K
Kyoran
Guest

Name: Keldan Lindstrom
Age: 21 Years Old.
Birthday: October 13,1997
Gender: Male
Species: Human
Category: Citizen
Career: Assistant Watchmaker
Appearance Description:
White Scandinavian male of approximately 6'2''. Has crystal blue eyes and messy/wavy blonde hair of roughly medium length. Has a lot of very toned muscle, which keeps him looking in exceedingly good shape without having limbs the width of tree trunks. Likes to wear loose clothing, primarily preferring to wear a black zippered hoodie inscribed with silvery runic markings along most of its surface, with pockets on either side of the zipper running down the middle. These pockets appear slightly saggy from extended use over a multitude of years. Usually leaves his hoodie unzipped with a slightly loose white tank-top underneath. For pants, Keldan often wears some manner of cargo pants or jeans. Also wears a pair of fairly well-worn looking running shoes.
Personality Description:
Keldan is a carefree and kind-hearted man that is quick to jump to the aid of anyone who needs it. He's quick to try to make friends and trust in people (sometimes to his own detriment), due to having rarely been afforded the opportunity while he was growing up. He does have something of a strong impatient streak that occasionally comes back to bite him, but should he find himself with a set of craftsman's tools in his hands, it's almost as if he enters a trance-like state and the hours spent working on his task begin to pass for him as if they were mere moments, allowing him intense focus and precision on whatever he's making or servicing. By way of his somewhat secluded upbringing, he never did have much time to explore romance, so he's somewhat awkward around the fairer sex. Finds ways to keep himself constantly busy, whether it's by training his muscles, training his magic, exploring Manta Carlos, etc.
Craves a group of close friends to go have adventures and help people with. Almost like the friends and adventures one might find in a typical Shonen anime...
Active Abilities:
Aether Surge-
-Allows Keldan to channel his internal Aether into the sygils on his body (see Passives) to amplify their effect proportional to the amount of extra aether expended. Doing so causes all markings in the affected areas to shed a pale blue light that increases in intensity proportional to the extra aether expended.
-Keldan can currently expend aether to amplify the effects of his sygils by 2-4x safely. He may attempt to exceed this limit, but doing so imposes a great strain and backlash on his body, as well as consuming exponentially more aether per multiplier he attempts to reach beyond 4x.
-If Keldan's aether ever drops below 10% of his capacity, the arcane markings covering his body cease venting aether as an emergency failsafe, which also cuts off the passive flow of aether to his enhancement sygils. He quickly begins to feel a bit faint and lightheaded, but he still can technically surge aether manually into his sygils for 1-3x their normal effects.
-If Keldan's aether ever drops below 5% of his capacity, he passes out and falls ill of aether sickness. Even after he recovers enough aether to wake up, he suffers similar effects to what one might endure from a flu for a day or two.
-If Keldan's aether ever drops to 0%, his physical form dissipates into nothingness and Keldan ceases to exist.
Rudimentary Magical Item Creation-
-As a result of his arcane studies and the limited training in the craft of magical items his master has bestowed upon him, Keldan is able to create magical items that run off of one's own internal aether, albeit only prototypes for the time being.
-By designing items with aether intakes patterned to match the markings on the part of his body the item would be equipped to (similar to electrical contacts in electronics) he is able to maximize the efficiency of the energy transferred to make the devices work. As a result, with his current limited knowledge he isn't able to make these items function for other people.
-Currently he can only replicate the effects of simple spells, such as ones that fire elementally-aspected projectiles, radiate specific energy types, or imitate other fairly basic magic.
-Prototypes created only take about a day's work to fabricate, but only work a couple of times before ceasing to function, either short-circuting, crumbling to dust, or exploding in a small blast of arcane energy. Early copies of prototypes may also misfire, causing effects not quite in line with the intended result, or may draw more/less energy than they were designed for, altering the effects and potentially endangering the user. Prototypes are also physically unstable, and are prone to break with a guaranteed explosion chance if struck by a strong impact while storing aether.
Passive Abilities:
Arcane Markings-The arcane markings that cover Keldan's body keep him permanently disconnected from the aether of the world around him and regulate the flow of aether throughout his body, as well as ventilating any excess he is constantly generating. As a result, Keldan is very highly resistant to all external magical energies and effects, both harmful and helpful.
Glyph (Face)- By adding additional sygils onto the arcane markings covering his face, Keldan was able to siphon some of the aether passively vented from the markings in that region into his eyes and the parts of the mind pertaining to reflex. This increases his reflexes, hand-eye coordination, and eyesight by about 50%.
