#my hero academy kin
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hazyaltcare · 1 month ago
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A Kurogiri x Tomura Shigaraki (My Hero Academia) aesthetic.
Mod Haze (🕹Zampanio)
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kinmusics · 1 year ago
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Hi there! Could I get a playlist for Inasa from My Hero Academia, with a pop punk vibe? I listen to a lot of Waterparks as well! Thank you!!!
Yep, yep! Hope you enjoy ^_^ - Mod Faolán
[Spotify] [YouTube]
1. Blitzkrieg Bop - Ramones
2. You'd Be Paranoid Too (If Everyone Was Out to Get You) - Waterparks
3. Rise Above - Black Flag
4. Revenge on the Radio - Danger Is My Middle Name
5. I Write Sins Not Tragedies - Panic! At The Disco
6. Talk Radio - The Track Record
7. ... And Only Then - Foolproof
8. Fly Away - The Grunge Growlers
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helmetkeeper · 2 months ago
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header example post! in one ask, you may request 2 headers.
i have multiple types of these headers i'll do. i've named the types by number for easier requesting :3.
everything under the cut!
(header one) 3 pictures! i suggest asking for a theme and colors / a color scheme or a psd for this type.
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(header two) 1 picture, 2 transparents! i suggest asking for a characters or a theme, colors / a color scheme or psd, or a divider / border for this type.
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(header three) 3 pictures and a few transparents! i suggest asking for a theme, colors / a color scheme or psd, or linking / sending some transparents you'd like me to use for this type.
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(header four) 3 icons and a few transparents! i suggest asking for a theme or characters, colors / a color scheme or psd, linking / sending in transparents you'd like me to use, and linking / sending me icon masks you'd like me to use for this type!!
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(header five) 1 icon and a lot of messy transparents! i suggest asking for characters or a theme, colors / a color scheme or psd, linking / sending me transparents, or linking / sending me an icon mask you'd like me to use for this type.
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(header six) a full-fledged banner! a background, overlays, an icon / graphic or two, and a bunch of transparents. i suggest asking for a character and theme, colors / a color scheme or psd, sending / linking me transparents, and sending / linking me frames or icon masks you'd like me to use for this type!
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credit post for all this stuff (link).
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ghostcosplays · 2 years ago
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Shinso supremacy 😍
Character: Hitoshi Shinsou
From: My Hero Academia/Boku no Hero Academia
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worm-filled-carcass · 6 months ago
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~☆ Intro Post ☆~
✬✫✬✫✬✫✬✫✬✫✬✫✬✫
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☆Basic Info☆
~ Online I mainly go by Worms but you can also call me : Wormy/Wormie / any nicknames you come up with, Dean, Jack Carcass or Thunder
~ I'm a genderfluid trans man and I use it/its, he/him and ze/zem pronouns
~ I'm autistic and probably have adhd (tho only my autism is diagnosed)
~ I'm abrosexual with a preference for men and Demisexual (I think)
~ I don't share my age on tumblr but please don't make any sexual comments towards me just to be on the safe side
~ I'm really bad at communicating and socialising so please bare with me, tone tags are much appreciated
~ I'm always open for more moots
~ I do (rarely) post some angsty/vent stuff so be aware of that but they usually have trigger warnings
~ If you behave weird towards me I will block you
~ British 🇬🇧🍵💂🚬🪦
~ oc blog @ocs-probably (no posts there yet tho 😔)
~ pinterest for those who may seek it:
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✮ My Interests ✮
Shows/Films ☻
~ Doctor Strange and MoM (mcu)
~ Supernatural
~ Young Justice (dc)
~ The Witcher
~ the Spiderverse franchise
~ Loki (the series)
~ The Umbrella Academy
~ Stranger Things
~ Kakegurui (good anime, DEVASTATING amount fanservice)
~ Moon Knight
~ will add more at some point
Books/Comics/Webcomics ⊡
~ Percy Jackson / Hero's of Olympus / Trials of Apollo
~ School Bus Graveyard
~ the Minecraft handbooks/manuals
yeah I don't read much
Songs/Musicians ♬
~ by James Marriott
~~Over My Head
~~The Other Side
~~Calling
~~Gold
~ by Everybody's Worried about Owen
~~Nunemaker's Parable
~~Solitary Confinement
~~Mawce
~ by Neathen Apollo
~~I Don't Get Sleep
~~Pretty Boy
~ November by Sparkbird
~ Bourgeoisieses by Conan Gray
~ Romance is Boring by Los Campesinos
Streamers/Youtubers ◈
~ Jack Manifold
~ AverageHarry
~ Dantdm
~ Slimecicle
~ Jaiden Animations
~ Ldshadowlady
~ SmallishBeans
Games ☣
~ Minecraft
~ Fnaf (specifically 2 and 6)
~ Animal Crossing New Horizons
~ Fortnite
~ Splatoon 2
~ Rayman Legends
~ Pokemon
~ Lego
~ Genshin Impact (tho I don't play anymore bcz I ran out of phone storage)
~ Doki Doki Literature Club
My favourite characters ☪
~ Doctor Stephen Strange
~ Gabriel (supernatural)
~ The Spot
~ Elias Bouchard
~ Diego Hargreeves
~ Denki Kaminari
~ Leo Valdez
~ Arataki Itto
~ Tony Stark
~ Ben Clark (sbg)
~ Nightwing
~ Steve Harrington
~ Yuri (ddlc)
Characters I kin ✧˖°
~ Sayori (ddlc)
~ Denki Kaminari (mha)
~ Leo Valdez (hoo)
~ Kaveh (genshin impact)
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Look at my Dog. His name is Lemo. He's amazing I love him. :D
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My tagging system :
#worms has thoughts - mostly shitposts
#worms has big feelings - more personal stuff
#worms ocs - any oc related posts
#worms having a tantrum -just me being upset about things
#worms asks - answering ask
#worm lyrics - song lyrics
#worm stories - real things I've done/have happened to me
#worms makes things - things I've made (drawings, userboxes, etc)
Special tags :
#my darling angel - my wonderful bf @mostautisticangel
✬✫✬✫✬✫✬✫✬✫✬✫✬✫
Take this quiz to find out which of my oc's you are (if you wanna)
(I also have some side blogs where I post mood/stimboards btw if you're interested: @moodboards-probably and @stimboards-probably )
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nanaloopsy · 1 year ago
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NANA ✧ TWNTY ✧ SHE/HER ✧ PRICE’s WIFE
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Music: Ethel Cain, Flyleaf, Lady Gaga, Rosalia, Ashnikko, Lana Del Rey, Avril Lavigne, Megan Thee Stallion, One Direction, Five Seconds of Summer, Odetari, Alec Benjamin, Mitski, Hatsune Miku, Paramore, Kali Uchis, ppcocaine, lil hero, Kim Petras, COBRAH, and City girls
Movies: Hercules, Twilight, Now You See Me, Harry Potter (and The Half-Blood Prince), Any Batman movie, The Sisterhood of the Traveling Pants, Spiderman: Into the Spiderverse, Spiderman: Across the Spiderverse, A Silent Voice, and Words Bubble Up Like Soda Pop
Television: Grey's Anatomy, Private Practice, Umbrella Academy, Tokyo Revengers, AOT, One piece (anime and live action!), Avatar: The Last Airbender, The Legend of Korra, Derry Girls, Shameless, My Little Pony, The Walking Dead, Naruto, Death Note, Little Witch Academia, My hero Academia, Hellsing, BlueLock, Haikyuu, JJK, CSM, KNY, and FullMetal Alchemist
Kins: Tsukimi Kurashita, Hello Kitty, Kaiman (Dorohedoro), Manjiro Sano, Armin Arlert, Yuji Itadori, Ochako Uraraka, Yumemi Yumemite, Misa Amane, Zagreus (Hades), Soyori, Zenitsu, Soul Evans, Mitsuri Kanroji, Super Sonico, Tohka (Date a Live)
Inspirations: Marin Kitagawa, Yumemi Yumemite, Barbie, Every Bimbo ever, Ice Spice
Status: baby fever victim…..
Orientation: Bisexual (female lean/questioning)
Birthday: October 13th !
Zodiac: Libra ( °٢° )
Occupation: Professional Zeke Yeager Enjoyer
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spatial-jump · 8 months ago
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AB / spatial-jump / thetempscommission
“That’s one badass stapler!” — Five Hargreeves, the Umbrella Academy
ABOUT ME:
Name: AB (she/her)
Birthday: 17th March (minor); Pisces
Ethnicity: Asian British, of Indian descent
Hobbies: Reading, writing, procrastinating, netball, badminton, swimming
Favourite colour(s): Aquamarine, royal purple
Height: 5’2” or 5’3”
A-Level Subjects: Maths, Economics, Classical Civilisations
Likes: Flapjacks, books, the rain, thunderstorms, lightning, chocolate, broccoli, the night sky, space, cats, monkeys, volcanoes, oceans, Greek and Roman mythology, Spring, my favourite fandoms and characters
Other: INTP/INTJ, Gryffindor, daughter of Poseidon, incredibly stubborn, grammar freak, angsty writer, sarcastic, mix of introvert and ambivert
SOCIALS:
Tumblr: Writing Account
Quotev: Main, Writing Account
Wattpad: Main
AO3: Main
Pinterest: Main
Discord: ABADA17
FANDOMS:
(Favourites are in italics.)
Primary: Harry Potter, Marauders Era, Fantastic Beasts, AVPM Trilogy, Percy Jackson and the Olympians, TLT Musical, Heroes of Olympus, the Maze Runner, the Hunger Games, the Umbrella Academy, Stranger Things, Divergent, Once Upon a Time, Anne With an E, Dead Poets Society
Secondary: A Good Girl’s Guide to Murder, Chronicles of Narnia, Miss. Peregrine’s Home for Peculiar Children, Murder Most Unladylike, How to Train Your Dragon (books), Noughts & Crosses, Enola Holmes
Other books: Five Survive, Yellowface, Love You to Death, Anne of Green Gables, Black Beauty, Swallows and Amazons, Pride and Prejudice, The Secret Garden, Malory Towers, Famous Five, THUG, the Midnight Game, This Book Kills, the Odyssey, War Horse, Arc of a Scythe, Nancy Drew, A Series of Unfortunate Events, the Atlas Six (first book only)
Other films/TV shows: Line of Duty, Red Eye, the Capture, Trigger Point, the Green Mile, the Shawshank Redemption, the Hurt Locker, Terminator, James Bond, the Bay, the Tourist, Barbie, Troy, Cruella, Ghosts UK, the Apprentice, Dragons’ Den, the Traitors, Kaos, Pirates of the Caribbean
Currently reading: The Maze Cutter, Little Women
Currently watching: Teen Wolf (S3), Runaways (S1)
Future: Supernatural, Bridgerton, Good Omens, the Kane Chronicles, the Mortal Instruments, the Matrix, the Shining, Star Wars, Lord of the Rings, the Godfather, Outer Banks
CHARACTERS:
Comfort kins: Five Hargreeves (TUA), James Potter (HP), Reyna Avila Ramírez-Arellano (Hoo), Henry Mills (OUaT), Thomas (TMR)
Kins: Ron Weasley (HP), Lee Jordan (HP), Dustin Henderson (ST), Charlie/Nuwanda Dalton (DPS), Severus Snape (HP), Percy Jackson (PJO), Hazel Levesque (HoO), Tina Goldstein (FB)
Comforts: Teddy the Niffler (FB), Pickett the Bowtruckle (FB), Kreacher (HP), Newt Scamander (FB), Regulus Black (HP), Newt (TMR), Eleven (ST), Steve Harrington (ST), Leo Valdez (HoO), Sadie Kane (TKC), Killian Jones (OUaT), Mulan (OUaT), Gilbert Blythe (AWaE), Jerry Baynard (AWaE)
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fictionkinfessions · 1 year ago
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i don't personally recall any non-canon people from any of my canons but!! love to all you OC kins and other non-canon kins anyway!! especially those from team fortress 2, my hero academia, teenage mutant ninja turtles, doctor who, good omens or the umbrella academy :].
hopefully you've gotten to talk to or find some beings you've been missing <3. and i wish anyone who reads this a lovely week!
📦
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creaturebeeing · 2 years ago
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Introduction
Multi-Named, Multi-Pronoun Individual who makes digital + traditional art, animation, poetry + fictional stories
Main Names
Theo
Thei
E
Daniel
Main Pronouns
He/Him
It/Its
They/Them
Ze/Zeir
Ey/Em
BYF (Before You Interact)
(Primarily) White
Singlet
(Unalined) Christian
Neurodivergent
Therian
Multigendered
Complex Romantic Orientation
Asexual + Quoisexual
I use +s instead of &/and
I will put the number and write out the number in parentheses alongside
I have issues with tone, and doubt personal judgement on tone quite often, most posts + asks will be read as genuine unless specified otherwise
I use the words queer, transsexual, dyke + fag in reference to myself
I have multiple sideblogs
DNI (Do Not Interact)
Racist
Colorist
Sexist
Misogynist
Misandronist
Ableist
Use + Believe the term 'Narc Abuse'
Classist
Fataphobic
Ageist
Anti-Religion
Islamiphobic
Antisemitic
Queerphobic
Transphobic
Rapists
Abusers
Gender Critical, SWERF, TERF, TEHM, etc.
Transmed
Aphobic
Anti M-spec Gays/Lesbians
Anti Lesboys/Turigirls
Anti Therian
Anti Kin (Of any type)
Anti Agere/Petre
Anti Kink
Believe Fiction does not affect Reality
Ship Real People
Suicide Baiters
Support JKR, Trump, Pewdiepie, Admin Bright, +/ the Monarchy
Republican/Far Right
Anti Abortion
Anti BLM + LandBack
Prey on minors, animals +/ corpses
Anti Endo/ Non-traumagenic
Anti Xenogender
Anti Neopronouns
I do not tolerate cruelty towards others
I will block you if you violate any of the above
Tags
Mine (Original Post)
Reblog
TW _ (Possible Triggers)
Art
Any relevant Tags
What I Make + Consume
Whump
RPF (Real Person Fiction)
SCP (Secure Contain Protect)
Xenogenders
Picrews
FanFiction, FanArt + FanEdits
Original Stories + Original Art
Main Fandoms
TOH (The Owl House)
Amphibia
The Ghost and Molly McGee
ROTTMNT (Rise of the Teenage Mutant Ninja Turtles)
TMNT (Teenage Mutant Ninja Turtles)
Watcher Content + Related Buzzfeed Content i.e. BUN (Buzzfeed Unsolved), Worth it + Test Friends
Gravity Falls
Pokemon
Yugioh
MHA (My Hero Academy)
Sailor Moon
Treasure Island 1988 Kievnack Films
Treasure Planet
This may be Revised
I hope this is adequate for the moment :^)
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web-novel-polls · 7 months ago
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WN Quotes Round 1, Group A Results
All Round 1 Winners
All WN Quotes Tournament Results: #wn quotes results
Masterpost Link Here
Winners
Quote 12:
“This life of mine, this heart of mine… Are all in your Majesty’s hands. Without a heart, without a life, what’s the point of setting this empty shell free? I would rather die wholly on your hands than to live in this world as an empty shell. At least… I would be glad to die on your Majesty’s hands. I could close my eyes in death.”  - Qi Yan, Clear and Muddy Loss of Love, Chapter 271
Quote 24:
“Just because, back then, I loved you more than I feared death.” - Remnants of Filth (Tumblr - Link 1, Link 2)
Quote 55:
"I wish that, after my death, I’ll also have a picture left in Qilin Hall. When that time comes, you’ll carry it up to the Golden Stage yourself......The most high and most bright are the sun and moon, and the most close yet most distant are a husband and wife. If you promise me this, you will be my only next of kin from now on."  - Fu Shen to Yan Xiaohan, Golden Terrace, Chapter 26
Quote 26:
"Man is no more than lust given flesh and blood. Some people are held back from progressing by the vices, and others pursue a grand and pristine reputation. However, if carnal desire is lust, isn’t the desire for a pristine reputation also considered lust?"  - Remnants of Filth, Chapter 28
Eliminated
Quote 36:
"Isn't it blasphemy to believe that the gods always pursue goodness? No, to believe that the gods always make choices for the sake of humanity?" "Did the gods ever say that the good they pursue is the same as the good for humans?” - Rowan, The Demon Prince Goes to the Academy, Chapter 577
Quote 4:
“Even if I like men, I don’t like all men, and I definitely don’t just go home with any man who waves at me. I’m not interested in your type.” - Wei Wuxian to Jiang Cheng, Grandmaster of Demonic Cultivation
Quote 10:
“The first lifetime, a stone appeared, turning into the burial mound of a hero, feelings unable to be broken. The second lifetime, a boulder split, ferrying a predestined love across the Bridge, a pair of mandarin ducks flying off together. The third lifetime, a jadeite burned, vowing to abide by an invaluable oath, eternally following each other in life and death” - Qi Ye, Chapter 1
Quote 18:
"Because like people, an ox has gotta eat. For the sake of eating, a lot of work has to be done. If one day you can't work anymore, then no one cares if you're alive or dead."  - Ox Eats Grass, The Husky and His White Cat Shizun, Chapter 65
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hazyaltcare · 5 months ago
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An Inscryption Card Edit of Tomura Shigaraki (My Hero Academia)
Mod Haze (🕹Zam)
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rockettfuel · 9 months ago
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HELLO THERE! WHAT’S UP?
you can call me rocket, although i do go by a few other names!
- rocket , rockie
- fizz
- newt, keagan, other kin or kin-inspired names !
feel free to use any of em!
i am 18 and use xe / chirp / any pronouns :] I’m also autistic and jewish !
this will most likely become a throwaway blog for me to interact w/ kin posts!
MY KIN LIST . . .
IDS :
ROCKET RACCOON - GUARDIANS OF THE GALAXY
KLAUS HARGREEVES - THE UMBRELLA ACADEMY
HAWKS (KEIGO TAKAMI) - BOKU NO HERO ACADEMIA
NEWTON GEISZLER - PACIFIC RIM
-
HIGH KINS :
BEETLEJUICE - BEETLEJUICE THE MUSICAL (THE MUSICAL THE MUSICAL)
JAMES WILSON - HOUSE MD
-
MEDIUM KINS :
JAMES T. KIRK - STAR TREK (THE ORIGINAL SERIES, ALTERNATE ORIGINAL SERIES)
LUCAS DOUGLAS - HOUSE MD
RICHIE JERIMOVICH - THE BEAR
MY TROPES LIST . . .
- GUILTY. SO GUILTY.
- OPPORTUNISTIC
- SCRUFFABLE
- TINKERER
- GOOD-NATURED (EVEN IF IT TAKES A WHILE)
- PEOPLE PLEASER
- SELF-DOUBTING
- STRONG EMOTIONS
- FLAMBOYANT OR A SHOWOFF
- EXPLOSIONS. FIRECRACKERS. BANG BANG POW.
- AUTISTIC (SOMETIMES ANNOYINGLY)
- SHORT AND ENTHUSIASTIC
- SOPPING WET DOG CODED
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helmetkeeper · 2 months ago
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YAY okay icon example post :). these ones are mostly newer, except the soldier one (just had it lying around lol).
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credits
icon masks: uraraka's, allison's, soldier's, storm's circle, storm's square.
psds (only icons using psds are the 3 in the top row): uraraka's pink, allison's beige.
MORE INFO about requesting icons under the cut!!
i'll do up to 4 at once! they can all be different things (ex: in one ask, you can request 2 dog icons and 2 cat icons, or like, 1 cat + 1 dog + 1 bird + 1 worm icon, et cetera).
obviously you can also just request one icon! in that case, i will make 4 similar icons (ex: in one ask, you request a cat icon. i'll make 4 slightly different cat icons!)
description:
so, for specifics that can help me, pictures are great. you can also show me pictures or links of psds or icon masks you want used!!!
specifying a color(s) / color scheme or other descriptor (glowing, dark/spooky, happy/upbeat, sad, angry, saturated, de-saturated, etc.), or that you want a character with a pride flag (pride icon), is also very helpful!
please feel free to ask me any other questions!
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mudaship39 · 2 years ago
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Info about my Afro Asian Native Spellcaster Gunslinger and Swordmaster Character of my BIPOC and QTIPOC Futurism Project Part 2
Rank: 
Started: 
C+ rank
F to D rank Guild Trainee
C+ rank Guild member
B- rank Adventurer
B+ rank Silver ranked Hunter
C ranked Hero
Now: 
S+ rank (SSS+ High Class). Titan rank.
S+ Rank (Unrankable) Guild Member. 
