Calemiron
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Player: @Balumthesilverlight
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Biographical Data
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Real Name:
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Calemiron Andoreniel
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Known Aliases:
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The Green Jewel of Ondoladeshiron
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Gender:
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Male
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Species:
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Half Elf
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Ethnicity:
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Light Elf
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Place of Birth:
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Ondaladeshiron, The Astral Plane of Faerie
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Base of Operations:
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Sanctum
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Relatives:
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Andoreniel- King of Sentarshadeen(Father)
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Characteristics
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Age:
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Immortal
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Height:
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5'11
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Weight:
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126 lbs
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Eyes:
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Viridian
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Hair:
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Platinum Blonde
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Complexion:
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Fair Skinned
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Physical Build:
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Lean and Sprightly
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Physical Features:
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Pointed Ears
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Status
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Fame:
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██
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██
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██
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██
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██
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██
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██
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██
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██
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Legendary
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Alignment:
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LG
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LN
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LE
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NG
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TN
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NE
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CG
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CN
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CE
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Identity:
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Public
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Years Active:
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Unknown
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Citizenship:
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Ondoladeshiron
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Occupation:
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Prince of Sentarshadeen, Lord of Ondoladeshiron
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Education:
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Windalorianan Knight School
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Marital Status:
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Single
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Known Powers and Abilities
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Magics of Faerie
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Equipment and Paraphernalia
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Confidential
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Physical Attributes
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Strength
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Weapon
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Durability
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Armor
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Speed
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Reflexes
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Resistance
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Stamina
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Dexterity
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Agility
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Combat
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Regen
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Non-Physical Attributes
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Energy
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Psionics
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Telepathy
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Willpower
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Sorcery
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Tech.
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Intel.
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Knowledge
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Charisma
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Bravery
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MaekadaBoxSlim created by @Maekada
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Personal Quote
“Humans are an inconsequential species, they lack many of the fundamental intelligence's that are commonplace in Faerie. They are grotesque, greedy, and impulsive as a species, and their short lifespans and limited skill or knowledge prevents them from creating anything that endures the test of time. They are a fragile fleeting footnote in the expanse of things, and should be treated as such.”
“Real magic is not drawn from the external, it is a force that comes from within, from ones own potency and power that has been harnessed through experience. Magic is not the parlor tricks that mankind calls sorcery, it is raw and primal, and takes power from nowhere, but rather bends the powers of everywhere to ones own will.”
Theme Song
Peter Crowley
Forest Kingdom
Faerie
Faerie has forests, seas, meadows, deserts,
mountains, and all the other landscapes of the natural
world. Nexus points to Faerie always lead from
an Earth location to a very similar region in the
Land of Legends, so a person could walk through
Faerie for hours without knowing it.
The Land of Legends, however, is a “good bits”
version of the mortal world. Large, homogeneous,
boring regions such as oceans, deserts, or steppes
are smaller in Faerie than on Earth. Faerie holds
nothing the size of the Atlantic Ocean, Sahara
Desert, or American Great Plains. A few days by
boat or horseback suffices to cross any district of
the Land of Legends.
Faerie geography does not make sense on
the large scale. Landscapes flow into each other
in impossible ways: mountain into swamp, jungle
into desert. Different regions can experience different
seasons.
Connections between regions aren’t consistent,
either. For instance, suppose two travelers set out
from the same location in Faerie. One traveler goes
100 miles north, then 100 miles east. The other
traveler goes 100 miles east, and then 100 miles
north. They do not arrive at the same place! Connections
between regions can change depending on
the time of day, the weather, or other factors.
Faerie does, however, possess structure on
the largest scale. It is flat, not a sphere. The sky is
a dome of unbreakable blue glass during the day,
star-spangled black glass at night. the Sun and
Moon move along their tracks by hooks hanging
from the dome.
The Land of Legends also has a bottom. It
rests on the back of an immensely, impossibly
huge dragon, the Dragon, chained beneath Faerie
until the end of the world. Beneath the Dragon lies
Chaos — the Astral Plane.
Fae
Cultures around the world believe in a humanoid
but supernatural race. Europeans called them
Sidhe, Tylwyth Teg, or Fays (among many other
names). The Persians call them Peris. Cherokee
legend describes the Nunnehi — and that’s only the
beginning of the roster. For convenience, they can
all be called by their most familiar name: elves.
Some traditions divide the elves into “good” and
“bad” tribes, such as the Gaelic Seelie and Unseelie
Courts or the Norse Light Elves and Dark Elves. None
of the fairy-folk, however, are truly “good” in a human
sense. Some races of elves simply do not actively seek
to harm humanity. The careless immortals of folklore
are capricious, deceptive, and dangerous. Elves are
amazingly generous when it suits them, but they can
just as easily wreck a mortal’s life for sport.
Elves live in forests, grottoes, or palaces under
hills. Variant races live in other environments.
Undines, for instance, reside in lakes or beneath the
sea; the sinister svartalfar, the Dark Elves, dwell in
caverns deep underground and fear the Sun.
The ranks of the faerie-folk also include
numerous intelligent but distinctly nonhuman
races, such as Greek centaurs and satyrs, Norse
giants and dwarves, and Japanese tengu. As with
the elves, these are flesh and blood creatures like
humans, rather than spirits. Some of these races
have magical powers; others do not.
Origin
Powers
Immortality - Elves are naturally immortal, they do not age, get sick, or feel the passing of time as humans do.
Faerie Magic - Traditional Magic defies reality, creating something from nothing, it is the nature of the unexplained and can be broken down into various types and lines of study. Faerie Magic is the pinnacle of that testament, it is inconceivable and unexplainable. The simplest form of shedding some light on it, is to imagine traditional sorcery as a glass cube, a fragile confine that barely holds its form together, easily broken. The Magic of the Fae is anything but. Imagine instead that there was no cube, that everything in existence, the very fibers and strands of space and time where all one entity, complete and eternal. That is the nature of the Fae.
Immunity to all Terrestrial harms of a natural, biological, chemical, or radioactive nature