Glyph (Torso)-By adding additional sygils to the arcane markings covering his chest, sides, and back, Keldan was able to siphon some of the aether passively vented through the markings in those regions into his heart and internal organs, allowing him some measure of heightened recovery speed from physical injuries and heightened resilience against blunt forces applied to his body.
Glyph (Arms)-By adding additional sygils to the arcane markings covering his arms, Keldan was able to siphon some of the aether passively vented through the markings in those regions into his forearms and biceps, allowing him greater physical strength and speed when using them. This increases his arm strength and the speed of his punches by about 50%.
Glyph (Legs)-By adding additional sygils to the arcane markings covering his legs, Keldan was able to siphon some of the aether passively vented through the markings in those regions into the muscles in his legs and feet, allowing him far greater running speeds and more powerful kicking ability. This increases his leg strength and movement speeds by 50%.
Weaknesses:
Vulnerability to Anti-Magic-The arcane markings Keldan is covered in can be disabled with anti-magic. If this ever occurs, very, very bad things will happen, quite likely resulting in Keldan's death and the destruction of the surrounding area in a moderate-to-large radius.
Vulnerability to Energy Draining Effects-Any ability that functions by drawing the magical energy/life force out of a being works far more effectively on Keldan than on ordinary beings. Also, by way of constantly expelling his aether, he is likely very easily detected by those who feed on such energies.
Common Magical Items:
Simple Language Charm (Swiss), Human Shape Charm, Human Size Charm.
Biography:
Keldan was born with the rare gift of an abnormally vastly self-regenerating internal reservoir of an energy called "Aether", a form of magical energy that permeates all matter and serves as the catalyst for all life and magic. Unfortunately, he wasn't born with any means to contain nor control the products of such a gift. As a result, from the young age of six and onward, Keldan was frequently bedridden with severe bouts of "Aether Sickness", a condition caused by an overabundance or absence of aether in oneself, causing his body to either heat up to the point of scarring his skin with burns, or to fall so frail he'd lose consciousness for entire days at a time.
Having spent years seeking a mundane medical solution to his ailments, Keldan's parents finally gave up on the hope that they might find answers in traditional medicine, and instead chose to pursue supernatural aid. With great fortune, their call was eventually answered by the great wizard: "Torkel Winther", some time in the fall of Keldan's twelfth year. Torkel explained to the boy's parents that he knew the nature of this illness, as well as the cure, and offered to administer it in exchange for permission to teach and train the boy as his apprentice. Believing this their last hope at saving their son, the two parents quickly agreed, and the ritual was performed.
By inscribing an intricate array of arcane writing not onto Keldan's flesh, rather into his very soul itself, Torkel was able to sever Keldan's connection to the magical energies of the outside world and cause his body to passively vent any excess aether he generates. The ritual a success, it was now time for Keldan to begin his training Training in the ways of the arcane, the mundane, and -of all things- watchmaking.
Under Torkel's teachings, Keldan learned much about the arcane, including how to alter the markings on his body by adding special sygils, which cause some of his passively vented aether to be redirected into certain parts of his body to empower his physical abilities. He also learned how to actively "surge" aether into these sygils to greatly increase their efficacy. Next, thanks to Torkel, Keldan was able to receive personal training from master martial artists of a wide array of styles, eventually leading to him forming one of his very own that makes the most of his abilities, as well as utilizing methods both magical and mundane to train his body to the height of human limits.
Lastly, though he at first hated the art of watchmaking, finding it stupid, boring, and pointless in the modern age of electronic time keeping devices, Keldan eventually was able to find a great love in the vast intricacy of it, slowly beginning to find relaxation and comfort in the craft, rather than succumbing to the impatience and lack of attention span that had previously plagued him in the study of it, as it continues to in many other aspects of his life. From that point on he took his watchmaking lessons on with a newfound veracity, and after achieving a solid mastery of what the modern watchmaker can do, he then began to look towards picking up the basics of creating magical items, both finding a similar beauty in the craft to the kind he found in watchmaking, as well as thinking that maybe if he could design items to collect his own aether externally, he might be able to achieve similar effects to the ones of magicks normally not allowed to him as a result of his own lack of connection to the aether of the world around him.