S+ rank (Adamantine Rank) Adventurer. (Mithril, Orichcalum, Adamantine) 
S+ rank (Platinum Rank) Hunter (Monster Hunter, Undead Slayer, Demon Hunter, Mage Hunter, Witch Hunter, Vampire Hunter, & Dragon Slayer). (Copper, Brass, Silver, Gold, Platinum)
S+ rank (Diamond Rank) Hero. (Amber, Pearl, Lapis, Opal, Amethyst, Emerald, Ruby, Diamond) 
Rank and class as a guild member and adventurer is decided by academics and athletics (from magical community college, magical four year university, magical Ivy League University, & magical military academy), merit, relationship with commoners, services to guild, positive reputation with guild patrons (guild clients who hire guild contractors), connection to nobles and rich aristocracy, recommendation from military or knight order, military strength, good likability with civilians, monster hunting trophies, kinship with guild and guild members, experience, association with guild council and guild officers, magical power, reliability on guild missions, one time guild membership due and monthly guild dues being paid on time annually, compliance with guild rules, quest completion percentage, good relationship with adventuring party, notoriety, fame, adventuring skills, respect from guild colleagues, contribution to the guild, talent, bond with royalty, furthering guild goals, assistance to the state (federation of kingdoms, empire of kingdoms, & or confederacy of nations), & overall effectiveness as a guild member and adventurer.
These are factors for the initial guild test to decide your rank and the annual tests and retakes to decide the merit of guild promotion. Some of these aren't for low ranked tests of F, D, E Class and mid rank of C Class but high ranked tests if you want to be B Class, A Class, or S rank.
Some of these factors shift or widen the economic, societal, & educational gaps in societal castes between adventurers in a system of classism. 
Level: 500
Stat Points:
Accuracy: 500, agility: 500, athletics: 500, awareness:300, charisma: 400, constitution: 400, deception: 400, defense: 300, dexterity: 400, endurance: 400, flexibility: 300, health: 400, intelligence: 500, intuition: 400, luck: 300, magic: 500, mana: 500, perception: 300, persuasion: 400, power: 500, reflexes: 400, resistance: 300, sense: 300, speed: 400, stamina: 400, stealth: 300, strength: 400, vitality: 500, willpower: 300, & wisdom: 400.
Skills: 
Academics, acrobatics, alchemy, appraisal, artificing, astrology, bartering, bureaucracy, bluff, business, charm, conversation, cooking, crafting, culture, diplomacy, disguises, electronics, explosives, finance, first aid, fitness, forgery, gambling, guns, haggling, healing, history, hunting, influence, intimidation, intuition, investigation, knowledge, language, law, leadership, lock picking, locksmith, lore, loyalty, marksmanship, medicine, navigation, negotiation, observation, performance, pickpocket, poisons, politics, ransack, repair, research, sailing, scavenging, scrapping, science, seduction, sneaking, speech, survival, tactics, tracking, trading, technology
Traits: 
Alignment: 
Depending on if they are in human form, fae elvish form, giant kin form, or goblinoid form:
Neutral Good
Chaotic Good
Neutral Evil
Lawful Evil 
Chaotic Neutral
True Neutral
Class: 
Multi Class Spellcaster. Gunslinger. Artificer. Fighter. 
Subclass: 
Artificer. Tinkerer. Alchemist. Battle Smith. Artillerist. Master Maker. Armorer. Forge Adept. Maverick. Warsmith. Potion Smith. Curses Smith. Relic Smith. Infusion Smith. Golem Smith. Rune Smith. Gadget Smith. Inventor. Warlock. Fiend Pact. Fey Pact. Celestial Pact. Infernal Pact. Dark Pact. Sorcerer. Divine Soul. Shadow Magic. Wild Magic. Draconic Bloodline. Battle Sorcerer. Gunslinger. Arcane Gunslinger. Magic Marksman. Spellshot. Gunsmith. Alchemical Gunslinger. Sharpshooter. Deadeye. Peerless Archer. Rifleman. Adept Marksman. Desperado. Knight. Battle Master. Champion. Weapon Master. Great Weapon Fighter. Tempest Fighter. Avenger. Sorcerous Knight. Mage Marksman. Paladin (not the class but knight order rank). Crusader. Warden. Anointed Knight. Acolyte. Holy Knight. Oath of the Watchers. Oath of Glory. Oath of Heroism. Oath of Devotion. Oath of the Crown. Oath of Vengeance. Avenger. Platinum Knight. Oath of the Justicar. Magic User. Arch Mage. Spellsword. War Mage. Arcanist. Monster Hunter. Rune Sage. Eldritch Knight. Demon Hunter. Rune Mystic. Gun Mage. Dragon Slayer. Summoner (Imps, Spirits, Succubi/Incubi, Fae Spirits, Genie/Djinn, Infernals, Celestials, Tieflings, Aasimar, Angels, Demons, God, Devils, Titans, Primordials). War Wizard. Mage Hunter. Rune Mage. Witch Hunter. Magic Knight. Sword Mage. Rune Smith. Gun Witch. Dragon Rider. Rune Knight. Battle Mage. Rune Master, Magician. Wild Mage. Control Wizard. Rune Caster. Arcane Tactician. Shadow Adept. Psion. Archivist Tradition. Magical Savant. Lore Mastery. Swordplay Tradition. Ancient Magic. Incantrix. Mage Lord. Arcane Origin. Rune Fencer. Rune Blade. Magical Swordsman. Hex Blade. Fighter. Soldier. Martial Artist. Cloaked Sniper. Scout. Pathfinder. Sniper. Elite Mercenary. Commander. Ardent. Mercenary Veteran. Sellsword, Samurai. Enlighted Samurai. Wandering Samurai. Ronin. Daimyo. Shogun. Warlord. Commander, Combat Veteran. Paragon. Vanguard. Tactician. Gladiator. Pit Fighter. Duelist. Swashbuckler. Fencer. Cavalier. Grand Marshal. Kensei. Empowerment. Destined Bloodline. Magus Bloodline. Enchantress Bloodline. 
Background: 
Has lived for a very long time as a magical variant human with half fae elvish, half giant kin, and half goblinoid ancestry. Has many magical clones.   
Farmer. Gatherer. Fisherman. Weaver. Forager. Sailor. Far Traveler. Outlander. Borderlands. Child of the Wildlands. Fae Elven Raised. Giant kin raised. Goblinoid Raised. Amazonian. Hunter. Clan Hunter/Huntress. Clan Hunting Captain. Hunter’s Lodge. Druid. Barbarian. Ranger. Scout. Animal Whisperer. Stalker. Death Seeker. Seeker. Refugee. Exile. Outcast. Hermit. Wanderer. Nomad. Explorer. Forager. Hunter. Fisherman. Trapper. Survivalist. Inquirer. Cartographer. Desert Tracker (experienced desert guide). Map Maker. Forest Ranger (Wood Elf trained). Guide. Navigator. Wilderness Investigator. Forester. Game Keeper. Warden (Keeper of an Ancient Elven Ruin). Sentinel (Defender of Fae Forest Sanctuary). Sentinel (Wood Elf Trained). Guardian. Protector. Defender. Temple Guardian (Door Sentry, Honor Guard, Temple Warden, Altar Sentinel, Unseen Watcher, Treasury Guardian. Library Custodian. Inner Sanctum Shield). Conservationist. Pathfinder. Wayfinder. Horizon Walker. Outrider. Master Inquisitor. Trailblazer. Wand Carver. Magical Amulet and Talisman Carver. Magical Witch’s Broomstick Carver. Apothecary (For settlement, village, town, & city specializing in brews, potions, elixirs, salves, & concoctions). Clan Head. Clan Elder. Tribal Council Member. Clan Leader. Clan Patriarch/Clan Matriarch. Tribal Elder. Revered Elder. Chieftain. Warchief. Paramount Chieftain. Paramount Chieftain. Plane Walker (An inhabitant of another plane, a pixie, kidnapped them home to the Feywilds. The Fey Wilds was home to their ancestors who were dryads, Arch Fae, Celestial Eladrin, Proto Elves, and Noble Eladrin). Fey Child (Human Variant with Fae, Goblinoid, & Giant kin ancestry). Fey Bound (They have spent time in the Fey World and aren’t entirely the same person as they were before). Trapped in the Fey Wilds (They bought and sold items at the Witch Night Market. Willingly or inadvertently they made a bargain with the fae). Fey Touched (Marked by pixies and fairies). Primal Fey. Estranged Fey. Fey Inheritor. Spirit of Two Worlds (Giantkin, Fae, & Goblinoid). Fey Wanderer. Berserker Rage. Channeled Fury. Seelie Court Agent (Working for Fairie King Oberon and Fairie Queen Titania).
Hostess. Bartender (Speakeasy where leaders of local mafia congregated to conduct illegal business. High end bar where nobles and aristocracy spoke of higher caste politics. Tavern where locals came for a drink after work). Barmaid (Worked in a city pub where locals taught them the tools of their trade. Worked in a speakeasy where they learned deception was a needed skill. Worked in a bar where they learned how to handle the rude and loud. Worked in a tavern where they met many travelers and performed many songs). Tavern Singer. Saloon Entertainer. Barkeep. Brewer. Tavern Keeper. Layman’s Tavern Owner. Writer (Poetry). Seducer. Courtesan (Brothel and Aristocrat and nobility escort). Dom/Sub. Master/Mistress. Seductress. Lover (Nobles, Wealthy, Aristocratic, & Royalty). Temptress. Madam (Brothel Owner). Innkeeper. Server. Hostess. Waiter. Dishwasher. Baker. Grill Chef. Fry Chef. Pastry Chef. Fish Chef. Junior Chef. Station Chef. Deputy Chef. Head Chef. Executive Chef. Master Chef. Gourmet Chef. 5 Star Restaurant Owner. Mixologist. High End Bar Owner. Proprietor. Food Trader. Negotiator (Specializing in Transport and Accommodations). Writer (Cook Books). Merchant. Trader. Salesman. Vendor. Merchant. Assistant (Shop Assistant). Accountant  (Merchant Guild). Bookkeeper (Major Artisan’s Guild). Shopkeeper (selling and buying adventurer weapons, armor, shields, & clothes). Store Owner (Magical items store). Appraiser. Auctioneer. Businessman. Tycoon. Magical Emporium. Guild Associate. Guild Initiate. Guild Apprentice. Guild Member (Merchant Guild). Guild Artisan (Armorer, Weapon Smiths, Fine Smiths, & Blacksmiths). Family Business. Merchant Prince/Merchant Princess. Guild Merchant (Alchemists, Gems, Armorers, Books, & Apothecaries). Family Tradition. Caravan. Negotiator (Specializing in trading Adventurer's goods, Magical items, Rare Acquisitions, Crafting Items, & Specialist goods and transporting them by train, plane, or boat). Caravan Bodyguard. Armed Escort. Caravan Specialist. Able Carter (Hauler with a large operation that shipped goods across the super continent). Caravan Master. Tourist. Well Traveled. Road Salesman. Traveling Merchant (Transported goods by station wagon). Sea Nomad (Lived in a floating city built by metal on the ocean governed by a merchant enclave. City follows the most prosperous trade routes on the seas. Is a haven for smugglers, traders, & pirates). Merchant Sailor (transported goods by ship). Information Broker. Entrepreneur (Specializing in management, sales, administration, production, & training). Trailblazer (Uncharted realms have always intrigued them. They have explored and mapped large territories in service to merchants, governments, adventurer’s guilds, & even their own curiosity). Dimension Hopper (They discovered magic to move between dimensions at will but have yet to find a way to go back). Stranded (Different World on an Alternate Plane). Planar Explorer. Well Traveled. Planar Traveler. Wanderlust. Plane Walker (They were investigating teleportation magic when suddenly a spell went wrong which landed them in Elysium). Otherworldly Mission. Plane Walker (They were fighting another spellcaster in a magic battle in the Underdark when they fired a spell at them sending them to another plane to Shadowfell. He/she/they came into contact with the Raven Queen herself and became marked by her forever). Shadow Marked (Somehow, they were exposed to the power of shadows that is negative energy. This energy infused into their being and altered something about them claiming them for its own with a virtual brand on them. The alteration is noticeable, but not all-encompassing in appearance. Instead, it leaves a distinct mark on their existence. Touched by the Darkness (People can probably feel this even just being near them. These people try not to shun them as prejudice and discrimination against tieflings isn’t widespread in these lands).  Afflicted (This dark taint makes them sometimes fester dark thoughts. They don’t seek ways to cleanse themselves. They do try to hide this dark mark of corruption. It has tempted them into a new world of dark arts and dark magic). Shadow Marked (Wisps of darkness make them appear slightly ethereal as they emit like smoke from their skin. These can pass through clothing. They have a single scar on their body that is uniquely shaped as a souvenir from the darkness that is cold to the touch). Branded by the Shadow Plane (There is a taint in his/her/their blood, one that is foreign and peculiar. He/she/they tends to think in abnormal ways approaching problems from a viewpoint that most would not expect. Over time, this taint displays itself in his/her/their bodily form. His/her/their inherent abilities come from a deep link with the fabric of magic itself). Plane Walker (An inhabitant of another plane, a pixie, kidnapped them home to the Feywilds. The Fey Wilds was home to their ancestors who were dryads, Arch Fae, Celestial Eladrin, Proto Elves, and Noble Eladrin). Fey Child (Human Variant with Fae, Goblinoid, & Giant kin ancestry). Fey Bound (They have spent time in the Fey World and aren’t entirely the same person as they were before). Trapped in the Fey Wilds (They bought and sold items at the Witch Night Market. Willingly or inadvertently they made a bargain with the fae). Fey Touched (Marked by pixies and fairies). Estranged Fey. Plane Walker (They were traveling the planes and got separated from their group landing them in the Abyss). Energy Scarred (Exposure to a magical event overloaded them with magical energy. They were exposed  to dangerous levels of magical energy that built up over long time exposure to a powerful source of arcane magic). Plane Walker (They were exploring a portal to another plane and got lost landing them in the Elemental Planes). Genie Blessed (Freed a female fire djinn trapped within a lamp. Blessed them with good luck and riches). Plane Walker (All they remember is waking up on a different plane with no idea how they got to Pandemonium). Plane Walker (An inhabitant of another plane devil lady had a succubus kidnapped them to the Nine Hells). Shadow Haunted (A devil or dark deity has claim on their soul due to an ancient warlock pact made by their ancestor). Plane Walker (They were traveling the planes and got separated from their group landing them in the Material Planes). Plane Walker (They were exploring a portal to another plane and got lost landing them in Limbo). Spirit Medium. Haunted (They are followed by a spirit after a momentous event in another plane of existence. They and others have seen this entity. They have studied esoteric subjects trying to understand their situation but this presence remains a mystery). Plane Walker (All they remember is waking up on a different plane with no idea how they got to the Underworld). Speaker of the Dead (They have been gifted with the ability to speak with and see the dead. This manifested when a chance encounter in the underworld with a deity of death linked them to the spirits of the dead). Plane Walker (They were fighting another spellcaster in a magic battle when they fired a spell at them sending them to another plane in the World Tree of Yggdrasil of the 9 Realms). Empty Whispers (They hear the voices of those who have fallen through the cracks of reality. Creatures removed from memory. Banished planar entities. Their whispers guide them). Plane Walker (They were investigating teleportation magic when suddenly a spell went wrong which landed them in the Celestial Empire). Blessed (Blessed by a divinity. For an unknown reason irrespective of their actual beliefs a deity has bestowed upon them a boon to use for good. They know the identity of the female deity of wisdom, justice, & war that has blessed them). Plane Marked (He/she/they is a traveler of many planes. These planes have all left a mark on them. As beings especially in tune with the many planes, realms, & realities themselves, denizens of these planes can feel these marks and see him/her/them at least partially as one of them. Intelligent denizens of these lands are neutral towards them). On another plane. Magical Merchant. Interplaner Merchant (Merchant, Vendor, Trader, & Caravan in the Material Plane, Fey Wilds, Shadowfell, Elemental Planes, Elysium, Limbo, Pandemonium, The Abyss, The Celestial Empire, The Underworld, & the Nine Hells). The Planeswalker (Whether he/she/they believes this a curse or blessing depends upon him/her/them. However this being’s manifestation and aura also changed his/his/their way of contact with magic. Making it flow differently through him/her/them then others of magical power. He/she/they was selected by a powerful being to be their champion in this world. She transmitted her raw power into him/her/them to be used as he/she/they sees fit. He/she/they was chosen by an eldritch being. The embodiment of his/her/their powers may mirror the being that he/she/they was chosen by. However the fundamentals of enhancement are the same. He/she/they has immense significant reservoirs of raw magical energy whose source is unknown to him/her/them. His/her/their natural power comes from the totality of the planes. The planes call out and rouse those they chose to travel the universe, multiverse, & omniverse. Once awakened a planeswalker has a flair for information about creatures, beasts, & monsters that are not from the physical plane. Some of the finest planeswalkers use this to travel the planets, star systems, & galaxies and install themselves as monarchs. Others seek to become heroes to help defend those who cannot defend themselves as their champion. Some planeswalkers may construct a pocket dimension of their own in a demiplane they create and  mold its components and strengths that they find the most sufficient. Some planeswalkers establish themselves on a specific plane and align themselves with it, calling it home. Their form, mentality, & powers take on the form of the plane they spend much of their time on). Purveyor of the Bizarre (They spent enough time in markets, auction houses, swap meets, etc buying and selling ancient or unusual items throughout so many extraordinary places to give them an instinctive ability to discern valuable relics from worthless trinkets). Writer (Travel Guide). Envoy (Commerce). Merchant Dynasty. Guild Veteran. Guild Officer. Guild Leader. Guild Master. Guild Grandmaster (Merchant Guild leader). 
Ward. Legendary Parents. Noble. Aristocrat. Scion. Local Scion. Noble Scion. Scion of an Ancient Bloodline. Descendant. Royalty (Prominent member of a royal family. They have taken up the life of an adventurer. They are a prince/princess looking for a more exciting life and on a secret mission before they take the throne). Scion of a Legend. Arranged Marriage. Runaway. Fallen Noble. Heir of a Fallen Kingdom. Exiled Ruler. Royalty. Ancestral Holdings. Prince/Princess.  Sovereign (High King/High Queen). 
Gentleman. Lord/Lady. Duelist (Child of a noble house). Swashbuckler (Justice Seeker). Musketeer (Avenger). Fencer (Professional fencer). Dandy (Fashionista). Fanatic (Fanboy/Fangirl of the legendary paladin commander Anika Roseheart the Enlighted of the Knight Order, Shields of Winter. They follow in her footsteps using her as inspiration to aspire to. They become excited when someone shows interest in their idol. Their idol was a hero of the people and they are inspired by her good deeds. They act distinctly from her. They want to create their own accolades and accomplishments for their own legend). Recruit (knight order recruit). Initiate. Aspirant. Page Boy/Page Girl of a Knight. Shield Bearer of a Lady Knight. Squire. Apprentice. Rivals (They and their rival competed to impress a romantic interest, competed for a reward of fame and fortune, and competed to determine who’s top dog in the knight order and paladin order). Courtier. Junior Scribe. Scribe. Journeyman Scribe. Senior Scribe. Head Scribe. Order of the Quill. Order of the Pen. Writer (Magical Arcana). Knight Errant (Completed their training and received accolades of knighthood. However by will of the sovereignty they weren’t awarded land. As a noble with no estate to speak of they were a knight errant. Was on a grand quest to be awarded land. Such as finding an ancient holy relic. Winning the heart of a nobleman’s heir. Slaying a powerful monster. Winning a battle during a war). Thrillseeker (Survivor of life-death situation. Now an adrenaline junkie looking for the next thrill after dancing with death. They now scale buildings, leap across chasms, & jump off buildings with magic and technology). Warrior. Noble Warrior. Magical Knight. Knight/Lady Knight. Esquire/Dame. Lancer Knight (Knight Corporal). Lost Instructor (Knight commander vanished after investigating a magical artifact. They were on a quest to find her and to retrieve the artifact she was after). Order of the Anvil. Blacksmith. Knight Sergeant. Quartermaster. Knight Lieutenant. Knight Captain. Knight Major. Knight Commander. Peacekeeper. Order of the Scroll. Order of the Tome. Lore Keeper (Arcane Books, Esoteric Scrolls, & Ancient Runes). Archivist (Ancient Scripture, Art, Geological Discovery, National Treasures, & Historical Trinkets). Chronicler (Written History, Municipal Records, Commercial Records, Archeology, Biographies, & Current Events). Historian. Exam Proctor (Trains incoming recruits, aspirants, initiates, & squires in written and practical exams). Recruiter. Field Researcher. Envoy (Knight Order), Clockwork Researcher. Sage’s Assistant (Specializing in Alchemy, Arcana, Astronomy, Herbology, History, & Linguistics). Praetorian. Knight Templar. High Templar. Grand Templar. Templar Commander. Templar Lord Commander. Order of the Wand. Order of the Staff. Order of the Grimiore. Paladin (Knight order rank not the class). High Paladin. Grand Paladin. Star Paladin. Paladin Commander. Order of the Shield. Order of the Sword. Order of the Gun. Order of the Pistol. Order of the Rifle. Inquisitor. High Inquisitor, Grand Inquisitor. Seeker. Herald. Order of Shadows. Order of Light. Grey Order. Chapter Leader. Order Master. Elder. High Elder (Knight Order leader). 
