nasazura smiled in return at both Ty and Dallas. "Thank you." she said, pausing before she continued. "My name is Sylvire Nasazura. I am a sorceress, as I am sure you can tell from your own abilities. I wish to speak to you about a matter of some importance..."

The elf trailed off, her eyes flickering to Anastasia for a mere moment. "But perhaps this is not the best location to discuss it. Might we go upstairs, for a moment? I know that it is a lot to ask from a stranger, but I assure you that this is important."

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Sylvire Nasazura stiffened at the entrance of Aiyanna, but concealed it well, no outward sign visible to any not watching her face closely (and as her back was to Aiyanna, this would be no matter). "I might request some element of haste, also. You may already be rather more involved in this than is good for all our health..."

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Sylvire Nasazura cursed inwardly. "Then I am afraid I am going to have to request that you lower any magical defences you have erected, and allow me to lay my own upon you. I can remove us from this location, but it will require your full cooperation. I cannot move an unwilling companion."

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Sylvire Nasazura would then begin to recite an incantation, beginning the preparation necessary to activate her Web Chain spell. This would transport her, and her immediate companions. Even as Aiyanna's field activated, a device of Sylvire's own burst into life, as the Haywire Gem within her bag let out a glow, disrupting the energies of the field and allowing Sylvire's magic to continue.

Laying hands upon Ty and Dallas, Sylvire finished the recitation, and the trio disappeared, taken to an unknown destination.

The setting changes from Gambit's Bar to The Library

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Sylvire Nasazura appeared alongside both Ty and Dallas, in a flash of golden light. The glow from within her bag faded as it passed away from Aiyanna's field, and its power was no longer necessary. "That was rather closer than I would have wished..."

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Sylvire Nasazura sighed deeply, and walked away several paces, her steps disturbing years of dust from the ancient rug. "I have approached you because you are both powerful, and good-hearted individuals. I have observed you, amongst others, for some time now, and have chosen you to put my plea to."

The sorceress held up her bag, its contents clinking slightly. "Within this bag are a number of artefacts. Alone, they are powerful weapons, or shields against one's enemies. Together, however, these artefacts serve a far darker purpose. When brought together at the correct location, they serve as a key to the prison of an immensely powerful and destructive being, known only as The Sealed One."

Sylvire turned to rest her gaze on Taima for a moment, but sensed no hostility in her - or rather the Sword of Truth within her bag was emanating a blue glow, informing her of this. She continued. "Long ago, my family served as the guardians of these artefacts, spread throughout the world where none could find us." -c-

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Sylvire Nasazura "However, now I am the sole remaining member of my line, all others slain by The Orsa Terminus, a powerful group whose aim is to bring back the Sealed One. I alone cannot stand against them, and if I fall, so does the gate of his prison, as I hold every one of the artefacts in this bag. I am looking for individuals to serve as guardians for these artefacts, and I have chosen you. Will you accept this burden, great though it may be?"

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Sylvire Nasazura reached into her bag, and from within produced firstly a folded collection of leather armour. Walking toward Dallas, she proffered the garments to her. "This armour is dubbed 'Nature's Guardian'. It serves both to attract and repel metals, and thus it can immobolise a foe's sword, or repel their bullets." she said, and assuming the woman took the armour, she would then turn to Ty.

From her bag she then produced a smaller pouch, and offered it to him "This artefact is still in a transition period - where it shifts form and name, as it was recently rendered broken. The artefacts will reform when destroyed, but take a different form slightly. I can say, however, that it will possess some power related to healing, something I believe you are gifted at?"

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Sylvire Nasazura nodded to both individuals. "Our eventual goal will be the destruction of the Orsa, but I can contact you about that at a later date. Until then, here is a list and description of the members of Terminus, that you should avoid at all costs. That robotic woman, Aiyanna-A, is one of them. She knows us now, and likely our faces will be spread amongst the Orsa. Be on the lookout." she said, handing each a slip of paper with the said information.

"Once I have distributed the artefacts, I will contact you again with the information on who bears what, that you might aid each other should it be necessary." the sorceress continued, returning Taima's bow. "Until then, however, I wish you well. Wing City is but a short walk from here, should you need to find your way back - simply go to the Hidden Glen within the Dark Woods, and proceed north from there."

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Sylvire Nasazura moved as if to depart, but paused. "Should I be slain before my task is complete, and the artefacts still in my possession seized, it is of the utmost importance that you flee, as far as you can, or give the artefacts to those who can escape away, to another world if possible. In the case that the Orsa obtain so many of the artefacts, we cannot risk the rest falling into their hands by making any offensive moves. However, that is simply worst case scenario. With due luck, I will be able to coordinate this entire affair, without dying. That is always preferable..."

Smiling wryly, the sorceress nodded to the trio once more. "Good luck, and goodbye." she said, before vanishing in another flash of light.

The setting changes from The Library to Terra

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Sylvire Nasazura entered the bar through the wall, having entered the ethereal plane via the use of her Ethereal Form spell. "Greetings, Whisper." she said as she spotted the pale girl, "Do not be afraid, I am not here to harm you." she continued as she approached, her cloak hanging limply at her ankles due to the lack of air resistance to instigate any sort of flowing effect.

"Might I request a moment of your time, to discuss a matter of some importance?"

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Sylvire Nasazura smiled. "My name is Sylvire Nasazura, I am an elf of - surprisingly enough - the Nasazura line. I am here to speak to you about a group of wrong-doers that has recently come to power, the Orsa Terminus." she began, pausing here for a moment before continuing. "The Orsa Terminus have a single aim, which is to bring back their lord, The Sealed One, who is as the name suggests, sealed within a prison. His return would be cataclysmic for all the denizens of this world. To achieve this, they require the key."

Sylvire gestured to the bag at her side "The key itself is split off into a number of artefacts, each a powerful item on their own. I approach you now because I have identified you as both a powerful individual, and one of good nature. It is my wish to spread the artefacts amongst such individuals, that the Orsa might find it difficult to locate them, rather than stand alone against them myself. I am the last of my line, though my family used to defend the artefacts." -c-

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Sylvire Nasazura "I would ask that you take up this burden not for me, but for the good of all - as cliche as that might sound. You will be placed in danger, and face powerful enemies, but you will have the support of both myself and the other artefact wielders. Eventually, we will take the fight to the Orsa, but until then... will you protect an artefact?"

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Sylvire Nasazura "There is little I can say. I myself do not know the extent of his power, all I know is that for generations - and my family's generations are very, very long, we live for thousands of years each - my line contained him, passing down the simple message that his release would bring an end to all we held dear." Sylvire explained, sighing. "I wish I knew more, that I might do more to combat his return."