Now, nearly nine years past since the time his tutelage under Master Torkel began, Keldan celebrates his 21st birthday, and with it, he receives an unexpected gift from his teacher. Having reached the age of 21, Torkel has decided that he's taught Keldan all that he ought to for now and that, should he wish it, he could bring Keldan to a place teeming with innumerable other beings possessed of both magical and otherworldy qualities. In this place, he could make full use of his abilities freely, and seek out others to teach him the things that can't be learned from the back rooms of a small shop in the middle of Switzerland, as well as furthering his magical knowledge under the tutelage of others he may find there, to broaden his horizons.
Without hesitation, Keldan accepts his master's invitation. Seeing this as an opportunity to finally spread his wings, put to use all that he's learned, further knowledge of the things about which he yet knows little (like his recently-found interest in magical item creation), and much, much moreso, to finally make friends with beings more similar to himself to go out and take on adventures with. Like he'd always dreamt of doing, ever since he was a little boy.
Having packed his bags and with boat ticket in hand, Keldan sets out. For the island of Manta Carlos awaits.
Having spent years seeking a mundane medical solution to his ailments, Keldan's parents finally gave up on the hope that they might find answers in traditional medicine, and instead chose to pursue supernatural aid. With great fortune, their call was eventually answered by the great wizard: "Torkel Winther", some time in the fall of Keldan's twelfth year. Torkel explained to the boy's parents that he knew the nature of this illness, as well as the cure, and offered to administer it in exchange for permission to teach and train the boy as his apprentice. Believing this their last hope at saving their son, the two parents quickly agreed, and the ritual was performed.
By inscribing an intricate array of arcane writing not onto Keldan's flesh, rather into his very soul itself, Torkel was able to sever Keldan's connection to the magical energies of the outside world and cause his body to passively vent any excess aether he generates. The ritual a success, it was now time for Keldan to begin his training Training in the ways of the arcane, the mundane, and -of all things- watchmaking.
Under Torkel's teachings, Keldan learned much about the arcane, including how to alter the markings on his body by adding special sygils, which cause some of his passively vented aether to be redirected into certain parts of his body to empower his physical abilities. He also learned how to actively "surge" aether into these sygils to greatly increase their efficacy. Next, thanks to Torkel, Keldan was able to receive personal training from master martial artists of a wide array of styles, eventually leading to him forming one of his very own that makes the most of his abilities, as well as utilizing methods both magical and mundane to train his body to the height of human limits.
Lastly, though he at first hated the art of watchmaking, finding it stupid, boring, and pointless in the modern age of electronic time keeping devices, Keldan eventually was able to find a great love in the vast intricacy of it, slowly beginning to find relaxation and comfort in the craft, rather than succumbing to the impatience and lack of attention span that had previously plagued him in the study of it, as it continues to in many other aspects of his life. From that point on he took his watchmaking lessons on with a newfound veracity, and after achieving a solid mastery of what the modern watchmaker can do, he then began to look towards picking up the basics of creating magical items, both finding a similar beauty in the craft to the kind he found in watchmaking, as well as thinking that maybe if he could design items to collect his own aether externally, he might be able to achieve similar effects to the ones of magicks normally not allowed to him as a result of his own lack of connection to the aether of the world around him.
Now, nearly nine years past since the time his tutelage under Master Torkel began, Keldan celebrates his 21st birthday, and with it, he receives an unexpected gift from his teacher. Having reached the age of 21, Torkel has decided that he's taught Keldan all that he ought to for now and that, should he wish it, he could bring Keldan to a place teeming with innumerable other beings possessed of both magical and otherworldy qualities. In this place, he could make full use of his abilities freely, and seek out others to teach him the things that can't be learned from the back rooms of a small shop in the middle of Switzerland, as well as furthering his magical knowledge under the tutelage of others he may find there, to broaden his horizons.
Without hesitation, Keldan accepts his master's invitation. Seeing this as an opportunity to finally spread his wings, put to use all that he's learned, further knowledge of the things about which he yet knows little (like his recently-found interest in magical item creation), and much, much moreso, to finally make friends with beings more similar to himself to go out and take on adventures with. Like he'd always dreamt of doing, ever since he was a little boy.
Having packed his bags and with boat ticket in hand, Keldan sets out. For the island of Manta Carlos awaits.
Keldan has fairly reliable access to sufficient funds to maintain a lower-middle to middle-class lifestyle, and currently has a temporary bedroom in his master's watch store on the third floor. Also has easy access to the tools and materials required to make any magical items he may wish to make, courtesy of his master.
Additional Information: Is there anything else to take note of? Not that I can think of. ^^;