Child Prodigy. Magic’s Favorite Child. Magic’s Golden Boy/Golden Girl. Scholarship Student. Arcane Student. Musician. Singer. Musical Prodigy. Thespian. Stage Actor/Stage Actress. Athlete (Magical Sports). MVP. Star Player. Team Captain. Academic (Studied magic at the prestigious academy in the continent learning traditions dating back to legendary spellcasters. They received quality instruction in advanced concepts of mathematics, the sciences, history, the arts, & literature earning a pedigree respected by magical scholars everywhere). Arcane Librarian. Assistant (Library Clerk). Librarian. Scribe. Chronicler. Archivist. Lore Keeper (Specialize in Music, Books, Arcane Scrolls, Ancient Runes, & City Records). Lore Master (Studies the Primordial Age to the Age of Nobility. The Primordial Age is the age of mortals not gods. When prehistoric: humans, fae elves, goblinoids, giant kin, dwarves, gnomes, & other humanoid races first learn how to use tools, make weapons, speak, & wield magic. Primordial magic is vital, dark, & dangerous. The Age of Nobility is the age of empires, federations, & confederations). Magical Mathematician. Scientist.  Chemist. Mad Scientist. Student. Honors Student. AP Classes. Tutor (Mathematics. They teach students the magnificence of objective numbers with algebra, calculus, geometry, & trigonometry. History. They tutor pupils of the past and its lessons from wars to historical achievements. The Arts. Science. They lecture on the natural world and its wonders from anatomy, anthropology, archeology, biology, chemistry, geology, marine biology. physics, psychology, sociology, & zoology. Languages. They educate others about the myriad forms of speech in the world). Mystic Tutor. Writer (Sciences, History, & Literature). Graduate. Honors Graduate. Valedictorian. Academy Student. Student of Magic. Magical Misfit. Prodigy. Cloistered Scholar. Arcane Dominion (Resident of the most magically and technologically advanced nation within the federation of humanoid races). Arcane Scholar. Magical Scholar. Arcane Student Who Saw Too Much (During an accident when experimenting with high level magic they looked into the other planes and saw an entity beyond what mortals should see). Energy Scarred (Exposure to a magical event overloaded them with magical energy. They were exposed  to dangerous levels of magical energy that built up over long time exposure to a powerful source of arcane magic). Marked by the Planes (Beings from other planes, realities, & worlds seeing the mark on them knows what they saw and who they communicated with). Encounter With Planar Entities (Many are stellar giants, dragon gods, great old gods, or some massive otherworldly beings biding their time to return to the Material Plane. Their goal may be to seek vengeance, inflict chaos, wreak destruction, or establish their view of order). Magical Apprentice. Tutor (They specialize in lecturing on the finer details of the arcane and esoteric on all schools of magic). Writer (Magical Arcana). Magical Teacher (Teaches at Magical High School). Magical Professor (teaches at magical: community college, four year university, military academies, and Ivy League schools). Headmaster/Headmistress. Dean. Head Chancellor. Superintendent. Philosopher. Magical Philosopher. Arcane Philosopher. Thinker. Academic Thinker. Mad Scientist. Arcane Savant. Guest Speaker. Envoy (Academia), Visionary Researcher. Field Researcher. Initiate. Recruit. Novice. Apprentice. Neophyte. Acolyte. Disciple. Adept. Master. Alchemist. Royal Alchemist. Apostle. State Alchemist. Dragon Scholar (Dragons have always fascinated them since they were a child. They want to study the long life spans, language, potent power, & ancient traditions of dragons. They study all things draconic. Especially chromatic, gem, & metallic dragons). Esoteric Mystic. Scholar of the Ancients (Wants to study the Mythic Age when gods, titans, old gods, & other primordial beings walked their world. When the primordial beings did their great deeds and fought their wars. When devils sought to corrupt and destroy the world. Before the devils were exiled and banished to the nether planes. This was before the primordial beings left their world). Demonologist. Occult Investigator (Dark Magic, Ghosts, Devil, Undead, & Aberration specialization). Lone Survivor (Only survivor of demon invasion and devil conversion attack. Devil lords turned the entire city into a horde of imps, demons, fields, & arch demons for human sacrifice to turn the devils into greater devils, devil aristocracy, & demon royalty. Has an innate hatred of devils and demons). Freelance Spellcaster. Spellseeker. Arcane Dominion. Dragon Trained (Metallic, Gem, & Long dragon). Noble Dragon Tamer. Dragon Knight. Dragon Fighter. Dragon Rider. Slayer. (Witch Hunter. Mage Hunter. Demon Hunter. Monster Hunter. Slayer of the Undead. Dragon Slayer.) Arch Mage. Grand Magister. Alchemist’s Assistant. Necromancer’s Apprentice. Secrets of the Dead. Witch. Hereditary Witch. Coven Witch (A coven of witches learned about them and wished to bring them into the fold). Coven of Blood. Coven of Secrets. Coven of the Moon.  Coven of Peace. Coven of Stars. Coven of Earth. Coven of the Sun. Coven of Shadows. Gun Witch (They learned their skills on the road as a foundling trained by a gun witch mentor). Coven of Might Witch (Trained in the art of combat and gaining power through any means necessary. They hone their skills in weaponry and done armor in warfare. Worked alongside war wizards and battle mages). Coven of Light Witch (Most recognizable of covens. They offered their services to heal and to help others. They live close to civilization. Cities and towns will spring up around their settlements and villages to protect them in exchange for their aid. Their coven lair is built in the ruins of a long forgotten temple). Coven of the Seas Witch (A nomadic coven that travels the oceans and along coastlines as the seasons change. They are practitioners of ancient oceanic magic and use elements of the sea in their rituals and spellcasting. They are unpredictable as the sea itself. Their coven lairs are huts built together on the coast of a vast ocean. Their coven is focused on traveling to different sacred sites. They adhere to prophecy and visions and make pilgrimages to sacred sites). Coven of Light Witch. (Their coven offers services both good and bad to local settlements, villages, & towns in a city. Their coven lair is built in the remains of an old battleground where undead soldiers haunt the fields at night. They later joined a witch coven that defended a city from paranormal dangers). Coven of Oak (Their coven is focused on protecting nature and wildlife. They work with animals and familiars that work alongside their coven members. Their coven lives in huts that are nestled in primordial giant fae trees. They are helped by the proto elves and arch fae). Coven of Light Witch (Their coven focuses on helping others in times of trouble. They have its haven easy to journey to and have its members travel to settlements, villages, towns, & cities in a kingdom. They later joined a militia coven that protected a kingdom from supernatural threats. Their coven lair sits on the outskirts of a capital city). Coven of Lies Witch (Most feared of the witch covens. Their coven focuses on dark and forbidden magic as well as sacrifices and ancient rituals. They study blood magic, wild magic, black magic, dark magic, primordial magic, and necromancy. They are trying to obtain forbidden power and access long forgotten magical abilities that were lost in the primordial age when the ancestors of the humanoid races first learned to speak, use tools, wage war, & wield magic. Their coven lair rests in the remains of an ancient battleground of the wars between primordial beings during the Mythic Age. The Mythic Age was when gods, titans, old gods, & other primordial beings walked their world. When the primordial beings did their great deeds and chose mortal heroes and demigods as their champions. When primordial beings fought their wars. When devils sought to corrupt and destroy the world. Before the devils were exiled and banished to the nether planes. This was before the primordial beings left their world for the celestial planes. Settlements, villages, towns, & cities of the kingdoms of this empire and federation are built around the corpses of these primordial beings. Many of the coven members live within the skulls, ribs, palms of the hands, knee caps, or even the eye sockets of the skeletal remains of gods, devils, fallen gods, titans, great old gods, & other primordial beings found throughout the empires, federations, & confederations in the supercontinent that is an epicenter for primordial magic). High Priestess (Coven Head) of a Witch Coven. High Elder of a Circle of Magi (or council of spellcasters such as artificers, mages, conjurer, elementalists, mystics, witches, diviner, necromancers, sorcerers/sorceresses, illusionists, psions, magicians, wizards, summoner, alchemists, enchanter, seers, & warlocks). Marksman Mage (Uses quadruple barrel flintlock pistol, six shot revolvers, double barreled blunderbuss, triple barreled flintlock rifle,  & ten shot 500 magnum lever action repeating rifle as weapons).
Enlisted Soldier. Dauntless. Soldier. Academic Soldier. Conscript. Military Conscript. Recruit. Grunt. Infantry. Rifleman. Private. Corporal. Lance Corporal. Cook (Mess Hall). Field Cook. Mechanic. Arcane Mechanic. Medic. Field Medic. Combat Medic. Nurse. Surgeon. Doctor Scientist. Field Scientist. Sergeant. Tutor (Martial Combat. They teach students on the art of the body including combat, dances, & other forms of exercise). Drill Sergeant. Commissioned Officer. Second Lieutenant. First Lieutenant. Captain. Support. Machine Gunner. Sharpshooter. Marksman. Sniper. Arcane Sniper. Scout. Recon. Demolitions. Grenadier. Disciplined Soldier. Combat Engineer. Intelligence. Military Asset. Dog of the Military (Free roaming agent that is a field researcher of lost magical technology or magical matters for the military). Spy. Double Agent. Assassin. Militant Assassin (Spy, Saboteur, Double Agent, & Contract Assassin). Assault. Heavy Weapons. Squad Leader. Officer. Military Officer. Intelligence Officer. Specialist. Commando. Airborne. Paratrooper. Pilot (Captain). Airship Pilot (Airship, Zeppelin. Airplane). Military Pilot (Spy). Ranger (Magical Army Special Forces). Royal Cavalryman (Flying Mount like a griffin, hippogriff, drake, or wyvern or Regular Mount like a magical horse). Force Recon (Magical Marine Corp Spec Ops). Black Ops. Special Ops. Covert Ops. Spec Ops Officer. Paramilitary. Magical Soldier. War Wizard. Battle Mage. Shock Trooper. Text Subject. Experiment (The experiment conducted on them was a success. They were the recipient of the perfected process. The reason for this project was to create magical super soldiers for the arcane military in terms of magical swordsmen and arcane gunslingers and make them into stronger war wizards and battle mages). Magical Experiment (Powerful people performed magical experiments on them that changed them forever. They signed up for this voluntarily to become a magical super soldier). Magical Super Soldier. Major. Colonel. Field Marshal. General. Veteran. War Veteran. War Hero. Decorated. Disabled Veteran. Arcane Augmented (Disfigured during war and now has prosthetic bionic limbs). Malfunctioning (Minor electrical surges and discharges. Motors running their magical prosthetic eye shuts down. Random digits in their hand stop working at unusual times for a few seconds). Mechanical Symbiosis (A gold, platinum, & silver clockwork object latched onto some part of their magical and clockwork prosthetic eye. It has now fused with their eye. Some entity or spirit lives in their clockwork and magical prosthetic. The entity is a brilliant starry eyed child that doesn’t understand that they are not part of its own body. If you are close enough you can sometimes hear it whisper to them periodically. They have studied and searched for information on these rare machines making them an expert in binding elemental spirits to mechanical objects. They have several theories on what this symbiotic entity is but they have no definitive answer.). War Hero. Honorably Discharged. Retired Soldier. (Uses a 45 caliber semi automatic pistol, a 45 caliber submachine gun, a 5.56 mm assault rifle, a 7.76 mm medium machine gun, a rocket launcher, a semi automatic carbine, a pump action combat shotgun, & a bolt action 50 caliber sniper rifle). Veteran Who Can’t Let Go. Haunted Veteran. Officer Who Came Out of Retirement. 
Airborne. Paratrooper. Pilot. Airship Pilot. Military Pilot (Spy). Exploration. Military. Military Officer. Airship Captain. Stranded (Enemy territory during wartime). Castaway. Stranded. (Enemy Territory during wartime. Was almost seduced by harpies until they were saved by winged elves and aasimar). Sky Pirate (Winged Elf trained). Cabin Boy/Girl. Deck Hand. Cook. Doctor. Surgeon. Gunner. Powder Monkey. Buccaneer. Navigator. Helmsman. Pilot. Airship Pilot. Boatswain. Quartermaster. Mechanic. Engineer. First Mate. Second Lieutenant. Lieutenant. Sky Pirate Captain. Sky Pirate Major. Boarding. Raiding and Pillaging. Smuggler (Smuggling of contraband and prohibited products such as drugs, alchemical ingredients, weapons, exotic magical animals, & liquor by hidden compartments on airships). 
Sailor. Tide Watcher. Undersea Enthusiast (Loves diving and exploring the world underwater. With transfiguration magic and sea fae ancestry they dive for a long time and swim very fast. They are fascinated by underwater creatures and cultures similar to their lineage). Deep Sea Salvage. Diver. Marine Salvage. Merchant. Trader. Salesman. Vendor. Merchant. Sea Trader. Negotiator (Specializing in smuggling of contraband). Sea Merchant. Merchant Sailor. Merchant Marine. Merchant Navy. Businessman. Tycoon. Entrepreneur. (Specializes in the trading of Lumber, Mineral Ore [Copper, Brass, Bronze, Silver, Gold, Platinum], Trade Goods, Spell Components, Spices, [Salt, Cinnamon, Ginger, Pepper, & Sugar,], Bread [Brown and White Bread], Nuts, Rice [White and Brown Rice], Honey, Grain, Milk, Tea, Coffee, Herbs, Medicine, Live Animals [Chicken, Turkey, Fish, Crab, Lobster, Goat, Cow, & Sheep], Fresh Fruit and Vegetables, Chocolate [Milk, Dark, & White Chocolate], Sugar, Sugarcane, Magical Drugs [Magical Tobacco, Cigars, Cigarettes, Opium, Hemp], Magical Liquor [Magical Wine, Ale, Spirits, Rum, Beer, Whiskey, Vodka], Textiles [Silk, Linen, Wool], Dyes, Whale Oil and Blubber, Seal Fat, & Gemstones [Pearls, Amethysts, Quarts, Rubies, Sapphires, Jade, Emeralds, & Diamonds]). Ensign. Lieutenant Junior Grade. Lieutenant. Lieutenant Commander. Commander. Merchant Navy Captain. Commodore. Rear Admiral. Vice Admiral. Merchant Navy Admiral. Merchant Navy Fleet Admiral. Storm Survivor (Through luck and skill they managed to survive a catastrophic maritime disaster. They have a keen sense for weather and other similar situations). Stranded (Stranded in sea elf kingdom and water elf kingdom territory during a storm. After being shipwrecked during a typhoon that destroyed their merchant fleet flagship in a foreign country. Thankfully their merchant fleet was safe from the storm. [The fleet had barques, brigs, brigantines, carracks, caravels, corvettes, fleutes, frigates, galleons, galleys, luggers, man of wars, schooners, ship of the lines, & sloop of wars]). 
Shipwrecked. Forgotten (They were a child of the sea, a sailor living upon the calm waters. Then their ship had an accident. Their ship, a galleon, was destroyed by a hurricane. They were swept away under the waves, forgotten by time). Castaway (Marooned on an island. Where they were almost seduced by sirens and were sharks. Until they were saved by merfolk, nymphs, & tritons). Song of the Deep (During a sea voyage they were knocked overboard during a storm and shipwreck. They ingested sea water and drowned. Merfolk, sirens, & sea fae pulled his/her/their unconscious body from the ocean depths. Their lungs were filled with sea water. To restore their ability to breathe. They exhaled into their lungs and awakened their innate ability as a fae, goblinoid, & giantkin with water ancestry to let them breathe underwater. They now can swim and breathe underwater and have knowledge about the underwater nations, empires, & federations). Stranded (Deserted land forgotten by time).  Fisherman. Whaler. Hunter. Trapper. Survivor. Sea Pirate (Sea Elf trained). Sailor. Stowaway. Cabin Boy/Girl. Deck Hand. Sea Dog. Swashbuckler. Buccaneer. Powder Monkey. Gunner. Navigator. Helmsman. Boatswain. Quartermaster. Shipwright. Sailing Master. First Mate. Ensign. Lieutenant Junior Grade. Lieutenant. Lieutenant Commander. Commander. Sea Pirate Captain. Commodore. Rear Admiral. Vice Admiral. Sea Pirate Admiral. Sea Pirate Fleet Admiral. Sea Nomad (Pirate Nation. They live in a pirate nation home to an armada of pirate ships  that raid other ships and look for treasure. They share the bounty with each other). Rogue. Smuggler (Smuggler of alchemical ingredients, weaponry, antiques, & discounted wares through secret tunnels, hidden compartments in airships or naval ships, secret tunnels in caves and caverns, & portals throughout the planes). Smuggler (Smuggler of contraband and other prohibited products. Such as magical items, stolen goods, cursed items, magical metals [mithril, adamantine, & orichalcium], spell components [Spells are made out of rare incenses, crystal gem dust, precious metals, ivory, oils, gemstones or crystals, quill inks, spices, & parchment], drugs, alchemical potions, weapons, gunpowder, exotic magical medicine [medical potions, tonics, antidotes, brews, elixirs, & concoctions heavily taxed by Big Pharma so they smuggle it to help patients, poor people, and disabled people], beasts, & liquor using hidden compartments in their ship). Smuggler (Specializes in the trading of Lumber, Mineral Ore [Copper, Brass, Bronze, Silver, Gold, Platinum], Trade Goods, Spell Components, Spices, [Salt, Cinnamon, Ginger, Pepper, & Sugar,], Bread [Brown and White Bread], Nuts, Rice [White and Brown Rice], Honey, Grain, Milk, Tea, Coffee, Herbs, Medicine, Live Animals [Chicken, Turkey, Fish, Crab, Lobster, Goat, Cow, & Sheep], Fresh Fruit and Vegetables, Chocolate [Milk, Dark, & White Chocolate], Sugar, Sugarcane, Magical Drugs [Magical Tobacco, Cigars, Cigarettes, Opium, Hemp], Magical Liquor [Magical Wine, Ale, Spirits, Rum, Beer, Whiskey, Vodka], Textiles [Silk, Linen, Wool], Dyes, Whale Oil and Blubber, Seal Fat, & Gemstones [Pearls, Amethysts, Quarts, Rubies, Sapphires, Jade, Emeralds, & Diamonds]).
Rogue. Insurgent. Infamous (Killer of Homo magi slavers, human traffickers, and raiders). Rebel. Notorious (Liberator of slaves and captives from Homo magi owned slave plantations, metal alloy mines, & gemstone mines). Insurrectionist. High Profile (Smuggler of runaway slaves and displaced war refugee diasporas into Free Folk territory through trains, underground tunnels, boats, & airships using hidden compartments). Wanted Dead or Alive (Bounty of seven billion, nine hundred million, five hundred thousand, and seven hundred eighty six dollars in brass, copper, bronze, silver, gold, & platinum coins by Homo Magi Empire world governments). Heretic (Political Radical and smuggler of government secrets). Anarchist. Revolutionary. Fugitive (Well known militant and radical anarchist, socialist, and revolutionary). Secret Identities.
Urchin. Street Urchin Stranded (Unknown city in a foreign nation. When they were in Homo Magi Empire territory). Beggar. Scrapper. Junker. Vagabond. Scavenger. Craftsman. Junk Dealer. Scrap Merchant. Peddler. Charlatan. Clockfighter (Makes clockwork constructs to fight as gladiators to fight in gladiatorial combat). Fortune Teller (Crystal ball, Tea leaf, Palm Reader, Psychic, Medium, Astrologer, Tarot Cards). Forger (Forges Documents, Signatures, Gems, & Coins). Counterfeiter (Makes and sells counterfeit coins and gems). Swindler. Con Artist (Fake Psychic, Palm Reader, and Fortune Teller). Forgotten (They had a start-up business that went really well for a few decades... Then people stopped buying their products. They didn't want what they were selling, despite their compelling "arguments"). Gambler (Card Games, Roulette, Baccarat. & Slot Machines). High Roller. Robber. Burglar. Pickpocket (City Elf Trained). Mugger. Highwayman. Scoundrel. Ruffian. Outlaw. Thief (City Elf trained). Thief Acrobat (Night Elf trained). Charlatan Thief (Night Elf trained). Market Thief. Tech Thief. Guild Thief (Half Elf trained). Shadow Thief (Dark Elf trained). Master Thief. Apprentice of Disguise (Void Elf trained). Secret Agent (Mage Espionage). Arcana Spy (Void elf trained). Master Infiltrator (Moon Elf trained). Arcane Trickster (Star Elf trained). Operative. Spy (Night Elf trained). Black Market Auction House Owner.  
