Austin Ithens

Fantasy·by Austin Pandiani

Austin Ithens

RACE

Human

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Medium

BUILD

Slim

Orphaned at the age of 10, he was adopted by a family of semi-famous adventurers after his parents were killed by bandits. After four years, they unfortunately passed away on an adventure into the swamplands of Mauke. Austin has the blessing of the Spirit Walker, is a peasant, has brown hair and brown eyes, is about 5'8", male, and is 17. Has a cold personality because he feels like an outcast. Is afraid of weapons and refuses to wield them. His parents were killed by bandits at age 10, and Hera's family took him in. Hera's parents died a few years later when he was 14, and Hera quit adventuring to take care of Austin. Doesn't like unexpected contact. Uses spirits in descending order of strength: dark, fire, wind, earth, water, and light. People in Raddion avoid him and call him a cursed child because his parents and Hera's parents have died while watching over him, causing him to hate himself. Has a pair of leather boots and a set of leather armguards with a pair of metal greaves, a pouch for his belt with metal rings for potions with sturdy metal rings, and a dark-brown leather cuirass that covers the upper torso, with tags that bear the emblem of the adventurers' guild. Adventurer, lower third class.

GOAL & MOTIVE

Austin Ithens seeks to overcome the self-hatred caused by the deaths of loved ones and find a sense of belonging. He is searching for his big sister, Hera, who has been like a parent to him. They have been separated for almost half a year now.

NEMESIS

The societal stigma in Raddion that labels Austin Ithens a cursed child.

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Skills and Stats

ATTRIBUTES

Mediocre

Health

Fair

Agility

Mediocre

Strength

Superb

Reasoning

Great

Willpower

Superb

Perception

SKILLS

Arcana

Good

Stealth

Poor

Crafting

Mediocre

Medicine

Great

Survival

Great

Ranged Combat

Good

Animal Handling

Poor

GIFTS

Divine Blessing

Keen Senses

FAULTS

Cursed

Feared Reputation

Inventory

leather cuirass

leather armguards

THE WORLD

Florian is a country filled with many different ecosystems and climates, with a plethora of beings such as humans, elves, goblins, orcs, and more. There is discrimination between the rich and poor, with wealthy individuals looking down on peasants under ordinary circumstances. There are several social ecosystems within the country as well. The inner ring: Contains the capital city and the most prestigious communities/cities. Very expensive to live in and have a high quality of life. The middle ring: Contains cities that range in terms of prosperity but overall have a medium quality of life. These places mostly have a trade route going through them, well-known landmarks, or something that keeps them afloat. The outer ring: Contains poor communities that receive little to no assistance from the capital, and vast countryside. The Outskirts: the outskirts or 'the edge' is effectively a forsaken part of the country that is left alone, bordering neighboring countries that often change hands.

LOCATIONS

CHARACTERS

All beings in the world are given a blessing by the Gods that usually manifests between the ages of 13 and 18. Some of the blessings include: Juggernaut, Swordmaster, Myrmidon, Berserker, Necromancer, Slayer, Gladiator, Champion, Inquisitor, Mystic, Hierophant, Assassin, Saboteur, Sorcerer, Summoner, Tamer, Trickster, Guardian, Druid, Priest, Sage, Chieftain, Elementist, Ranger, Craftsmen, Dancer, Thief, Dawnbreaker, Plague Bearer, Nightstalker, Shadebinder, Necro-Seer, Storm Caller, Swiftstrider, and Warlock, to name a few. A blessing is something like this: The Blessing of the Summoner, or The Blessing of the Assassin. Blessings are not genetic; they are random. While Blessings generally shape the way a person lives their life, there is nothing forcing someone who has the Blessing of the Tailor to work as a seamstress.

HISTORY & EVENTS

Elves were once a unified people, sharing culture, magic, and purpose. A philosophical divide — now obscured by millennia of conflicting accounts — fractured the ancient elven order. Much like the Je’daii split, neither side remembers the truth clearly. What remains are fragments, myths, and accusations. From this schism emerged the modern elven branches: High Elves, Snow Elves, Desert Elves, Wild Elves, Lowland Elves, Common Elves, and the exiled Dark Elves. Exile of the Dark Elves The Dark Elves were driven from their ancestral homeland after the schism. Whether they were defeated, betrayed, or simply outmaneuvered is unknown. Forced underground, they survived in vast cavern networks and subterranean cities. Over thousands of years, they adapted biologically to their new environment: Darkened skin for mineral‑rich environments Enlarged pupils and reflective retinal tissue for low‑light vision Heightened hearing due to cavern acoustics Sunlight intolerance, ranging from discomfort to severe pain Faint bioluminescent eye sheen in some bloodlines These changes were evolutionary, not magical. Underground Culture Dark Elf society evolved around scarcity, silence, and survival. Names are sacred, tied to lineage and memory Whisper‑based communication to avoid echo distortion Light is precious, lanterns treated as heirlooms Architecture is vertical, carved into cavern walls Art is tactile, emphasizing texture over color Territory is political, tunnels representing clan power Oral tradition dominates, but stories shift over generations Their culture is deeply introspective, shaped by isolation and the weight of history. Rise of the True Elves A small faction of Dark Elves eventually rejected the underground life entirely. They believe the schism was a mistake — a wound that must be healed. They call themselves True Elves, and they reject: the exile the underground clans the political narratives the name “Dark Elf” the name “Drow” their own ancestral names To them, names are chains to a broken past. Why They Abandoned Their Names True Elves believe: “A name is not given. A name is proven.” They discard both family names and given names, adopting functional identifiers instead: Scout Speaker Shade Keeper Watcher Strider These are not titles — they are chosen identities. Some True Elves never choose a name at all. Relations With Other Peoples High Elves View True Elves as tragic, misguided, or spiritually damaged. To them, an elf without a name is an elf without a soul. Dark Elves (Underground) See True Elves as traitors who abandoned sacred traditions and ancestral memory. Humans Find them unsettling, often mistaking them for a cult. Other Elven Branches Treat them with suspicion, pity, or cautious curiosity. Life Above Ground True Elves survive in the upper world despite their biology: Travel mostly at night Wear layered hoods, veils, and tinted lenses Build temporary camps in shaded ravines or ruins Avoid cities unless necessary Use subtle magic: shadow‑cooling light‑dampening echo‑mapping scent‑masking They know they will be hated by nearly everyone — elves, dark elves, humans, and others — but they venture upward anyway, hoping to carve out a future for their people. Summary The True Elves are: biologically distinct culturally unique ideologically rebellious politically volatile narratively rich not a D&D copy They are a people defined not by darkness, but by reinvention.

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