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LarLan

Age: Ancient.

Gender: Female

Race: Skin-shifter

Hair Color: A dark shiny black. Her hair falls to her waist and is usually kept braided. She wears it down for special occaisions.

Eye Color: Golden and slitted like a cat's. She also has the black tail of a panther.

Weight: 200 lbs.

Height: 6'0"

Skin Tone: Lar's skin is fairly pale and covered in runic tattoos. They are Red and blue and they are all connected, forming an intricate webwork. These tattoos serve as a magickal armor and defense mechanism. They glow slightly when danger is near and anyone who touches her in a hostile manner gets a rather nasty shock (about the equivalent of 10,000 volts).

Clothing Style: Lar dresses in all black. Cloak, top, pants, boots...all black. She will occaisionally wear violet or silver for special occaisions.

Jewelry: An amulet said to have been passed down in her family that allows the wearer to know when someone is lying. It portrays the goddesses Bast and Sekhmet holding an Ebony teardrop in their claws. The goddesses face each other and hold the stone between them. She also possesses two tiger eye rings, one from each of her parents. They have no power that she knows of other than to remind her of her dual-sided past. She wears two bracelets as well, one given her by Ryan (a Paladin), the other from Baron Meier Recht (a vampire). Neither of these have any power that she is aware of.

Guardians/Companions: A small black kitten by the name of Jynx that her friend Elec gave her on one of her birthdays.

Powers: Rune Magick (See below for full description), her ability to shift into a black panther, she can draw energy from the earth to cast spells.

Weapons: Two dual-bladed samurai swords, both engraved with runes that make them unbreakable and unusable by enemies. One has a dragon handle (Fafnir), the other a winged cat (Kaelas). She also has target seeking throwing knives she wears in a belt around her waist and a semi-automatic crossbow. This rapid fire crossbow requires nothing more to rearm than a quick 2 second movement of one easy to draw lever. Clips are typicly 32 bolts. This weapon can be changed into the autocrossbow by changing clip to the drum fed 98 bolt drum and attaching an extremly low kickback motor.

Skills: Spellcrafting, potion-making, cooking, diplomacy, singing (this is a well-hidden talent).

Personality: Lar is fairly easy to get along with. She will often end up cracking a joke when someone tries to make her upset, letting it roll right off. One thing she does not joke about, however, is protection. Lar is extremely loyal and helpful, often to the point of being annoying.

Natural Enemy: Necromancers. Lar believes that for every being raised from the dead, one that is living must die to keep the balance. Therefore, she sees necromancers as killers and slave-masters to souls that were meant to have been laid to rest.

History: Much of her magick stems from the fact that she is a descendant of Tamun the Sky Lord and Kurani the Feline Queen. As a symbol of their passion her earliest ancestor, Mayna, fell from the sky, bringing the sacred amulet she wears back with her. Because of her heritage she is immortal and can shapeshift. Lar never got to know her real mother and father, though she has received an annonymous letter or two from each of them respectively. She learned her mother was dead, she had 3 siblings of which she was first born. All of these were slaughtered by her father who desired ultimate power. He got it and now searches for her. She does not know why. She has a half sister who is also trying to kill her. As for how it all came to pass...When she was born her mother and father loved her, but LarLan's power was too great for them to handle at her young age. Her mother sent her off to live with the Patryn clan, a race of ancient and very powerful beings, so that they could teach her their magick. They tatooed her and accepted her as one of their own, for above all things Patryns respected a born warrior. Her Patryn parents tought her everything from spellcraft to combat. Through her childhood she most unlikely friend that went by the name of Orlah, a girl from the opposing Sartan clan. They grew up, and their people went to war. They didn't fight, but left their clans and went their separate ways. To their knowledge and that of legend, their people destroyed one anther and they are the only known survivors. Lar has travelled very far and has always been searching for a place to belong.

AN EXPLANATION OF PATRYN RUNE MAGICK

To manipulate an object you must understand it. This basic principle is at the heart of all Patryn rune magick. It is the key to the destiny of order.

We who see and understand an object for what it truly is -- in all its aspects -- have control over it. That quality and power that we use as magick is actually the manipulation of the power of existence. We are but minds that observe the full truth of the world around us. Magick is the recognition of the fire burning behind us when all else see only their shadow on the wall. Rune magick defines in symbols the true quality of all things that might exist.

PATRYN RUNE MAGICK: THEORY AND PRACTICE

Patryns altering any part of the world about them, first attempt to "name" an object fully. An object's true name is far more than a convenient description. In Patryn magick, an object's name defines precisely the state of the object relative to the underlying Wave of Possibility. Naming an object completely is critical to the level of success that the Patryn will have in later "renaming" the object into an alternate state or form.

Runes provide a set of symbols by which we can name (understand) and rename (change) any object. The student of Patryn magick is a student of the rune, for it is only through the runes that an object can be fully named.

THEORY AND CONCEPT

Rines give formal structure to our magick. Our runes generally form magick in the following ways:

1. Naming of the object. Any rune of power first identifies the object being changed to its true extent -- in other words, names the original object fully.

2. Calling on the Sympathetic Name. In this, we build (1) the power of runes required to alter the state of the present object and (2) state-of-being runes that define the position on the Wave of Probability wher such a state would be expressed. These two combined -- power and position -- form the Sympathetic Name.

3. The object is renamed. By applying the Sympathetic Name to the object, the object's state changes and the object is renamed. This new name becomes the object's name for as long as the magick dictates. Powerful Sympathetic Names can be permanent, while those that are not so powerful may last only a moment.