Gym Rat. Gladiator. Street Fighter. Tavern Brawler. Pit Fighter. Underground Fighter. Martial Artist. Mixed Martial Artist. Monster Game Fighter (Has a magical monster or creature that fights in arena matches where monsters, beasts, & creatures are pitted against each other to the death). Arena Veteran. Bouncer. Bodyguard. Feared (Criminal and Killer). Mafia Member (Homo Magi criminal empire member). Mafioso. Mafia Associate. Enforcer. Mafia Soldier. Caporegime (Captain). Underboss. Consigliere. Crime Boss. Criminal Empire (Specializing in arson, protection rackets, bribery, robbery, drug trafficking, grand theft auto, extortion, racketeering, loan sharking, torture, fraud, contract killing, murder, assasination, theft, political corruption, forgery, smuggling, bootlegging of liquor, counterfeiting gems and coins, kidnapping, gambling, money luandering, police corruption, & arms trafficking). Assassin (Drow Elf trained). Professional Assassin (Dark Elf trained). Militant Assassin (Contract Assassin. Drow trained). Cloaked Assassin. Master Assassin. Hired Killer. Hitman. Contract Killer (Drow trained). Shinobi (Void Elf trained). Kunoichi (Drow trained). Ninja. Shinobi/Kunoichi Ninja Assassin Recruit (C- rank). Genin (B+ rank). Chunin (A+ rank). Jonin (S+ rank).  Spy (As a spy in good standing they can ask the arcane spy order to help them find secrets). Informant (They were part of an extremely secret magical organization of a spy network designed to learn the secrets of everyone from the lower class to the sovereignty to control the world. This organization to the rest of the world doesn’t exist and ignores the signs. They came into contact with this syndicate when they encountered an agent when they were older gaining their trust enough to be employed. Since leaving their only contact with them is by giving reports to small clockwork machines used by the agency). Double Agent (They hear inconsistencies in people’s voices and changes in people’s tone. When reading lines of texts in books, scrolls, & letters, smaller lines illuminate themselves sharing insight about the original text). Triple Agent (Specializing in persuasion, stealth, disguise, magical espionage, & being a trader of secrets). Paranoid Agent (They collect secrets by being inconspicuous and blending in as well as trading secrets with other travelers  amassing their wealth of knowledge). Infiltrator (Dark Elf trained). 
Servant (when they were in Light Fey Federation territory). House Worker. Butler/Maid (). Scribe. Journeyman Scribe. Assistant. Apprentice. Intern. Tutor (Mathematics. They teach students the magnificence of objective numbers with algebra, calculus, geometry, & trigonometry. History. They tutor pupils of the past and its lessons from wars to historical achievements. The Arts. Science. They lecture on the natural world and its wonders from anatomy, anthropology, archeology, biology, chemistry, geology, marine biology. physics, psychology, sociology, & zoology. Languages. They educate others about the myriad forms of speech in the world). Writer (Political treaties). Secretary. Employee of Royalty (High Elf). Courtier (High Elf). Negotiator (Specializing in Political dealings [such as large scale trade deals (between nations, kingdoms, empires, countries, or continents], royal weddings, peace treaties, & a myriad of other such dealings). Envoy (Aristocracy. Proto Elf trained). Diplomat (Blood Elf trained). Emissary (Sun Elf trained). Ambassador (Light Elf trained). Chancellor. 
Bodyguard (High Elf noble bodyguard). Royal Guard. Captain of the Royal Guard (Bodyguard of a count, viscount, duke, or archduke). Honor Guard (High Elf princess bodyguard). Kingsguard (High Elf Emperor). Commander of the Kingsguard. Lord Commander of the Kingsguard (Dark Elf High King). Tutor (Martial Combat. They teach students on the art of the body including combat, dances, & other forms of fitness). Mercenary. Well Traveled. Traveling Mercenary. Mercenary Company Commander. Mercenary Company Lord Commander. Private Soldier. Sellsword. Bounty Hunter. Urban Vigilante (By the Goddess as they were commanded by divinity to enact justice in the streets by any means necessary. Every criminal that they put away is an offering to their god of justice). Vigilante. Masked Vigilante. (Their city needs protection from bandits, raiders, slavers, etc. Someone should clean this place up and the sheriff and city watch and city guard won’t do it.) Urban Vigilante (A Philanthropist of a Different Sort. They were born into privilege but even with all their money they couldn’t stop the injustices in the settlements, villages, towns, & cities in their kingdom. So they took an unorthodox approach). Law Enforcement. Sleuth (Specializing in Policing murder mysteries, Surveillance stake out, Locating missing persons, & Background searches). Detective. Private Investigator. Lawbringer. Deputy. Sheriff. Marshal. Writer (Action and adventure, romance and drama, & mystery and horror). Mercenary. Hired Guard. Impenetrable Wall (With the help of a battalion of 500 knights and paladins under a knight commander from a knight order, a division of 25,000 soldiers under a general, a company of 250 city guards and city watch under a police captain, and a guild order of 500 adventuring heroes under a guild grandmaster. They defended a kingdom from an attack from a rampaging monster stampede of a thunder of a hundred adult, elder, ancient, & wyrm elemental chromatic red [fire, lava, and magma], white [snow, water, frost], blue [lightning and thunder], green [nature and wood], brown [earth, stone, metal], yellow [air, sand, mist], & black [poison and acid] dragons that attacked their kingdom. They also deterred the dragons using anti air and anti siege weaponry of mithril arrow ballistas, mounted 7.76mm gatling guns, missile launchers, 40mm mounted grenade launcher silos, fireball trebuchet, 914 mm cannons, flame throwers, heavy 50 caliber mounted machine guns, fireball catapults, mounted multiple titanium bolt triple bed crossbow, to 400mm artillery weapons). Cruel Efficiency (They then slain the dragons who attacked their nation). Cool Negotiator (Negotiated a trade of war spoils such as high value targets, weapons, riches, slaves, land, etc between two warring kingdoms led by a vampire lord of a vampire clan and a werewolf patriarch of a werewolf superpack to negotiate peace). Off the Beaten Path (Guided a courier and messenger to the frontline through the trenches during a war between magical humans, indigenous magical humans, and dark elves against homo magi, non magical humans, and light elves to let the commander know about the ceasefire). Hometown Hero (Arrived in a nick of time with the help of druids and rangers under a hunting captain, an outrider, & a pathfinder from a hunter’s lodge to save a city from an attack from a thieves guild). Cool Negotiator (Who ended hostage situations with a luxury train robbery, a luxury casino in a five star hotel robbery, an art gallery in a gala robbery, and vault in a bank robbery with their silver tongue of speech, persuasion, and charisma). Off the Beaten Path (Who protected a traveling caravan of merchants and traders from the merchant’s guild from raiders and bandits to guide the merchant guild’s caravan through a dangerous mountain pass). Impenetrable Wall (That defended the capital kingdom of the human federation of kingdoms, with the help of an army group of 600,000 soldiers under a field marshal and an army group of 600,000 knights and paladins under a high elder from a knight order from an undead horde invasion. It was an undead army, summoned from crypts, dungeons, cemeteries, & mausoleums of an entire kingdom, by necromancers. The undead army was numbered to be two million undead soldiers such as mummies, vampires, ghosts, skeletons, banshees, jiangshi, ghasts, wraiths, revenants, death knights, zombies, & ghouls. This army was led by fallen paladins or death knights, vampire lords, swordmaster wraiths (undead fighters), necromancers, spellcaster specters (undead magic users), nightwalkers, & mummy lords. This army was controlled by an undead lich king, known as the most feared and dangerous fallen paladin or death knight when alive, riding an ancient zombie dragon). Near Death Experience (He/she/they has had a past encounter with death. Perhaps he/she/they survived an encounter with undead, a demonic possession, a ghostly haunt, or a werewolf or vampire's bite. Maybe he/she/they had even died temporarily and had come deathly close with crossing the otherworldly. He/she/they was killed by the Lich King and the zombie dragon. But when he came back to life through being resurrected by a goddess he/she/they found he/she/they was granted a new unknown ethereal power). Seer of the Dead (Gifted with the ability to see and speak with the undead. Manifested when a chance encounter with the lich king and zombie dragon during their final battle linked them inextricably to the spirits of the undead). Hometown Hero (Who arrived just in the nick of time and saved a city of towns, cities, & settlements from a band of slavers and a gang of raiders). Lone Survivor. (A council of devils who converted their entire metropolis into a demonic horde of imps, fiends, demons, & arch demons. They then used the city full of human sacrifices and converted the mana taken from the human sacrifices to become greater devils, demon nobles, & demonic royalty. With the help of paladins, clerics, knights, & Aasimar they turned the converted demons back into normal humans). Cruel Efficiency (Slayer of the entire demon council behind the demonic attack of their mega city). On The Run from The Devil. Haunted Survivor. Well Traveled (Fleeing from demons hunting them). Cursed (Cursed by a demon general, demon lady, & demon queen behind the demon summoning that attacked their city. She was a survivor of his demon slaying. His/her/their hand is branded with the dark mark of the demon noble that sends imps, fiends, demons, & arch demons after them to capture him/her/them for her). Lone Survivor (Only survivor of a dungeon raid of an A class dungeon that turned into an S rank dungeon thanks to mana waste). Off the Beaten Path (Helped a caravan deliver supplies, food, & weapons, through the underdark caverns and caves, to above ground to a resistance group in an enemy empire). Spellguard. Noble Guard (Night Elf merchant bodyguard). Chief Guard (protector of High Elven king’s treasure horde). Force Gray. Gray Guard (Protector Aasimar trained). Arcane Enforcer (Mage Hunter). Justicar (Scourge Aasimar trained). Executioner (Hanging, Guillotine, or Beheading). Warden (Dungeon Warden). Chief Warden of the Gallows. City Watch. Constable (Street Patroller). Watchman (City Watch Police Major). City Guard (Wall Watchman, Gate Guard, & Palace Guard). Guardsman (City Guard Police Captain). Commander of the City Watch (Deputy Chief). Lord Commander of the City Watch (Police Chief). Commander of the City Guard (Assistant Chief). Lord Commander of the City Guard (Police Commissioner). 
Artisan. Tailor (Suits, accessories, dresses, & hats). Jeweler. Engraver. Weaver. Leatherworker. Wood Carver. Embroiderer. Toymaker. Watch Maker. Artisan. Craftsman. Master Craftsman. Inventor. Experimenter. Tinkerer. Metal Worker Weapon Smith (that is shield dwarf trained). Armorer (that is gold dwarf trained). Blacksmith (that is Draenei trained). Metalsmith (that is rock gnome trained). Fine Smith. Locksmith (that is deep gnome trained.) Weapon Smith. Machinist (that is tinker goblin trained). Inventor (Fire Goblin trained). Blacksmith (Draenei Trained). Engineer (Shield Dwarf Trained). Artificer (Tinker Gnome trained). Technomancer.
Lucky Fumblr. Free Spirit. Attention Addict. Entertainer. Circus Performer (Acrobat). Jester (Juggler). Fire Dancer. Bard. Comedian. Poet. Slam Poet. Sculptor. Photographer. Singer. Songwriter. Instrumentalist (Drums, Lute, Trumpet, Pipe Organ, Harp, Piano, Trumpet, Flute, & Violin). Composer. Screenwriter. Director. Playwright. Producer. Actor. Model. Fashion Designer. Author (Action, adventure, comedy, cook books, drama, horror, mystery, poetry, romance, travel guide). Editor. Illustrator. Publisher. Storyteller (Current Events. Their Own Adventures. Their Party’s Adventures. Folk Tales. Court Gossip). Fan Base (Their art and projects have particular significance to all of their readership. They have amassed a widespread fan base throughout the settlements, villages, towns, & cities of the federations, empires, & confederacies). Famous Storyteller (Their tales have reached lands far and wide throughout the federations, confederations, & empires and they're well received by most groups from noble courts to back alley gambling dens). 
Guild Recruit. Guild Initiate. Guild Apprentice. Guild Trainee. F Class adventurer. E Class Adventurer. D Class Adventurer. No Plate Adventurer. Bronze Plate Adventurer. Copper Plate. Brass Plate Adventurer. Odd Jobs (Being F class to D class guild trainee the jobs the city has you do lots of menial jobs as job requests by civilians to gain experience. Only then are you promoted to a full fledged guild member and adventurer as a C rank guild member.). Well Traveled. City Worker. Postal Worker. Mailman. Courier. Grave Digger. Mortician. Street Sweeper. Janitor (who cleaned a Shrine, Statue, Memorial, Museum, Royal Castle, Magical Academy, Library, & Theater Amphitheater). Ferryman. Charioteer. Boatman. Cabbie. Miller. Handyman. Electrician. Plumber. Laborer. Miner (Quarry. They worked in an open pit mine to extract rock and metal. Blast. They used explosives to displace chunks in mountains or make tunnels in hard rock. Shaft. They worked dangerous vertical shafts to mine deep veins of ore by getting into a mine cage. Cavern. They explored natural caves to extract gemstones and crystals). Brickmaker. Brick Mason. Stone Mason. Carpenter. Roadlayer. Roofer. Construction Worker. Contractor. Factory Worker. Fisherman. Whaler. Dock Worker. Harbor Master. Lighthouse Keeper. Lumberjack. Peasant. Serf. Farmhand. Vaquero. Cowboy. Shepherd. Dairy Boy. Cow Herder. Stablehand. Butcher. Grazier (harvested goods produced by animals such as milk, eggs, & wool). Rancher. Stockman (bred animals to sell for work or as pets such as alicorns, pegasi, unicorns, griffins, & hippogriffs), Gardener. Florist. Plant Whisperer (Green thumb that lets them care for difficult to grow exotic plants with skill that borders on the magical). Grocer. Cashier. Jack of All Trades. Well Traveled. Unionized. Wandering Labourer. Skilled Laborer (Because of all these menial jobs they did as a low ranking guild member and adventurer they have job experience doing many things and the townsfolk adore them). Writer (Bestiaries and Travel Guide).
Scientist. Paleontologist. Chemist. Alchemist. Biologist. Archeologist. Sociologist. Historian. Linguist. Interpreter. Translator. Anthropologist. Chemist. Alchemist. Botanist. Astronomer. Zoologist. Engineer. Astronaut (Rank Captain). Space Explorer (Current timeline is post ray punk, diesel punk, rocket punk, & atompunk of retro futurism). Dungeon Delver. Prospector. Porter. Miner. Relic Hunter. Antiquarian. Treasure Hunter. Martial Artist. Sage. Adventurous Eater. Adventure Chef. Apothecary. Town Apothecary. Healer. Surgeon. Nurse. Doctor. Field Medic. Arcane Chef. Traveling Mercenary. Wandering Duelist. Hero. Adventurer. Adventuring Royalty. Guild Member (Adventurer’s Guild). Freelancer (Guildless adventurer). Guild C class adventurer. Guild B class adventurer. Guild A class adventurer. Guild S Rank Adventurer. Silver Plate Adventurer. Gold Plate Adventurer. Platinum Plate Adventurer. Diamond Plate Adventurer. Guild Receptionist. Guild Veteran. Guild Officer. Retired Hero. Writer (Action and adventure, romance and drama, fantasy and science fiction, & mystery and horror). Retired Adventurer. Writer (Bestiaries). Guild Leader. Guild Master. Guild Grandmaster (Adventurer’s Guild leader). 
Disciple of the Obscure (They have spent their time worshiping a deity who's not very well known. They act as an intermediary between the realm of their deity and the mortal world. They perform sacred rites and offer sacrifices in order to please their deity. They are helping a demigod ascend into a goddess. They are worshiping them in private. Their deity wants them to do heroic, virtuous, & lawful acts in their name. Though the demigoddess is true good alignment, not a neutral good alignment like her disciple who swore an oath of vengeance and oath of devotion to her. She speaks directly to them sometimes. Other times it's through messengers such as angels). Folk Hero. Legendary Lineage. Divine Seeker. Auspicious Birth. Divine Disciple. Fated. Fallen Hero. Dark Hero. Wronged Hero. Local Hero. Celebrity. Divine Champion. Herald of the Gods. Defyer of Fate. Warrior of a Lost Age. From the Past. Elysium Knight. Ancient King/Queen. Eternal One. Sealed One. Ancient One (Blessed and given purpose by a benevolent being. Gained immortality for better or worse). Time Frozen (Frozen by a deity of time to protect them from calamity). Revenant. Lost Civilization (Person from legendary world filled with magic and technology where citizens used artifacts and relics many consider impossible). Isekai. Otherworlder.  Returned. Primogenitor (They were the first. They started a bloodline with a famous and rich history. An entire bloodline was born from their blood and an illustrious future was born from their actions. It has been many generations. They have lost track. They are recognized by their current family. They were a famous alchemist and renowned wizard who sired children. They, as an innovative inventor, engineer, & scientist, were the creator of some great process or invention that is renowned by many in the past and now is a commonplace sight. They were sealed away in a deep sleep only to have recently awoken. In the modern ages they are living alongside their progeny somehow despite being written out of history ages ago. The means of how they are currently here is sinister). Reborn Soul. 
Monstrous Presence. Survivor of the Cataclysm. An S rank calamity. An S rank dungeon. Millions of F rank to S rank adventurers were displaced to an S rank dungeon that was a giant supercontinent. With many environments of islands, jungles, forests, swamps, grasslands, deserts, mountains, arctic tundras, & volcanic mountains. The adventurers were displaced randomly throughout these environments. Terrains home to A to S rank beasts, creatures, & monsters. Environments home to B to S rank humanoid enemies. They were displaced there in the dungeon for a century. Time exists differently in the cataclysm. A century there was a decade in the real world. Of the millions displaced as the decade ended only several hundred thousand C rank to S rank adventurers survived. 
Beast, Monster, Creature Tamer: 
Dungeon Master of S ranked Monster Dungeon filled with slimes all the way to dragons for an S ranked Adventurers Guild for Training of B Class to S ranked guild members.
Minions: 
Slime folk minions with boss summons of humanoid slimse. Undead minions: skeleton soldiers, zombies, ghouls, mummies. Special undead summons: death knights, mummy lords, dullahan. Undead boss summon: a lich. Goblinoid minions: imps, goblins, & boss summons hobgoblins. Special summons, orc, high orc, troll, & high troll. Giant kin summons: ogre, oni, kijin, goliath, giants, & boss summon titans. Avian summons: tengu, kenku, owlin, and boss summons: Aarakocra. Werecreature minions and boss summon pureblood alpha werewolves. Serpent folk summons: gorgon, lamia, naga, yuan ti abominations, yuan ti half bloods, & boss summon yuan ti pureblood. Vampire summons and boss summon vampire lord. Dragon kin summons: kobolds, dragon newt, drake, wyvern, dragon born, half dragons, & boss summons dragons. 
Magic User Level: 
Circle 10 Magic User specializing in tier 0 to tier 10 magic. 10 magical cores or stars. 
Magic Skills:
Skilled in the schools of magic, magical subjects, & magical skills of. Especially absorption, alchemy, amulets, animancy, animation, animism, apparition, arithmancy, artificing, astrology, augmentation, banishment, bestowal, cartomancy, charms,  clairvoyance, conjuration, conversion, creation, crystals, curses, dark arts, demonology, disintegration, divination, elements, enchantment, entropy, evocation, familiar bonding, feng shui, geomancy, grimoires, healing, herbology, hexes, hoodoo, hypnosis, illusions, incantations, inscriptions, invocations, mediums, mysticism, necrology, negation, necromancy, nonverbal spellcasting, numerology, occultism, onmyodo, potions, precognition, psionics, psychometry, reanimation, rituals, runes, runology, scrying, sealing, sensing, shamanism, shapeshifting, sorcery, sourcing, summoning, spellcasting, spiritual projection, talismans, talismongering, tarot cards, technomancy, teleportation, transfiguration, transmogrification, transmutation, voodoo, wandless spellcasting, warding and wards, white arts, witchcraft, & wuxing. 
Skilled in the types of magic. Especially aether magic, astral magic, aura magic, barrier magic, battle magic, blessing magic, blood magic, combat magic, conceptual magic, cosmic magic, creation magic, dark magic, dark arts magic, death magic, demonic magic, destiny magic, destruction magic, defensive magic, dimension magic, divine magic, dragon magic, dream magic, druid magic, eldritch magic, elemental magic, emotional magic, energy magic, environmental magic, evolutionary magic, explosion magic, faith magic, fairy magic, forensic magic, forge magic, holy magic, home magic, hope magic, ink magic, life magic, light magic, love magic, luck magic, lunar magic, medical magic, memory magic, mirror magic, motion magic, momentum magic, music magic, mythic magic, nature magic, nether magic, neutral magic, object magic, order magic, paper magic, peace magic, planetary magic, plasma magic, poison magic, portal magic, possession magic, psionic magic, psychic magic, purification magic, quantum magic, raw magic, reality magic, reinforcement magic, ritual magic, rural magic, sacrificial magic, sealing magic, sentient magic, shadow magic, sigil magic, solar magic, solid magic, sound magic, space magic, space time magic, spirit magic, stellar magic, strength magic, symbol magic, time magic, techno magic, teleportation magic, transcendent magic, twilight magic, underground magic, urban magic, vector magic, void magic, war magic, warp magic, wild magic, & white arts magic. 
Magic User Rank: 
Imperial alchemist, master enchanter, journeyman animist, arch mage, grand magician, greater necromancer, lesser psionic, imperial arcanist, great channeler, supreme witch, greater summoner, master conjurer, grand sorcerer, great warlock, apprentice healer, lesser seer, great elementalist, greater illusionist, novice invoker, arch magus, supreme mystic, master transmuter, neophyte diviner, imperial mentalist, & master wizard. 
Titles: Strongest S Rank Adventurer. Undefeatable Arcane Swordsman. Most Skilled Spellcaster. Deadeye Esoteric Sharpshooter. 
Magic Circles: A magic circle is a circle of space marked out by practitioners of some branches of magic. They generally believe it will contain energy and form a sacred space. They believe it will also provide them a form of magical protection. Special powers that rely on the power of traced shapes and diagrams to function. Almost always a circular design. Comes with additional shapes of varying complexity inside the circle. Sometimes only required for a special ceremony. Sometimes necessary for anything and everything remotely magical.  It is a form of hermetic magic. Geometric magic usually sets itself up as a type of functional magic. It is frequently paired with ritual magic. Its instant runes when the magic seems to spawn the shapes rather than the other way around. Instant runes are generally involved anyway as the activation of the shape may cause writing to appear. Magic using wands, mage sticks, scepters, & broomsticks summon magic circles that are geometric magic. More complicated geometric magic designs are required for more complicated forms of magic. They are called arrays. The more detailed the array and the more stable the magic. The bigger the magic circle the more powerful the magic effect is. There are different geometric shapes depending on the class of magic the caster is using. There are several known variations. Some correspond to the major schools of magic and some to magical specialization. Combining geometric shapes leads to more complex forms of magic. The most powerful of spells use sacred geometry. His/her/their magic circles radiate or shine cardinal, sapphire, obsidian, opal, amethyst, emerald, gold, or silver.  
 Occupation:   
Scion of the Noble and Old House of Norwood. 
Scion of the Ancient and Powerful House of Delacroix. 
The Noble and Old House of Norwood have domains over the creation of mage schooling, magical research, & magical tools. 
The Ancient and Powerful House of Delacroix have a domain over the creation of weapons, armor, & shields. 
Guild Grandmaster of a Vanguard Guild an S rank Guild Order and Adventuring Guild
He/she/they are the high elder of the knight and paladin order. 
Commander of Timberwolf Mercenary Company.
Warlord of a City State. 
Shopkeeper and traveling merchant of Esoteric Emporium for magic users and Arcane Apothecary
Floating Magic Tower Grandmaster 
Chairman and CEO of the corporation Arcane Affinity. Arcane Affinity is the business of arcane supplies, magical weapons, & esoteric research that made his/her/their noble family their fortune. 
He/they as a grand magister on the magical council and circle of magi is a multi class magic user that is an imperial alchemist, master enchanter, arch mage, grand magician, high priest/high priestess, seer/oracle, supreme witch, grand sorcerer, great warlock, & master wizard. 
High King/High Queen of the Human Federation. King/Queen of the Human Kingdoms. Chieftain and Warchief of the Indigenous Magical Human Nations.
Place of Residence: When in magical human federation land he/she/they live at the Norwood Manor on the Norwood Estate. While in Indigenous magical human land he/she/they live in a dome shaped oblong, rounded, undulatory, & sinuous home. It has peaks and spires. It is rib vaulted. It has catenary arches. It is made out of gemstones and magical metals. It is filled with magiteck for accessibility. 
Citizenship: Tirione Kingdom, Human Federation of Magical Human Kingdoms and Indigenous Magical Human Nations, Alliance or Coalition, Federation of Aehinara, Continent of Aehinara, Contingent Landmass of Eisio, Giant Planet of Kaishi
Affiliation: 
Human Federation of Magical Human Kingdoms and Indigenous Magical Human Nations. 
Alliance or Coalition. Confederacy of Indigenous Goblinoid and Giantkin Nations. 
Federation of Aehinara
Sword and Shield Knight Order
Paragon Paladin Order
Vanguard Guild Order and Adventuring Guild
Cerberus Mercenary Company
Magic Council
Arcane Order 
Education:
High School graduate.
High School Diploma.
He/she/they were part of the magical go, magical shogi, & magical chess club. 
U-13 (or under 13), U-15 (or under 15) Magical Dueling first place champion, second place runner up, & third place finalist who took part in magical duels with a rapier, short sword and shield, & long sword.
 U-18 or under 18, U-21 or under 21, & 21 and over Magical Dueling first place champion, second place runner up, third place finalist who took part in magical duels with dual wielding short swords, one handed long sword and shield, and two handed great sword. 
U-13 or under 13, U-15 or under 15 Magical Archery first place champion, second place runner up, & third place finalist who took part in magical archery with a magical traditional bow and arrow, a magical crossbow, & a magical modern compound bow.
 U-18 (or under 18), U-21 (or under 21), & 21 and over Magical Sharpshooting first place champion, second place runner up, third place finalist who took part in magical gunslinging using a magical flintlock pistol, magical revolver revolver, magical semi automatic pistol, magical flintlock rifle, magical ten shot lever action repeating rifle, & magical carbine. 
U-13 (or under 13) and U-15 (or under 15) Magical Spellcasting first place champion, second place runner up, & third place finalist who took part in magical duels with a wand, magical baton, & grimoire.
 U-18 (or under 18), U-21 (or under 21), & 21 and over Magical Spellcasting first place champion, second place runner up, third place finalist who took part in magical duels with a mage stick, broomstick, & scepter. 
He/she/they/they took drama and theater where they met the Night Elf Bard.
He/she/they were the treasurer, vice president, & later student body president. 
He/she/they took honors classes and AP classes. He/she/they in high school were on the principal’s honor roll and was valedictorian. 
College graduate.
Associates Degree in Arithmancy
Masters Degree in Language.
Dual Major in Goblinoid and Giantkin
Minor in Common and Elvish
Master’s Degree in Military History.
History Major in Elvish History 
With emphasis in Dark Elven History
Minor in Draenei History
PHD in Magical Philosophy. 
Doctorate in Demonology and Necrology. 
He/she/they taught as a professor at the magical four year university. 
This is the magical four year university that they were alumni of where they were an English major that received their associate’s degree in Common (English).
They graduated cum laude as someone who graduated in the top twenty percent of their class. 
They were a Common (English) major that received their bachelor’s degree of the arts with a dual major in Goblin, Troll, Giantish, and Orcish.
Club member of the Divination, Numerology, Astrology, & Astronomy Club
He/she/they were club president of the Indigenous magical students association. He/she/they were vice president of the magical human students association. 
At the magical four year university they were the star-player of the magical sports team. 
He/she/they taught magical philosophy as a magical philosopher at a magical Ivy League School. 
This is the magical Ivy League School that they were alumni of where they were a Philosophy and Ethics major that received their doctorate degree in magical philosophy. 
He/she/they graduated magna cum laude as someone who graduated in the top ten percent of their class. 
He/she/they were part of the men’s and women’s magical basketball, baseball, softball, ice hockey, field hockey, soccer, volleyball, track and field, & rugby magical collegiate sports teams.
He/she/they were part of the magical fencing club sport team as Lysander. This is where they met the High Elf Cleric and Paladin.
He/she/they were part of the magical kendo, sai, kobudo, spear, kalaripayattu, stick fighting, bo staff, silat, & nunchucks melee martial art club sport team. 
He/she/they were part of the magical mixed martial arts (imagine karate, capoeira, krav maga, savate, muay thai, jiu jitsu, kickboxing, hapkido, judo, aikido, taekwondo, etc.) club sport team. 
He/she/they were part of the magical monk class martial arts (imagine bak mei, wushu, changquan, hung gar, xingyiquan, shuai jiao, wing chun, san da, choy li fut, shaolin kung fu, & wuzuquan) martial arts club sport team.  
He/she/they were part of the archery crossbow, traditional composite bow, & modern compound bow kyudo club sport team as Luciana. This is where they met the Wood Elf Druid and Ranger. 
As an equestrian that was part of the equestrian sports club they were a rider of magical mounts of alicorns, unicorns, & pegasi. 
He/she/they were an instructor at a magical military academy as a gun witch, battle wizard, & war mage. 
He/she/they at the magical military academy fought other fighters in tourneys with magical two handed greatswords, spears, two handed warhammers, & two handed battle axes. 
At the magical military academy they were the star player of the magical mount riding team as a rider of a drake and wyvern. 
He/she/they were part of the magical military martial arts competitive sports clubs at the magical military academy.  
He/she/they graduated from the military academy as a second lieutenant.
He/she/they graduated summa cum laude as someone who graduated top one percent of their class. 
He/she/they graduated from the military academy with a master's degree in History with a major in Elvish military history with an emphasis on Dark Elf history. 
He/she/they graduated from the military academy with a minor in geography. 
He/she/they as a grand magister who is a multi class magician graduated from a magical academy with certificates in metaplanes studies, astral studies, conceptual magic, quantum magic, magic theory, and theoretical magic.
Researcher and archiver at the magical library at the magical Ivy League university.
Base of Operations:
Castle inside a fortress as the High Elder of a Guardian Guild, a Knight Order and Paladin Order. Small buildings populate the grounds as dwellings for workers of the fortress. There are structures outside the bastion that offer a safe home to all those in need. A handful of waterfalls flow into various small rivers and provide the precious farm fields of farmers outside the castle with needed water. Lush fields of crops surround the castle walls and provide the inhabitants with food all year round. Various large houses are scattered outside the castle gates. Surprisingly the rich and middle class are comfortable with living outside the gates as well.  The walls of the bastion have openings for artillery, archers, & anti-siege weaponry. Trees grow close to the castle gates and provide it with valuable wood for all sorts of purposes. Stylish grand windows are scattered here and there around the walls of the castle in seemingly perfect symmetrical patterns. Fifteen thin square towers are a decoration aspect of this elegant castle. The castle is defended by towering four colossal round outposts made out of granite that form a protective barrier all around the castle. The outposts of this citadel are surrounded by eight guard posts made of obsidian. The guard posts have been built on various tactical spots for an ideal defense. The guard posts of this castle are each surrounded by fifteen guard towers. The guard towers dominate the skyline of these guard posts and are connected by tall thick walls made of basalt and stone. The fortress itself is defended by ten forts. Huge statues of heroes of the past decorate the castle inside. They are memories of glories of the past. The castle is built into a mountain surrounded by a forest. The forest was defended by magical creatures. The guard posts, guard towers, forts, & outposts that protect the castle are built into plains, hills, valleys, and fields. Huge dragon bones litter the forests and small wyvern and drake carcasses litter the fields and hills outside the castle. This castle has clearly been around for at least a thousand years. But it doesn't seem like it will collapse any time soon. This castle has clearly stood the test of time. This castle has been improved and improved over the ages. Some parts of the castle are clearly newer than others. The inhabitants are determined to keep their castle as modern as possible. This castle shows signs of expansion as some parts are clearly built more recently than others. The inhabitants are already working on another part and hope to keep expanding. The fortress has a huge gate with a vast gate with huge metal doors connected to a draw bridge built over a moat filled with aquatic magical animals that protects the bastion. These strong defenses give a safe place to rest in this forest stronghold. It's the only easy way in for any other side would be futile. Six strong square towers form a protective barrier all around the fortress. They are connected by towering, thin walls made of obsidian. Wide windows are scattered here and there across the fortress walls in an asymmetric pattern along with symmetric holes for archers, anti-siege weapons, and artillery. A sizable gate with giant metal doors, a regular bridge and various artillery equipment guards the last stronghold along this shoreline that the fortress is built into. But it's not the only way in when you know the fortress’s secret passages. Remnants of broken siege engines litter the area outside the fortress. Bodies, broken swords and shields, & dead mounts litter the fields outside. As a painful reminder of a past war. This fortress is relatively new but so far it stood its ground with ease and it'll likely do so for ages to come.
Vanguard Guild Hall as the Guild Grandmaster of Vanguard an S rank Adventuring Guild and Guild Order.  The Vanguard Guild had an emblem of swords and rifles in front of a sigil of a shield. This guild is designed expressly for those who battle monsters, hunt treasure in dungeons, and go on quests. The guild’s members were trained at a university founded by the guild. This guild will be dynamic. They are always looking for new opportunities. It may be willing to back more risky ventures in return for a share of the profits. It may even sponsor adventuring parties. The guild hall of the guild included a reception desk, a meeting room, training room, meeting room for guild leaders and VIP like royalty and other important people, treasury, market, dorms for apprentices and trainees, trading hall with traders, trophy room, war room, an arena, a library, workbenches, a brothel, barracks, chemistry lab for alchemists, offices for guild staff, magical lab for scientists, workshop, amphitheatre, common room, forge for blacksmiths and artificers, furnace, conference room for guild staff, emporium with merchants, auction room, a quest board, a bank, a notice board, hospital, pub for associates who aren’t members of the guild, mount stable, aviary, game room, archive room, mess hall, rooms with private wardrobes, storage room, warehouse, a tavern bar, kitchen, an armory, shrine for warlocks, chapel for clerics, & a dungeon for temporary prisoners. The guild had a grand hall. In the grand hall of the guild was a charter which is essentially a list of rules or values outlining the guild’s purpose and mission. The guild had a code of ethics. This addressed the overall behavior of a member, business practices, & product quality. In the reception hall of the guild was a list of requirements for admission and initiation. The guild’s standing and reputation in the community was excellent. The guild hall was a place where the guild showed off its accumulated power and wealth. The guild building had lodging and work areas for guild members and adventurers. It had a grand hall with ornate architecture and high ceilings. It was an obvious way for a powerful organization to quietly brag to all those who witnessed it. Tapestries hung on the walls in the color of the guild. The guild hall was three stories tall. The skylights at the top let light filter in the guild grand hall giving dramatic ambiance at any time of day. The guild had an underground room for secret meetings. The guild is led by a single president and overseen by a group of board members. An adventurers guild is an excellent spot for members to relax, share tales of their exploits, pick up rumors of missions within the city, hear gossip of loot in dungeons, and meet with prospective employers. Many people looking to hire adventurers come to an adventurers guild first. People can easily acquire adventuring hirelings or cohorts through the guild or hire freelance mercenaries through a mercenary company. The guild keeps track of its members' abilities. They often direct potential employers to the guild member or adventurer party that best fits their needs. Members must keep the guild apprised of their abilities and notify the guild when they are undertaking an adventure or quest. They are not required to accept any job offers the guild might point their way, but constant refusal of employment might eventually upset the guild grandmasters. Finally, members must be willing, if asked, to embark on a quest to rescue missing guild members. Finally, all members are expected to pay the guild 10% of the value of any treasure or goods they find on their adventures. In addition to the regular monthly dues. A guild is an organization formed to protect the interests and pursuits of people involved in the same general trade or activity. Within that broad definition a guild can appear in countless different forms. Such as large or small, weak or powerful, & public or secretive. Joining a guild is a simple enough prospect. One simply approaches it and petitions for membership. There you can find other information about the guild, such as its general membership requirements, operating procedures, and so on. A more covert association, such as a thieves or assassins guild, might require more investigation. Some secret societies are so well hidden that the party must seek out clues through investigation and adventuring. It is also possible that if someone has obtained fame that the relevant guild might approach them directly themselves through a representative. This is a relatively rare occurrence. Some guilds have additional requirements such as passing initiation rites or being a certain rank. Most guilds gain the bulk of their income through entry fees and membership dues. Most guilds provide a standard set of benefits available to all members. While they might vary slightly in specifics. They are generally the same from one guild to the next.  A guild subsidizes the cost of goods, supplies, and services related to its chosen field. Thereby reducing the price to a member by 10 to 15%. A guild can provide monetary loans to members who have fallen on hard times. Should they fail to meet the deadline. Then they are suspended or on probation at the very least or at the most expelled from the guild. The most obvious drawback to guild membership is the monthly dues. While most adventurers should have little problem earning this much money, a slow month can cause problems. A member in good standing might be given one month's leeway, but if they fail to pay their dues including back-dues by then they are suspended and put on probation. A member in bad standing after failing to pay back dues several times is expelled. Additionally, many guilds have enemies or rivals among the other guilds of the city. Guild members have certain responsibilities which they must perform in order to maintain their standing. In some cases these are fairly minor. Such as keeping the guild apprised of certain topics. In others, this responsibility might involve donating a percentage of earnings as membership dues. Other times it is seeking guild permission to undertake certain actions. An individual who fails to pay their dues or perform their duties for more than two consecutive months is expelled from the guild. Similarly, a member who compromises the guild in some manner is also expelled. Expulsion results in the immediate loss of all benefits gained from the guild. Guilds have a lot of power and influence. Guild membership can be an attractive prospect. Though most small guilds appeal only to characters who stand to gain from belonging, rather than the adventuring party as a whole. Small and weak guilds often do little more than provide members with a place to belong and perhaps a bit of financial support). Influential and powerful guilds control entire economic markets and might even guide the course of their local government. The municipal government cannot afford to alienate the guild giving it substantial leverage to make demands. A guild that becomes this powerful often fixes prices, drafts legislation favorable to it, or dominates markets otherwise unrelated to its pursuits. They played an integral part in magical society. They play a big part in the economies of the cities, counties, & countries that they inhabit. Guilds can provide so much more than a healthy economy and a prosperous working class. Guilds have had an enormous impact on the economy of the territory it covered. These are the organizations that can offer experience and resources. They can be a benevolent ally, a training ground, or a client. A guild is a corporation, a union, & a cartel. This guild has a bureaucratic setup. The best way to hide a glyph of protection is by sheer scale. This is done through facets of a planned city such as walls, streets, lights, sewers, & buildings. This glyph of protection goes through the entire country. This glyph of protection protects the town, city, & kingdom that the Guild Order is inside of. The symbol passes unnoticed to all but only to a select few of powerful magic users who are grand magisters. It is later forgotten completely by the general public. It is discovered in blueprints and through birds eye view of airships, planes, or flying mounts. It is geometric magic that is hidden in plain sight that is a protection spell for the location. Built alongside the glyph of protection is a giant magic circle that channels energy for the magic users of the guild and adventuring guild. 
Hidden away beyond the mountains in a kingdom in the clouds held up by magic is his/her/their own personal magic tower as a grand magister of the circle of magi, magical society, and the magic council. A Circle of Magi consists primarily of spellcasters, but occasionally boasts non-casting members such as alchemists. Magicians, wizards, sorcerers, witches, necromancers, & warlocks make up most of the members. These magical councils offer comfortable and well-stocked libraries for research, and laboratories for experimentation. Perhaps more important is that they offer an environment where casters can exchange ideas and theories. Or simply a place where they can interact with those who actually understand them. The Circle of Magi is a magocracy and faction. A magocracy is a form of government where only those with ability in magic could wield power and influence. The magocracy of the Circle of Magi is a bureaucratic organization that touches nearly every corner of the Federation of Aehinara of the Alliance and the Legion. It is essentially a government in a government. Its citizens are the billions of users of magic in the Federation. Arcane councils are also valuable as political leverage in cities where governments or common folk love magic as magical humans, homo magi, & Indigenous magical humans make up a magical society. The circle of magi is a faction of an esoteric society of arcane spellcasters governed by a magical council. The magical council easily rivals the rulers. The Circle of Magi is the main ruling body of the entire magical world of Homo Magi, magical humans, & Indigenous magical humans. The Circle of Magi is the primary governing body of many of the kingdoms, empires, & nations of the Federation of Aehinara. The Circle of Magi magical council acts as a leading government. The magical council is governed by a magical parliament and magical congress of a house of representatives and senate. The magical parliament consists of a house of commons of a council of elders and a house of lords of a council of high elders. This magical government is led by an executive branch of a Grand Magister. These 11 high elders are elites that specialize within the schools of magic. Such as abjuration, alteration, conjuration, divination, enchantment, evocation, illusion, necromancy, transfiguration, and transmutation. The 11 high elders are indifferent to the thoughts and concerns of non magicals. The magical council's laws are made to suit the powerful and magical. They enforce a powerful monopoly on key aspects of magical society. The nobility of Aehinara often have magical or sorcerous bloodlines. Many of the past and present 11 of the magical council high elders have come from the bickering magical noble families. Many elders who are council members are looking for ways to increase their power, influence, control, & supremacy over the 11 high elder members of the Magical Council. The 11 high elders gained their positions of the magical council through various means. Some through the lineage of well known magical ancestors. Some through being an apprentice of an old master. Others were valedictorians of magical academies. Others were heroes in wars as magical users. The magical council became an arm of the rulers’ of the magical human kingdoms and leaders of the Indigenous magical human nations power base as a separate branch of the military. They provide intelligence, security, and act as a branch of the military as magical soldiers. The Circle of Magi is a governing body of the magical community. They are responsible for regulating and enforcing laws for the magical community. They are responsible for keeping the magical community safe from the non magical community. On the ground it has several bastions that protect it from invasion. The forts themselves are protected by outposts, guard posts, & guard towers. The magical tower has an unique design and layout tailored to his/her/their personality. The magical tower has an alchemist laboratory where alchemists can brew potions, concoctions, potions, & elixirs. It has a workshop for artificers. The magic tower comes with a personal study for wizards. It has a witch cauldron for a witch coven to brew and concoct elixirs, potions, antidotes, brews, & concoctions. It has a large collection of magical lore. It has an archive of magical artifacts. It has a large library of scrolls, manuscripts, parchments, tomes, & books. It has an arena for duels between magic users. It has a stable for mounts. It has an arena for duels between fighters. It has a training arena for apprentices. It has an astronomy tower with an observatory. It has apartments and homes for workers. It has a herbology garden. It has a maze with stone, rock, & metal golem guards. It has secret passages. It has a garden protected by a wood elemental, stone elemental, & nature elemental. It has a crafting lab to craft, repair, and upgrade equipment. It has an armory with weapons, armor, & shields. It has a treasure room with loot that he/she/they found from inside dungeons as an adventurer and quests as a guild member. It has a factory to create automatons. It has a viewing room magic mirror to scry on others. It has a room with a table with a crystal ball and tarot cards for cartomancy and divination for fortune telling. It has a summoning and banishing room for his/her/their patron as a warlock. It is even bigger on the inside because of spatial magic. It is interconnected with other spires that connect to other magical towers. The magic tower is hidden away by illusions. The only way to reach it is by a portal network system. When an intruder attempts to access the portal when they aren’t supposed to it seals access from the portal network off. The magical tower is built on a magical leyline. It is built with a defense matrix. The magic tower is full of traps that deal with intruders. The magic tower has a room with magically bound guard monsters. The magic tower is defended against magic users with anti magic fields. The magical tower itself is protected by wards and charms and attacks intruders with hexes and curses. High King/High Queen of the Alliance and Coalition and leader of the Federation of Ahinara. The Alliance or Coalition represents everything good, lawful, tolerant, and progressive in the world. Self-proclaimed or otherwise. This is both an alliance between species and a coalition between nations. The ideals of the alliance are freedom, prosperity, and the security of its people. The alliance was organized by the heroic and righteous High King of the magical humans and Indigenous magical humans and the wise Dark Elven Empress of the Elven Empire. Who gets to define who’s good, lawful, and civilized in the world is an entirely different matter as history written by the victors and truth is defined by the powerful.
Transportation:
As grand magister he/she/they ride a magical flying motorcycle because broomsticks are uncomfortable. They as a gun witch also have inherent access to a plume of black swirling magical cloud that they sit and fly on.
In steampunk cities he can move by a zip line with a motorized cable trolley.
In a steampunk city he can also use an airship. 
As High King/High Queen. Flying chariot with pegasi or alicorns.
As Guild Grandmaster. Horse drawn carriage with undead skeletal horses.
As Knight Order and Paladin Order High Elder. Gas and steam powered magic airship zeppelin.
As a Mercenary Company Commander. Ironclad ship. Submarine. Ship pulled by a giant sea creature. 
As a Merchant Navy Fleet Admiral his/her/their mode of transportation is a war galleon class flagship. The galleon commanded a fleet of merchant ships. The fleet had barques, bilanders, biremes, birlinns, boita, brigs, brigantines, carracks, caravels, clippers, cogs, corvettes, dhows, drekars, dromons, feluccas, fleutes, fluyts, frigates, fustas, galiots, galleasses, galleons, galleys, guinemans, juncos, karves, kelches, knarrs, lorchas, luggers, man of wars, pincos, pinnaces, schooners, ship of the lines, sloop of wars, snows, shebecs, sutters, tartanes, trireme, & zebecs. The galleon had seven decks. The galleon had 52 cannons. The galleon had three hundred crew members. The galleon supported two hundred and twenty passengers. The galleon had 7 masts and 18 sails. The galleon used square sails and triangular sails. The galleon had 400 ton cargo capacity.
As a Sea Pirate Fleet Admiral his/her/their mode of transportation is a frigate, corvette, war galleon, & man of war class chimera flagship. The flagship commanded a fleet of pirate ships. The fleet had barques, bilanders, biremes, birlinns, boita, brigs, brigantines, carracks, caravels, clippers, cogs, corvettes, dhows, drekars, dromons, feluccas, fleutes, fluyts, frigates, fustas, galiots, galleasses, galleons, galleys, guinemans, juncos, karves, kelches, knarrs, lorchas, luggers, man of wars, pincos, pinnaces, schooners, ship of the lines, sloop of wars, snows, shebecs, sutters, tartanes, trireme, & zebecs. The galleon had ten decks. The galleon had 60 cannons. The galleon had four hundred crew members. The galleon supported three hundred passengers. The galleon had 10 masts and 20 sails. The galleon used square sails, diamond, rectangular, and triangular sails. The galleon had a 500 ton cargo capacity.
As a magic user and fighter who is a guild member and adventurer:
Taxi
Cab.
Carriage.
Hot air balloon 
Gas, electric, & steam powered magic four door automobile. 
Steamboat
He/she/they also used an air skiff carried by a giant flying creature such as a pterodactyl.
Mounts: 
Wooly Mammoth and Mastodon mount for arctic tundras.
Oliphaunt War Elephant mount as a war mage and battle wizard during times of war. 
As an Afro Asian Native a red, gold, & green Ryu Dragon Qilin or Kirin. A qilin or kirin is a distant relative of the unicorn and dragons. They generally range in fantastic bright cooling colors like teal, azure, silver and or amethyst. A fantastic beast which rides on storm clouds and across the night sky of a full moon. They have a central horn like a unicorn and antlers like a caribou. They have a body similar to a horse. With scales and the tail of a dragon. They have wild fantastic manes of silver or gold. They wander the world eternally free with the winds but they also enjoy finding the most isolated and secluded forests of the north and sleeping upon the trees. These fantastic beasts can serve as great allies and mounts. A hero who has one as a mount is the envy of an entire kingdom, nation, federation, confederacy, or empire. They are wise and give council at times. They also love to whistle like birds, speak to forest beasts, sing folk songs, or ask riddles. They are incredibly curious creatures by nature. Generally qilin or kirin are wild wanders but they are also incredibly noble creatures. They will come to the aid of distraught beasts and peasants after they have saved the helpless victims. They will gladly take any small token of appreciation but then leap into the clouds and vanish back to their wild whimsical journey across the world. When angered the qilin or kirin flies into a noble vengeance with lightning striking its enemies and it heroically charges into its foes kicking and stabbing them with its antlers and horn. Most enemies are left charred corpses. Others suffer grievous burns and injuries from the kirin and flee. Since the quilin or kirin has a sense of honor they might let honorable foes flee with their life like mountain tigers. People view these beasts as divine entities from the heavens. People view these noble animals as guardians of the downtrodden and poor. But Some Kirin are also evil or neutral and uncaring and their colors change to dark reds, greens or violets. Sometimes even shimmering black. These Kirin are corrupted and generally serve evil wu jen sorcerers, tyrants, and bloodthirsty pirates. There are other types of Qilin or Kirins such as the Ryu kirin aka the Dragon Kirin and the Aisu kirin or Ice Kirin. Dragon Kirins are generally vivid bright warm colors like emerald green, scarlet red, bronze orange, and yellow gold. They have a more Ryu dragon like appearance. Aisu kirin are generally dark blues, silver and or dark purple and appear more like a caribou. Generally these beasts have very similar abilities but it is said that they have different elementals being either fire or ice. It is said that the Aisu kirin can create a freezing wind wall around itself. The Ryu Kirin are famous for breathing fire and blinding smoke on it's foes.
As a knight and paladin. An alicorn mount, a pegasus mount, & a unicorn mount. 
A white alicorn mount. An alicorn is a winged unicorn.  Good deities placed alicorns and unicorns to ward away evil. They also placed them to preserve and protect sacred places. Most alicorns and unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send an alicorn or unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect. They might send that individual to an alicorn’s and unicorn's forest where evil creatures pursue at their peril. Unicorns and alicorns often serve deities of the forest and woodlands including the gods of benevolent fey. Although all unicorns and alicorns have natural healing power. Some serve the gods in greater capacities performing miracles normally reserved for high priests. An alicorn’s and unicorn's horn is the focus of its power. A shard of divine magic wrought in spiraling ivory. Wands of alicorn and unicorn horn channel powerful magic. While alicorn and unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution. These things must be given freely by the alicorn or unicorn with their consent. When darkness and evil threaten to overwhelm the mortal world the gods sometimes see fit to pair an alicorn mount with a champion. A paladin astride an alicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. As long as the troubled times of darkness persist the alicorn stays by the champion. Its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the alicorn departs never to return.
A blue unicorn mount. A unicorn was a mysterious and majestic magical beast resembling a horse with a horn protruding from its forehead. Unicorns dwell in enchanted forests. Unrelated to the horses it resembles a unicorn is a celestial creature that wanders sylvan realms. Its white form glimmering like starlight. A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. It knows the tongues of elves, fae, & sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive. A unicorn's forest is a celestial realm where nothing that occurs escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings. In a unicorn's forest a sense of calm pervades. From wolves and foxes, to birds, squirrels, and tiny insects. The creatures of a unicorn's domain seem quite tame. Pixies, sprites, satyrs, dryads, and other fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection these creatures feel safe from the threat of encroaching civilization and the malicious spread of evil. A unicorn roams its domain constantly moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods. A unicorn has deep blue, violet, or gold eyes. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Unicorns speak Sylvan, Fae, Elvish, and Common. Unicorns attacked primarily by impaling foes on their horns although they could also use their hooves as weapons. Unicorns dwelt deep within their forests. They shunned most creatures only conferring with fey such as pixies, fairies, dryads, elves, and sprites. They usually showed themselves only in defense of their forests. They scratched glyphs into the bark of trees in the areas under their protection. Unicorns mated for life. This unicorn had blue skin and violet eyes. It had a gold unicorn horn. The horn was two feet long. 
A black pegasus mount. The  winged horses known as pegasi soar through the skies. They are a vision of grace and majesty. When they touch down on solid ground they linger only for a moment drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds. Pegasi are highly prized as swift and reliable steeds. Being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids. So they can't be traditionally broken and tamed. Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer.  The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so it forges a life-long bond with its new companion. Pegasi, at first glance, resembled mere horses with large bird-like wings. Despite this, they had other avian features as well. Their forelegs had fur. Their lower legs were feathered instead of furred. Their manes and tails were also of feathers.  Being wild and shy magical creatures, pegasi were not easily tamed and ridden. A pegasus would serve as an aerial steed only to a good-natured humanoid. In any case they will strongly be opposed to wearing a saddle. The most common way they were trained was after being raised from birth. Though sometimes a grown pegasus might be tamed with a friendly attitude to the tamer. Making a worthy steed and mount indeed. This pegasus was trained since birth and wears a black saddle as a mount. Once tamed, a pegasus formed a bond with their rider obeying their commands. If the rider became evil after it tamed a pegasus the pegasus rejected them.  A typical Pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi can speak and understand Elvish and Common. Pegasus usually have white hides and white wings. This one had a black hide and black wings. 
A sea unicorn. A sea unicorn is a unicorn hippocampus. When traveling underwater they used a sea unicorn or unicorn hippocampus mount to swim underwater. They had the body of a horse, a scaly fish's tail, and fins. Instead of a usual horse’s hooves or a mane. Their front sides were covered with small scales with larger scales at the rear. Their skin was colored with ivory, blue, or green shades. Hippocampi could breathe either salty or fresh water through their gills. They could even breathe normal air for a short period of time with their lungs. They were also proficient in swimming and deep diving moving very swiftly. Being wild and desiring to keep their free spirit hippocampi were not easily tamed, but they could be trained to carry and fight with a rider as a mount. Being good creatures and skilled judges of character they would more commonly serve good causes and refuse to assist any creature they considered evil or hostile. They were excellent racers and good mounts. They served as a favored steed for sea elves. They were the allies and companions of merfolk, nymphs, sirens, & tritons. They are the enemy of weresharks. They could even be the special mount of an aquatic paladin. Hippocampi lived in pods made up of three stallions and around twenty mares. In each pod, a stallion is designated as leader through custom and rituals. Each stallions had its own harem that are compound with mare that had chosen to join it and remain in it for life generally. They would often ally with tritons, sea elves, nymphs, & merfolk which in return would keep the hippocampi's eggs in their castle. In case of great danger or crisis, several pods could gather to join their effort against a common threat. A gathering of this sort could be a compound of thousands of hippocampus. Hippocampi were generally known to speak their own language as well as Aquan. Though like any intelligent creature they were capable of learning others if properly trained. Among aquatic mounts, they were considered to be one of the most prized. 
As a fighter. They had a griffin mount and a hippogriff mount. 
A gold and brown griffin or gryphon mount. A griffon is a ferocious avian carnivore with the muscular body of a lion. It has the head, forelegs, and wings of an eagle. An adult griffon was about 10 feet long, with a wingspan of 25 feet, & weighed about 1,500 lbs. Griffons were known to be somewhat intelligent creatures though they had a penchant for aggression. Young griffons were generally not combative. Griffons typically made their nests in homes in high rocky places like cliffs as well as open caverns set in hills and mountain regions. They did this so that their young could be safe from those who would seek to steal them and use them as mounts. When acquainted with humans, they were usually stabled in airy, door-less stone halls  vaguely resembling their lairs. When tamed and raised at a young age they could become very loyal and fierce mounts. Because of this they were highly sought after.
A black and white hippogriff mount. A hippogriff is a legendary animal that has the head, wings, & fore legs of an eagle. It has the body, tail, and hindquarters of a horse. Hippogriffs had the body of a horse. With the wings and head of an eagle. Their forelegs ended in sharp talons similar to those found in birds of prey, while their hind legs had hooves. The average hippogriff was 9 feet long, with a wingspan of 20 feet, and weighed about 1,000 lbs. Their hides would be colored russet, golden tan, or come in a variety of browns with differently shaded feathers. Their beaks were either ivory or golden yellow. Hippogriffs were capable of expressing more complex emotions as well as feeling grief and crying. Hippogriffs were reclusive in behavior, seldom traveling far from their nest. Hippogriffs were extremely territorial and would attack any intruders in their realm defending their mate or young until death. They attacked by diving and attacking with their claws, hooves, & beak. Though regarded as clumsy attackers, flocks of hippogriffs could attack in concert. They could kill large prey such as deer, elk, bison, & moose. They were even capable of carrying it away in their talons. Being omnivores, they did not always have to resort to such tactics. They had an omnivorous diet and would hunt humanoids as often as any other meal. Hippogriffs were frequently preyed upon by drakes, dragons, and wyverns. Hippogriffs were highly prized as aerial steeds. They live in temperate to tropical hills in areas where it is particularly flat and barren allowing them quick and easy access to the skies. Because they were not as intelligent as griffons. A friendly attitude from the hippogriff to the rider or tamer was not required. But they still require a specialized saddle and appropriate training. 
As a magic user. A battle dragon, a crested felldrake, a guard drake, & a wyvern. 
A Battle Dragon. Battle dragons were fierce and brave dragons who took immense joy in fighting glorious battles. The scales of battle dragons changed in appearance depending on the dragon's activities. If at rest, they had a dull brown color. They became bright golden when the dragon was flying, allowing sunlight to reflect from them. Other variants existed with green-tinted scales and ruby and golden tips. They also displayed sharp horns that protruded from the back of their heads and from several extremities. Battle dragons' wings were large and brilliantly patterned. From a very young age, battle dragons were trained to take pleasure in the art of fighting. They could be found alone or in families as they raised their young. Clutches of young battle dragons were also commonly found.  Many communities forged long-standing alliances with battle dragon families for mutual assistance and protection. So that several generations of riders could count on generations of the same line of dragon allies.  Fearless and optimistic, battle dragons found great pleasure in simple armed conflict. They were capable of finding positive sides in any situation. No matter how grim, an ability that made them great inspiring forces and morale boosters within an army.  It was also common for battle dragons to serve as mounts for humanoid combatants.  When in combat, battle dragons fought fiercely while also providing support and encouragement to their allies. They could sing chants that inspired courage in their armies much like bards. Battle dragons could enter a furious battle rage, dealing devastating damage to their enemies.
A Guard Drake. An adult winged drake. Guard drakes were large reptiles that were created by a magical ritual involving dragon scales. They were loyal allies to their masters and could be quickly trained to follow simple commands. Guard drakes resembled the type of dragon they were created from in appearance except stunted and wingless with a squat and muscular build. These creatures were territorial and obedient. They could be trained to perform tasks typically associated with watchdogs, guard dogs, & attack dogs. In combat, the main weapons employed by a guard drake were its bite, claws, and strong tail. It also shared some of the traits of the original dragon. Such as a natural resistance to acid if created from black dragon scales. Lightning and thunder, coming from blue dragon scales. Poison, if coming from a purple dragon. Fire, lava, & magma if coming from a red dragon. Snow, ice, & frost if coming from a white dragon. This drake was created with mechanical prosthetic wings. This guard drake was a chimera of several dragon scales.  
Fell Drake. They were a type of fell drake often employed as guards by elves. Crested fell drakes were wingless draconic creatures with muscular hindlegs and a bright crest on the head. Like all fell drakes, crested fell drakes were good at heart, fierce, and loyal enough to defend their masters to the death. Crested fell drakes often lived alongside elves and acted as guards of settlements or border patrols. Their loyalty meant they were excellent pets and protectors.  Wild clutches of crested fell drakes were sometimes dominated by a rage drake. The fell drakes traced their origin to the dragon god Bahamut who created them to protect elves after a group of elven mages helped the Platinum Dragon turn back a demonic invasion. Fell drakes were carnivorous creatures that preferred to live in temperate plains, hills, or forests. Their snaky bodies also made them well-suited for underground expeditions that elves were averse to. On their own in the wild fell drakes congregated in clutches of 3-5 individuals. They are occasionally known to live alongside other fell drake subspecies or in groups dominated by a single rage drake. Though a bit difficult to manage, some humanoids besides elves such as humans, goblinoids, & kobolds were known to have domesticated fell drakes and trained them to act as mounts, pets, guard dogs, attack dogs, & hunting dogs.  This fell drake was a chimera of a rage drake, a horned fell drake, a crested fell drake, & a spitting fell drake.
A red wyvern. A young adult wyvern. Wyverns were used as mounts by various races and cultures.  These creatures were typically found in areas that were favored by dragons such as jungles, deserts, tundra, forests, mountains, or large caverns.  Wyverns were fluent speakers of draconic.  Giant kin of oni, trolls, orcs, goliaths, & giants kept griffons, perytons, drakes, & wyverns as hunting birds akin to what humans and elves did with hawks, falcons, and other birds of prey. These tamed wild creatures could also be often encountered patrolling the giant kin’s garden together with other tamed predators like owlbears. Dragons, griffons, drakes, and wyverns had a fierce rivalry over hippogriff and griffin meat. Manticores, chimeras, griffons, perytons, and wyverns were territorial rivals. Wyverns can be both solitary and pack animals. They did not have a strong odor. Although their lairs often could be tracked by following the smell of their recent kills.  When fighting these creatures would dive down from above. Grabbing prey with their wings acting as hands and hind leg claws. They then attempted to sting them to death. They were also known to slash at creatures with their claws mid-flight. Their tails were so long that opponents were typically struck by a wyvern's tail before their legs.  Their sleek and strong wings and hind legs proved very useful for an attack.  These creatures varied in size. With a length from 15​ to ​35 feet, a wingspan of 20 to 50 feet, & weighing around 1 to 2 tons. They were covered in red scales. They typically had gold, scarlet, or orange eyes. Their jaws were filled with long and sharp teeth and fangs.  Unlike true dragons, wyverns only had a pair of hind legs instead of a set four. Though they used their wings like a pair of arms and hands. Their wingspan could get over 50 feet in length. Their tails were often quite long. Comprising almost half of their bodies yet very mobile. These barbed tails ended in a thick cartilage knot with a stinger protruding out of it not unlike that of a scorpion.  Telltale sounds that these creatures produced included loud hisses similar to serpents and throated growls similar to the vocalizations of alligators or crocodiles.
As an artificer. Clockwork Steed. This clockwork steed is a winged mechanical horse and winged unicorn as a winged alicorn. Gleaming gears whir and buzz in an orchestra of motion whenever this red eyed steed moves. These tireless constructs were designed by engineers as a replacement for normal horses. They can gallop ceaselessly for hours or even days if required. In addition to their endurance, clockwork steeds pack a powerful physical punch because blows from their hooves can send smaller creatures flying. Though many riders enjoy the unquestioning way that clockwork steeds accept commands from their riders, others find these steeds’ lack of personality frustrating. Unlike normal horses, a clockwork steed lacks the ability to create a bond with its rider. Clockwork chargers are constructed to wreak greater mechanized terror on the battlefield. A clockwork charger has the advanced  template and is specially equipped for enhancing mounted charges or making such charges even without a rider by way of its pivoted lance. A clockwork charger has a pivoted latch large enough to support a lance and allows even those who are not proficient with a lance to use it as if they were. Furthermore, the clockwork charger is proficient with any lance equipped in the pivot. 
As an alchemist. A Clockwork Dragon. Made from gleaming metal and countless complex cogs and gears this draconic creature has the presence of a dangerous killing machine.  The teeth and claws of a clockwork dragon are made of adamantine, mithril, & orichalcum and have the qualities of a weapon made from that material. It has greater flight capability thanks to its spell infused mithral, adamantium, & orichalcium parts. The magic wielding engineers of ancient times created marvelous clockwork creations. Like the clockwork solider, clockwork hound, clockwork spy, clockwork assassin, clockwork steed, & clockwork guardian, but few equaled the formidable power of the clockwork dragon. The construction of clockwork dragons was based on a similar design to that of the clockwork leviathan. The engineers used the leviathan as a basic chassis, borrowing the same technology to fully waterproof the creature, then further modified the clockwork monstrosity to specialize it for defense and brutal attacks. Most of the time, clockwork dragons are built to represent metallic dragons, chromatic, gem, or Asian dragons. Preserved illustrations unearthed from archaeological sites show even primal and imperial dragons influenced some designs. It is rumored that an improved version of the clockwork dragon’s design possessed a semblance of sentience having the ability to alter their programming mid mission. Other variants of clockwork dragons wield breath weapons that deal alternate forms of energy damage. The greatest example of these variants is said to be capable of blasting a line of force from its fanged mouth. Some even claim to have spotted a similar creature. That is likely a product of parallel design. A robotic creation outfitted with enhanced flight, keen senses, lasers, and self-propelled explosive devices. The engineers who first crafted these creations made use of some of the rarest elements available. This included the various sky metals and in the creation of the clockwork dragons the engineers discovered many new uses for those metals. Clockwork dragons must be wound up to perform. Though a full winding lasts much longer for these creations than other clockwork creatures they eventually use up their power and go dormant. Most clockwork dragons remain in this dormant state awaiting a fresh winding. As constructs the creatures have no true society, but many clockwork dragons were deployed with a contingent of clockwork servants to attend to their winding and repairs. Some clockwork dragons were also built with tiny compartments in their bodies that housed a dozen clockwork spies, clockwork assassins, & clockwork soldiers. A squad they could deploy during their missions so they could provide their creators with a full report of the particular action in which they were involved. Most of the time, these tiny clockwork constructs cling to the dragon while it is in action, scurrying over its metallic scales as the beast pursues its quarry. This clockwork dragon has many upgrades and is highly customizable. It is an infiltrator. These clockwork dragons are more subtle and nimble than those of other clockwork dragons. An infiltrator clockwork dragon can rearrange its movable parts into very serpentine and compact shapes. Furthermore, its parts are coated with a black noise-dampening resin. It has active camouflage to blend in with its environment like a chameleon and reflect light as adaptive camouflage. Finally, it’s infused with magic allowing it to become invisible. The infiltrator clockwork dragon’s invisibility is a supernatural ability. It is a destroyer. These clockwork dragons are used as highly mobile and powerful siege engines. It acts as a mobile battering ram, mobile ballista, mobile trebuchet, mobile catapult, mobile siege tower, mobile mortar, mobile artillery cannon, & mobile missile launcher. It can light up oil in its body and has a fire breath attack that deals fire damage and explosive damage. It has a flaming tar breath. Instead of breathing fire it can spray a 30-foot cone of flaming tar. Creatures in the area of effect take fire damage and are entangled in a thick layer of flaming tar. It also has an acid breath. Equipped with an internal fountain of caustic liquid, this type of clockwork dragon has a breath attack with a 60-foot line of acid. It has rust breath. This rust breath does not breathe fire. Instead, the creature breathes out a fine mist of an alchemical solvent that instantly rusts exposed metals. This rust breath rusts anything in a 60-foot line. These clockwork dragons are made of resistant materials immune to rusting of any form. It has a sleeping gas breath.  This clockwork dragon’s breath weapon can be used with tanks of sleep gas. When the clockwork breathes out this gas in a 30-foot cone, creatures within the cone fall asleep for several hours. Clockwork dragons with this breath weapon tend to have the infiltrator modification. These clockwork dragons excel at missions that require stealth and precision rather than brute force.
Familiars: 
Regular Familiars:
Bat 
Ferret
Lizard
Owl
Hawk
Fish
Octopus
Small nurse shark
Magical Familiars:
As a gun witch:
Talking black shadow cat. It can teleport using shadow jumps. It is covered in hellfire.  It leaves black ashen tracks everywhere it goes. It can be commanded to summon its tiny fire powers to explode damaging everything around it and cause enemies fire and explosive damage. 
Talking black shadow raven
A palm sized spider that can mend any fabric based thing with arachne grade spider silk if it is told to by its owner 
Enchanted sentient spectacles that have way better passive and active perception than they do. Whispers in their ear when it's seen something they haven't.
As an Alchemist: 
As an artificer they have an iron golem. The iron golem assists them in combat.  These constructs were made entirely out of iron. These constructs were bipedal  and have a humanoid shape but were stylized to suit their creator. Though they were typically built to resemble some armor their features were comparatively smoother than stone golems. It was 12 feet and weighed five tons. Iron golems are dutifully obedient to those who created them. When left in a room with no activity they stand still going into a dormant state. Like any golem these constructs possess an immunity to magic and can’t be harmed by normal weapons. However their bodies were vulnerable to rust. The strength of these constructs are three times that of any flesh golem. Much like stone golems these constructs rely on brute strength when fighting. However, unlike stone golems, an iron golem was known to wield swords, even enchanted ones that were part of its construction. Iron golems were used to guard locations or valuable items.   
Clockwork Toy Clay Golem. It was elegant and used as an art piece. Appearing as a merely beautiful figurine before being commanded by their master to move or act. 
Clockwork Songbird. This gilded mechanical bird produces melodious songs from its complex clockwork voice box. The inner workings of a clockwork songbird are made of intricately interlocked components. With the most complex machinery located in the creature’s voice box.  Marvels of machinery and musicality the clockwork songbirds are prized for the beautiful melodies they produce. Which can vary based on the songbird’s construction. These clockwork creatures often inhabit the homes and gardens of nobility where they fill opulent manors and wide-open gardens alike with their lilting songs. Both children and adults delight in clockwork songbirds. With the former seeing these mechanical creatures as amusing toys and the latter as party novelties. A clockwork songbird’s intricate mechanical voice box allows it to sing a number of songs each of which provides a distinct effect. The clockwork songbird sings a hopeful song that though somewhat piping and thin rings true across the battlefield and instills a sense of duty in the hearts of the songbird’s allies. The gentle crooning lullaby of a clockwork songbird can cause enemies to become drowsy and sleep.  The clockwork songbird can whistle a lilting melody that causes allies to feel light on their feet.
Clockwork Hobgoblin. Fashioned after a tinkerer goblin, fire goblin, & urban evolved hobgoblin. Assists them as a clockwork engineer and inventor. 
Clockwork Mechanical Gnome. Fashioned after a deep gnome, rock gnome, & forest gnome. Assists them as clockwork engineer and inventor. 
Clockwork Spider. Tiny, fast, & strong for its size a clockwork spider is a must-have for any engineer worth their salt. From walking up walls to getting keys. Clockwork spiders are delicate arachnoid constructs built for espionage. They are designed to gather delicate information from people and places important enough to be warded against conventional stealth and scrying. Spiders can record and perfectly recreate whatever sounds they hear for a short time making them ideal for capturing the secrets of powerful enemies. Clockwork spiders were used to great effect in the dark political games of kingdoms and empires before spreading to the black markets. Spiders are impossible to replicate by any but the most brilliant artificers making them a near priceless boon to any guild spy or scheming noble. 
Clockwork Hound. Clockwork hounds are designed to guard areas and track prey. This black, mechanical hunting dog keeps its nose to the ground sniffing. Gleaming teeth fill its metal mouth. Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, prey animals, and other unfortunates. Their infused spirits are those of hunting hounds and their animating magic allows them to follow a scent with supernatural speed and accuracy. Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gear forged possible. Certainly the earliest hounds were built for work and war. Most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards. Two emerald, ruby, sapphire, or amethyst crystal eyes stare out from this artificial hound’s brass, silver, bronze, gold, iron, steel, & titanium forged body. This clockwork hound is the size of a large dog. It is fashioned after a pitbull, a rottweiler, a German Shepard, an Alaskan Malamute, & a Shiba Inu. The chest cavity of a clockwork hound can be opened to expose a storage area that can hold up to 30 pounds of items. If a contained item is a magical item then the hound gains the benefits of the item as though it were wearing them. Clockwork hounds are artificial approximations of canine companions that operate much like their living counterparts but never die of natural causes. They can work in packs or alone in accordance with the instructions imparted by their operators. Whether their operators are alive or dead is of little consequence to these constructs which proceed based on the last instructions provided. Like clockwork soldiers, clockwork hounds have long activity cycles due to the lessened winding requirements of their lighter frames. Their chest cavities are used to store goods and for reinforcement. They are used primarily for delivery missions, but work equally well as retrievers. They’re occasionally used for sentry duty. They are also used for defense and are most often seen in the company of similarly tasked constructs such as clockwork soldiers, clockwork spies, clockwork assassins, & clockwork guardians. A clockwork hound stands 2 and 1/2 feet tall at its shoulders and weighs 300 pounds. A clockwork hound doesn’t require air, food, drink, or sleep.
As a sorcerer/sorceress:
Triz. Lawful evil Imp. Imps are vicious manipulative fiends that are among the weakest beings in the demon hierarchy. They are considered minor demons whose job was to assist and corrupt mortals their masters wanted groomed to the side of evil. They are hired by non demonic humanoids by summoning. Though imps could take the form of various animals. Their natural forms were two feet tall humanoids that weighed eight pounds. This imp was dark red. It flew through the air with its leathery bat-like wings. The mind of an imp is both insidious and deceitful. They delight in corrupting mortals through trickery and temptation. Imps are masters of flattery coercing others into acts of lawful evil through flattery and endearment due to lacking the intimidating presence of other demons and devils. Regardless of the fawning facade they have, imps were ultimately at the service of the devil lords and viewed their humanoid masters as tools. At the same time their obedience to their devil leaders was rooted in pragmatism rather than genuine loyalty. Even if they are always in service to another, whether devil or mortal. They were still independent creatures with ambitions larger than their small size and sycophantic demeanor. Their true wish like most devils is to advance beyond their current station and obtain a position of power. In hell imps often served as errand runners, spies, couriers, or emissaries. Imps performed many roles in the hands of mortals often as advisors, scouts, assistants, confidants, and familiars. They typically served under lawful spellcasters like wizards or warlocks or anyone seeking magical power. Mortals judged worthy of an imp received them when they tried to find a familiar. Based on the misconception that imps were weak and dutiful servants. Imps relied on their charisma, persuasion, & available resources to hasten the corruption of their targets. Imps fostered a lust for power in the hearts of their summoners by increasing their magical abilities either through helping them  acquire new spells or magical items. By spying and knowledge given to them by other devils imps obtain a large sum of arcane knowledge about esoteric subject matters.     
Chaotic evil Will o wisp. A will-o'-wisp that has taken an interest in the spellcaster and follows them of its own free will. It is mischievous and occasionally floats off for hours at a time before returning. It often zaps party members at inopportune times and lingers after fights to consume the souls of the fallen. That aside, it is still supportive of the caster and readily provides backup as a distraction during truly dire combat. It occasionally acts as a guide when the spellcaster is lost though it will sometimes play tricks on the caster in the same way. Will boost the caster's elemental attacks. 
Applejack is a neutral good Mustavel. Mustevals looked like 2 feet tall humanoid mice. They were agile and rarely stayed still. This musteval had the ability to speak with other animals. Mustevals were small agile creatures capable of climbing and burrowing. They also have keen sight, smell, & hearing. They use their cunning and small size to fight evil. Often acting as spies and messengers for more powerful celestials.  
A foot tall brass metal golem capable of following simple instructions. It makes a happy whistling sound when it completes a task. It often watches its master with great curiosity and will try to mimic them.
As a warlock:
Thellesia/Trazeth a neutral evil succubus/incubus. A nonbinary genderfluid or bigender pansexual succubi/incubi.  They have a male masculine form, a feminine female form, & an androgynous nonbinary form. Succubi/incubi are the iconic depiction of lust. Feared for their typically evil nature and ability to steal one's soul. Succubi are fiends who wield subtle illusions and enchantments to tempt their victims into forfeiting their eternal souls. These lascivious dark-winged fiends can be found in service to devils and demons. High ranking devils, arch demons, demon lords, & demon generals use these fiends to tempt mortals to perform evil acts. Others keep succubi and incubi as advisers and consorts. Succubi often live up to their reputation acting as seductive females or males to lure males and or females into relinquishing some of their life-force. Particularly adept at controlling others in the peak of their strength. They're often employed albeit reluctantly by others to act as crowd control or to tame certain creatures. Most of them share the nature of their reputation. They are flirtatious. They avoid fighting where possible instead choosing seduction or fleeing. Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. The gender-neutral term for Succubi and Incubi is usually either foocubus or concubus. Succubi/incubi in their true forms have an appearance similar to that of humans, but are horned, clawed, tailed, & winged. They are typically slender, well toned, and are very rarely overly muscular. Due to their shape shifting changeling abilities they can tweak their appearances or even change them completely to suit their needs. A succubus is a demon temptress who lures you in by seducing you. They kiss you and have sex with you until you die after they steal your life force. They existed to seduce and tempt mortals and ultimately slay them and take their life energy back to hell. The more virtuous the victim, the more rewarding it is for the succubus. When they reproduce with a mortal, the child is a cambion. When uncovered in her true form, a succubus appeared as a stunningly beautiful woman of statuesque build and perfect figure. With flawless skin and red or raven-black hair. Incubi, meanwhile, appeared as perfect male members of whatever race they were working with. Succubi/incubi they also had clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes were red. Small horns, claws, and a tail might also be seen. Succubi stood on average around 6 feet tall and weighed 125 pounds. Demonic succubi were by far the most attractive of the demons. However, succubi often used their shapeshifting changeling ability to assume a humanoid form and could maintain it as a disguise for as long as they liked. Thus mortals rarely saw succubi and incubi in their true forms but they were always attractive to an observer. Lovers, not fighters, succubi fled all conflict if they could. Using their claws only as a last resort if revealed in their fiendish form. Rather, they focused on dodging blows and running for safety. Nevertheless, they were rarely taken by surprise. Instead, they preferred subterfuge and seduction. Such as turning their enemies against each other, making them into loyal servants, or trying to get individuals alone. A preferred tactic was to disguise themselves and feign friendship. Or pretend to be a damsel in distress especially if encountered in a dungeon. Then find a moment to be alone with a potential victim where they could use their life-draining kiss or steal their soul with sex. Succubi and incubi were lustful creatures. A fiendish succubus or incubus desired a corrupted soul like nothing else feeling utter emptiness until they claimed one. Their deadly kiss was an echo of this emptiness. Demonic succubi lived to seduce and tempt mortal beings of the earth and in the end slay them and carry their life-forces back with them. For the destruction of mortals increased the power of Hell. They seemed to have fed on this life-force themselves. Many succubi and incubi were engaged almost constantly working to corrupt mortals, usually via promises of sex and other pleasures. Demonic succubi and incubi typically targeted men, women, & beyond of energy and passion. The fiery spirits of humans meant they were easier prey, so succubi did not often concern themselves with demi humans. They were content to take things slow and work subtly. Devilish succubi and incubi were adept at winning hearts and breaking hearts. But they also made for cunning and made skilled spies and assassins. They served higher-ranked devils as scouts and advisors, as emissaries to key mortals, and of course as concubines. They tempted mortals into sin on behalf of demon lords/ladies, arch demons, demon generals, & devils. Fiendish succubi and incubi commonly used their ethereal form to slip through walls to reach a mortal's bedside and linger there as they slept. Here, they filled their victim's dreams with debauched scenes and whispered of forbidden pleasures. Tempting them to indulge in dark desires, appetites, and taboos. The more the succubus and incubus did this in their dreams, the more vulnerable their victim became to temptation in the waking world. Eventually, the succubus and incubus entered the mortal realm directly. In a pleasing form previously seen only in the dreams. They then befriended or seduced their victim, so they could influence them directly. They would then indulge all their desires so they would perform evil deeds of their own free will. When the victim was utterly corrupted, such as by committing three betrayals of thought, word, and deed, their soul was in the grip of the succubus and incubus without need of contract or pledge. For a more virtuous victim, this corruption might take longer, but their downfall was all the more rewarding for the succubus. Finally, the succubus slew their victim with a kiss and sex and the corrupted soul went down to the lower planes as their prize. The succubus actually avoided charming the victim if they could help it, as the mortal would not be responsible for their actions and not truly corrupted. Thus, charming was mostly used for self-defense. Similarly, their lethal kiss was only used as a final assault or a parting shot before they escaped. Preferring to work alone, demonic succubi and incubi operated as lone wolves and rarely gathered in numbers.  Demonic succubi and incubi were independent of devil society. Going where they liked and doing as they willed and answering to none. The greater demons and arch demons tolerated them and even accepted their independence. For they served the devils in their own unique way. In turn, succubi and incubi could dominate lesser demons and imps through a mixture of threats and wits. They occasionally worked with imps who became their summons. Succubi and incubi were known to serve demon lords as advisors and consorts. Some squads of incubi and succubi engaged in espionage, sabotage, assasination, & infiltration. Some succubi and incubi were free agents working their own grand plots. This succubus and incubus in particular hopes to seduce the hero/heroine Lysander/Luciana while assisting them as a summon for their devil patron as a warlock. 
Afdani is a female chaotic good red (Bloodlines of Dispater, Glasya, Mammon, Maphistopheles, & Zariel ancestry) Winged Abyssal Tiefling. She is a warlock, witch, & sorceress. She is descended from fiends of demons and devils who had bred with humans. Tieflings are known for their cunning and personal allure. This made them excellent deceivers and inspiring leaders when prejudices were laid aside. Although their findish ancestors could be many generations removed the taint lingered. Unlike half demons, tieflings were not predisposed to evil alignments. They were varied in alignment as much as full humans. Tieflings tend to have an unsettling air about them. Most people are uncomfortable around them whether or not they are aware of their demon ancestry or not. While some looked like normal humans, most retained physical traits from their fiendish ancestors. Most common features being horns, prehensile tails, & pointed teeth. She has red horns. She has golden eyes. She has black hair which she dyed some to be purple. She has red skin. In her human form she has human-like tanned skin that has reddish hues and undertones. She has better reflexes than her human kin. This and their natural propensity for hiding and trickery helped give them a reputation for thievery and mischief. The physical appearance of a tiefling depends on the exact ancestry that spawned them. A bloodline might have remained dormant for generations. She besides the horns and tail, as a demonic tiefling, also has a forked tongue and scales on parts of her red skin. Tieflings have a number of abilities gifted to them by their demonic heritage. Tieflings are alluring and intelligent creatures with a seductive aura. Most tieflings were aware from an early age that they were different from others around them. They were given to strange urges and desires because of their demonic ancestry. Most tieflings now are raised with the love a normal human child might expect to receive. This shaped most of the race from bitter people who expect eventual rejection from people they meet. Because of their fiendish heritage many were distrusting and self-reliant. Tieflings are proud and secretive by nature and possess a dark demeanor. This makes them social outcasts. Members of other races find that once they demonstrate trust and friendship would be reciprocated in full. Once the bond was forged it was never broken. She as a tiefling is a talented warrior. In melee combat she is agile and nimble. She likes weapons that combine sharpness with speed. She uses hand crossbows, daggers, rapiers, longswords, & short swords. She, like most of her kind, is ambidextrous and favors a two handed fighting style. She doesn’t use shields. As a magic user she is a warlock, spellcaster, and conjurer. As a winged tiefling she has a pair of black demonic wings. She had an odor of sulfur and brimstone. Tieflings like other races that were a result of breeding two or more others gathered together to make a community and have a culture to call their own. They find refuge in the human federation of magical human kingdoms and indigenous magical human nations. Some tieflings are proud of their demon heritage. They were fascinated by the dark and sinister events that touched the world but weren’t evil enough to cause them. They chose to use this knowledge of evil and their demonic abilities to stop these dark schemes. Some wished to escape the shadows that lurked over them by constantly doing good to make up the evil that begot them. She, like many tieflings, is carnivorous and eats meat and sometimes drinks blood. In many ways tieflings were similar to humans physically. Tieflings on average were as tall as humans and were from 5’6 to 6 feet tall and weighed from 140 to 200 pounds. She is 5’8 and weighs 140 pounds. She sleeps with her eyes open. Her eyes roll backward. She snores in ancient incantations. Her tail acts in the same manner as a cat's would. When drunk instead of tripping over herself or slurring her words she gazes into nothing and whispers infernal phrases. She smells with her forked tongue. When she speaks small goats of smoke emerge with each word. Her tongue is that of a serpent giving their voice a hissing sound. She cannot blink or shed tears. She has an innate dislike of precise and/or complex geometric symbols. She loves to collect forbidden lore and knowledge. She has two large horns each of which has a red crystal carved into them. Small heatless flames flicker across her skin when she is angry. Her yellow eyes burn with the fires of her demonic ancestry. The echo of her voice returns in Infernal. She is followed by a loyal imp servant. When laughing nearby fires sputter, spark, and release sulfur smelling smoke. She grew up among another race. She grew up among the magical humans, Indigenous magical humans, & homo magi. They are her true family. Her trinket is a rose made out of steel engraved with a name written in infernal. She thinks the world should revolve around her. She flaunts her heritage at the most unfortunate of times. She would sell her soul for the one she loves. Her family was often away serving a family of an ancient warlock. She now serves their descendant Lysander/Luciana Norwood. 
Drovia a lawful good gold winged Scourge and Protector Aasimar. She is of noble background. She is an acolyte. She is a cleric and paladin. She has celestial ancestry.  She is half human half god. Aasimar have the mark of their celestial ancestor through many different physical features. Many often varied from person to person. Nearly all aasimar are uncommonly beautiful. They were often significantly taller than humans too. Most aasimar have pupil-less pale white, gray, & golden eyes and silver hair. She has golden eyes and silver hair. She has feathers mixed in her hair. Many aasimar have light covering of feathers on their shoulders where angel wings might sprout. Like tieflings, aasimar bloodlines could sometimes run dormant for generations, often reappearing after being hidden for some time. Most aasimar grew up cautious around others. Like tieflings were misunderstood sometimes, though never to the hateful extent many of fiendish or demonic bloodlines were. Even those raised by understanding parents couldn’t escape the curiosity or even fear their unique nature sometimes provoked. Many aasimar even suffered bigotry and prejudice. Something that deeply hurt the heart and soul of the aasimar in question since most had empathy for others. Though many aasimar are good in nature thanks to their celestial or divine ancestors not all are just as not all tieflings are evil. Aasimar are a wise and charismatic race. They possess strong insights and a powerful allure. Which most races can’t compare. They are also quite perceptive. Noticing things others don’t. They like tieflings are not rare and have true cities and societies of their own where they can find others of their kind. Because of their ties to good gods and celestial beings most aasimar are drawn to the religious path of clerics and paladins. Most aasimar spellcasters call upon divine magic as opposed to arcane magic. Many become paladins in the service of good. The philosophy of lawful good paladins resonate strongly with aasimar. She is lawful good. She is a scourge race aasimar and protector race aasimar. She is a cleric and paladin. Like other half breeds, aasimar did not feel as a whole beholden to one god or pantheon. Aasimar because of their human ancestry felt a strong draw to their kin. They also felt a strong bond with other half breeds. Many enjoyed the company of half elves and half orcs. They also god along well with good aligned tieflings. Whom the celestial descended race was instinctively wary of. Elemental genasi however they found alien even by their own standards. As a protector aasimar she is tasked by the powers of greater good to protect the good, weak, & innocent of the realms. When she was a preteen she was given a divine missive along with guidance to smite evil and defend those who can’t fight on their own. Protector aasimar were often more learned and judicious than others. She has a pair of ethereal celestial wings and a pair of corporeal angelic wings on her back. As a scourge aasimar she divine heritage has an intense drive to purge evil from the realms. She is an exceptionally healthy and robust person. They are imbued with powerful divine energy to help them carry out their natural drive to smite evil. The energy coursing through their body radiates outward making them easily identifiable. She wears a mask to hide away her otherworldly appearance except in combat. She always knows the direction and distance to the nearest places of worship. Any stringed instrument she plays is instantly tuned to perfection. When in her wingless human form two vertical lines go down her back near her shoulder blades. As an aasimar related to a being related to the sun the golden iris of her golden eyes look like an actual sun revolving. When in love a faintly colored glow hangs in the air around her and reaches out toward the object of her affection nearby. Light reflects off them in a way as if they are standing in a column of heavenly light. Her touch can relieve the pain of the sick and elderly for a week. People who sleep near her feel they rest more peacefully than they ever have. She shines slightly when in combat. Religious people seem drawn to her. Impurities in water clean up when she touches it. 
As a mage:
Tess Foxlight a neutral good fey flame Sprite. Sprites are the warrior relatives of pixies. They are fierce defenders of good wherever they are. They are firm judges of other creature’s hearts, souls, & intentions. Sprites resemble tiny elven fey with insect-like wings. They are about 2 feet tall. Sprites are flighty and found most creatures to be too serious. However they despised evil. Because of their attitude and zealous nature against evil. Sprites are considered harsh by other fey. Unlike pixies they didn’t care to engage in fun activities or adorn themselves. They are quick to ally with good natured creatures. They are quick to come to their aid even at unexpected times. They are excellent judges of character. They can always sense another creature’s real nature and emotions. Like other fey Tess possesses innate magical powers. They can become invisible at will. They can detect good or evil from 40 yards away. She is an excellent brewer of toxins, poisons, & antidotes. They favored a potent sleep potion they coated their arrows with as an archer. They usually harvested the ingredients for toxins and poisons in forests. Even going into dangerous places to find them. They were not above stealing from hag’s gardens if necessary. Sprites kept an eye on other small pixie, sprite, or fairy fey to protect them. They also kept an eye on fey to know who to invite to their gatherings. She associates with druids and rangers. She opposes the will of evil fey and pledges to thwart evil arch fae at every turn. Unlike pixies she rarely indulges in fun and merriment. They are firm warriors, protectors, & judges. She protected Lysander/Luciana from dark fay. Sprites make their homes in meadows and glades deep within forests. They are omnivorous creatures. Unlike their kin. They are mainly active during the day. Sprite villages can also be found in the trunks of trees. They allowed no trespassers. They are quick to judge the moral character of invaders. As a flame sprite she is temperamental and loves fire. She uses a small dog as a battle mount.     
Ysret a chaotic good Pixie. Pixies resemble tiny elves. They are from one feet to two feet in height. Pixies have silver moth-like wings. They prefer to wear brightly colored clothing. Pixies are mischievous spirits that enjoy playing pranks on people. Such pranks are leading travelers astray. Pixies are well known pranksters but some delight in more helpful magic. In combat pixies wield appropriately sized swords and bows. Their arrows are drugged in a potion that causes memory loss. Pixie villages each have different clans and families. Community loyalty is important to them. Although pixies carried no treasure with them. They are known to have tiny hoards in their homes to impress visitors. She keeps coins, gemstones, & other treasures to impress Lysander/Luciana. She is active at night. Like other pixies she is a vegetarian eating fruits, vegetables, & nectar. Pixies live in temperate forests making their villages in deep forest caves. One legend says pixies stole from the secret of making honey from the Fairy Queen Titania and sold it to the bee species.  
Chaotic good Fairy. A particularly spiteful fae fairy that has run away from home. She latched onto them because it liked the color of their eyes. Occasionally changes their hair color and eye color in the middle of the night. It refuses to be told what to cast or when. 
As a wizard:
Neutral good red pseudo dragon. Pseudodragons typically had bodies about one foot long, with a two-foot tail and weighed about seven pounds. They could communicate telepathically in common or draconic. They also communicated through the vocalization of animal noises. While pseudodragons could bite their main weapon was a stinging, poisonous tail. They had chameleon-like abilities, though their color was usually a brownish red. Pseudodragons inhabited temperate forests in the wild, but they could often be found as familiars in nearly any environment. Their general attitude was similar to that of a small cat but with a cunning intelligence. Pseudodragons loved to hunt vermin and small animals for food. They were wary of evil beings, but were willing to serve as a companion to another being if treated well and respected.
Chaotic good violet fairy dragon. A micro-dragon. If it curls up it fits into the palm of their hand. They found it in their copper, bronze, silver, gold, & platinum coin pouch one day clutching a single gold piece and it refuses to let go.
As an artificer:
Clockwork Spy. Particularly guileful crafters may construct miniature clockwork spies that can record sound. Rumors tell of even more advanced technologies that allow visual recording. While magical wonders such as spells can allow the user to scry information or to see where one isn't normally physically able. Clockwork spies provide an edge in that their memories are concrete and incorruptible enabling them to make flawless recordings of events not subject to the regular perversions of human memories. This tiny steel creature has eight small gemstone eyes, a spherical body, and several spider-like legs of grinding metal.  These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions. They can be vital tools in political intrigues or illicit consortium tactics. Their retractable insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks. If a clockwork spy is caught in the act of recording its target. Escape is usually the most practical course of action for it. A clockwork spy can record nearby sounds archiving all sound within a 20-foot spread onto small gemstone crystals embedded in its body. The clockwork spy can record up to 1 hour of sound per crystal it possesses. Clockwork spies must be given commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes. It can differentiate between specific individuals. A spy can be ordered to start recording sound as soon as a humanoid comes in range. It can be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound it can cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Clockwork Automaton. Created not by a god, not by magic, but by pure science and technology an automaton is a construct designed to emulate life. Gears and cogs turn within their carapaces. Thinking, processing, & learning. Depending on the creator an automaton may have a very life-like face with optical sensors. Automatons can be modeled after any of the races. Usually human or elf is the standard choice. However, if the creator wants a strong servant they may be modeled after a troll, half troll, goliath, oni, giant, orc, or a half-orc. If they want a nimble spy the automaton may be modeled after a fairy, pixie, imp, halfling, or hobgoblin. An automaton is given a name that their creator see’s fit. Whether it is the name of a relative or important person in history or mythology. Or alternatively, an automaton could not be given a name at all but a serial number. Distinguishing them from the others by number and type. Emulating life can only get you so far in society. Because of this, if an automaton is left to roam freely they can find it very hard to integrate into society. An automaton left to their own devices is not a common thing however. More often than not, an automaton is built for a purpose. If this is the case, they will not steer from this purpose. It is what they were made for it is what they will do until they are given a new purpose. Some arrogant scientists create automatons to flaunt their intellectual prowess. These automatons are the kind that are most life-like created for the spectacle, rather than anything of much worth. This automaton was made life-like by Lysander/Luciana to make it easier for humanoids to be around it. But not too life-like with an uncanny valley, made somewhat cartoonish on purpose, so as to not be creepy. Automatons with the purpose of dazzling and amazing crowds are often seen as just that, a clever trick of an even cleverer man. And thus, is the life of an automaton, either loved or hated without cause and without care. Seen as either a spectacle or an atrocity. A wonderful creation of art and science, or an unsettling attempt at something not quite real. At times when an automaton's creator dies they must find a new purpose. A lone automaton will wander the streets until it finds someone who will take them in or work with what they can do. Some automatons are gifted with the ability to understand and perform acts of arcane magic. Some are given new skills and abilities to explore. Others are captured as slaves, forced to work, or forced to fight. Learning nothing new and living a life as empty as before. These are in fact, the best case scenarios since more often than not an automaton left to roam alone without a master will succumb to the violence of fear and ignorance. Destroyed before they can become more than what they were made for. As stated before, every automaton is created by a person or even a team of people. Usually the body and general appearance of the automaton is based on the race of the creator(s). This is not the case if the automaton is made for a specific purpose of course. If an automaton was design for infiltration or assassination they will sport an agile and athletic body. Akin to that of an elf, human, draenei, or halfling. Alternatively, an automaton made with protection, defense or offense as the main priority have thick-built muscular bodies, modeled in the way of orcs, trolls, giants, oni, & goliaths.. In rare cases, automatons are constructed for personal purposes. Such as a friend, companion or even an intimate partner and these automatons are crafted to embody the most appealing physical appearance of either gender of any race desired. This automaton was created by Lysander/Luciana to be a secretary, bodyguard, friend, companion, servant, assistant, & spy. More often than not, automatons built for intimate relations are the most frowned upon. Most often, automatons have a thin outer layer of metal sheets that hide the inner-workings of the machine. Designed to imitate skin as well as protecting the automaton's insides. This outer layer or metal skin will emulate that of a male, female body or nonbinary body shaped to the creators wishes. The metal sheets are not connected in places like the abdominal section of the torso or shoulder but slide over each other to allow joint movement. These sheets can be made from any range of metals from mithril, iron, steel, bronze, titanium, copper, gold, brass, silver, & adamantine. The head and face of the automatons are surrounded by the same material, but do not compare as well to real-life faces as the bodies do. The faces of many automatons struggle to show emotion. This is mirrored by the automatons inability to feel emotion. When a primitive automaton is made with a specific purpose their hands will be crafted to only do those things. This automaton was created to mirror an advanced android and so was built with thoughts and emotions using magic using the same magic to make a homunculus. This automaton has moving eyebrows and cheeks. The eyes are emotive. The chin, cheeks, upper lips, & lower lip move to simulate speech. Clockwork automatons are as diverse as all the races of the land and sea. They represent the full gambit of alignments. But each and every construct is unified under one common concept and that is immortality. While not fitting the true definition of an immortal creature a clockwork automaton never ages. With careful preparation a clockwork automaton could conceivably live forever. The conversion process is shrouded in mystery. Once all the information is gathered, the result is a body that is constructed out of screws, gears, springs, and assorted similar parts. It is tailored to the specific tastes of the target creature. In a final arcane act the machine is then given life through a complex ritual where the soul of the base creature is permanently bonded to the new body. Leaving their mortal remains to decay naturally. This clockwork automaton was bonded with the soul of a sprite, dark pixie, dryad, & dark fairy. This clockwork automaton is near sentient. Its body was based on a void elf, dark elf, moon elf, star elf, night elf, & drow.  She, like a homunculus, was created in an alchemical experiment. Perhaps a powerful magic user created her simply to prove that they could. Regardless of why she was created, unlike others she is certain of the reason behind her creation. For one reason or another she has been left to her own devices. She has the freedom to choose her own destiny. She is a product of science and an affront to nature. As such, certain powerful beings take notice of her unnatural existence. Celestials, fey, infernals see her as special. When encountering her they may treat her differently than normal. Celestials will likely treat her as a curiosity and perhaps take pity on her. Fey will almost always greet her with hostility. Infernals will be especially intrigued in creating contracts with her or becoming her patron. Her creator created her as a companion. Her creator is like a parent to her. It seems that thoughts and emotions were seen as necessary when she was created. After bonding the dead spirits of a dark pixie, dark fairy, dryad, & sprite to the automaton she was given near sentience. She is similar to an android with advanced artificial intelligence. She feels all things were created for a reason and have their place in the world. She is endlessly curious in regards to the world around her, especially when it comes to other living creatures. She feels that the world is meant to be studied and morality only stands in the way. She has interests in most scholarly fields. Her creator's penchant for study was instilled in her and she has taken up their work. She as an autonomous being with near sentience with thoughts and emotions has interests for the pleasures of life. She is filled with envy towards those naturally born. She endlessly craves the family that she can never have. She has learned of a land far from where she was created. She is obsessed with reaching this distant land. Her obsession with finding her purpose leaves little room for anything else in her life. She doesn't know who or what she is and as such am always seeking guidance. She is emotionally unstable. Swiftly alternating from emotion to emotion. She is angered and saddened extremely easily. This must be a defect in her creation. Death fascinates her. If those born of natural means are unsure of their final destination. She must wonder what death has in store for her. She may be born of unnatural means, but she is no less a person than anyone else. That she is feared and misunderstood only goes to show that the world has room to be changed for the better. 
Mechanical Familiar. They have a mechanical familiar. They drew the blueprint for a small mechanical creature. They then had it built by gnome, draenei, goblin, & dwarf artificers. It has a built-in net launcher that launches a reinforced steel weave net for capturing animals, creatures, beasts, & monsters. The net is electrified to stun and electrocute targets. It has a built in harpoon gun with a burning or cryogenic harpoon to burn and freeze enemies. It has a built-in enhanced grappling hook and zipline. It can become mechanical wings to help users glide short distances or fly long distances. They can fly or glide after turning into a wearable backpack with deployable metal artificial wings and parachutes. It can swim by turning into a mechanical fish with propellers and fins. It can walk by turning into a mechanical cat or dog. It can dig or borrow by turning into a mechanical badger. It can defend itself by turning into a mechanical turtle, hedgehog, or armadillo. The golem is modeled off a creature. This tiny metallic creature is shaped like an avian, fish, cat, dog, or tiny dragon with cogs, gears, screws, and belts whirring beneath its shining, articulated plates. With its ability to generate electric shocks a clockwork familiar can be useful in combat. Yet it more often finds more use in the workshop where its methodical thought processes and innate knowledge of mechanical systems allow it to offer valuable advice. In addition, each clockwork familiar has a unique relationship with a particular type of magic item established at creation. When items of the chosen sort are slotted into the familiars usually via a locking compartment. Though some familiars simply drink potions and their metal stomachs become new receptacles. The familiars gain the ability to drain the magic back out of the items and turn it toward a different preset purpose such as healing themselves or creating a specific spell effect. Each clockwork familiar possesses the ability to carry magic items in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. This clockwork familiar has a potion, a scroll, & a wand.  While the creature cannot activate or use the item it gains certain constant abilities from the resonant magic fields. It can drain the item’s magic in order to gain additional magical effects. It is smaller and lighter than most golems. It is kept aloft by intricate wings. When it comes to familiars most magic users satisfy themselves with mundane creatures such as birds, cats, snakes, etc. Those with the power to bind greater assistants like warlocks often call forth helpers from otherworldly planes turning minor fiends like imps, homunculi, or minor celestials like mustavels to their will as familiars. Yet for artificers and those who fuse magic with machinery the best familiar is the one the caster creates themselves breathing life into a clockwork mechanism of their own design. Clockwork familiars can take a variety of forms depending on the whim of the creator. Most popular are tiny metal dragons, metal birds (especially owls and ravens), metal cats, metal dogs, & spiders that run on clicking needlelike legs. Though practically any shape and material can be animated in this fashion. Clockwork familiars can be constructed from a wide variety of materials. The most common being steel, mithril, iron, adamantine, copper, bronze, & titanium. Though their bodies are often expertly crafted contraptions of gears, cogs, screws, even circuitry. A clockwork familiar is not simply a robotic wind-up toy nor is its consciousness the result of elaborate programming. Instead, each construct is more like a vehicle for the tiny spirit that lives inside its heart. On their own, these flickers of consciousness pulled from the fundamental animating energy of the planes would have no real ability to affect their surroundings. Only through the specially attuned constructs created by magic users do they gain the ability to truly live. Perhaps gratitude for this service that initially binds clockwork familiars to their creators. Once called into being and installed in its new vessel a clockwork familiar’s animating spirit controls its mechanical manipulators through tiny bursts of gas, magic, steam, electricity. As a result, most such constructs have conductive metal parts and thus an instinctive fear of water, rust, & corrosion. Unable to heal naturally, clockwork familiars know that if their systems fail they may never again be granted the chance to interact with the world. As a result, most clockwork familiars tend to be slightly paranoid and demanding when it comes to getting their masters to keep them in good repair. It’s not uncommon to find a clockwork familiar left to its own devices busily scouring rust from its shell, performing maintenance on itself, or attempting to improve the resilience of its basic functions. As created creatures clockwork familiars have little society of their own and tend to take on mannerisms and speech patterns similar to their master. Most feel an instinctive affection for their masters. Though as intelligent beings it’s not unheard of for the little automatons to have existential crises if their masters mistreat or ignore them. Clockwork familiars are often fascinated by other constructed creatures and may attempt to befriend or study them. To better understand how their systems work. Though they rarely adopt religion on their own familiars with religious masters may go through the motions of worship as a way of honoring their place in the great chain of creation. Left to themselves, clockwork familiars tend to be more interested in the systems and logic by which the natural world and planes operate than in particular entities including deities. While clockwork familiars have little desire for treasure themselves they understand its value in trading. They may snatch up worthwhile items either on behalf of their master. Or if they’re concerned about being provided for as emergency funds with which to purchase information or repairs. Or as fuel for their magic-draining abilities. It has a leather pouch on its belly where it keeps various trinkets and valuables. Obsessively steals trinkets and valuables if left unattended. Clockwork familiars value knowledge above all things though they tend to focus on logic, mathematics, organizational systems, and new ways of seeing and interpreting the world rather than simple facts. In a clockwork familiar’s eyes an almanac is just useless clutter, but a textbook on geometry or chemistry is worth more than a pile of gold. As intelligent creatures clockwork familiars have an ambiguous relationship with the lives of servitude they’re inevitably born into. For some, the philosophical quandaries are small and easily managed as their creators treat them well, ask their opinion, share their supply or cache of valuable knowledge, and may even come to love them. For others, whose masters see them as slaves at best and irritatingly imperfect projects at worst only fear for their continued existence keeps the constructs in line. Many fall somewhere in the middle and are interested in all the world has to offer even down to the mundanity of fetching and polishing and thus are content to experience life on their masters’ terms. Clockwork constructs are the technological cousins of golems constructed with a combination of magic and precise technologies dependent upon the internal churning and turning of thousands of intricate springs, cogs, screws, and gears. There are those who would scoff at the work of clockwork engineers whose constructs seem at best merely imitations of the creations brought to life by practitioners of the purely arcane arts. However, those canny enough to realize the potential of clockwork engines know their true power to be both exotic and potent. In worlds where clockworks are common these creatures can rival even the most powerful of golems for raw power. Massive giants and goliaths comprising countless nuts and bolts have torn entire empires asunder. Time and time again clockwork creatures have proven themselves a formidable presence in the face of more traditional rivals. Those who have borne witness to the feats of these creatures know to hold their tongues before questioning the constructs' power. Clockwork creatures function by combining magical energies and clockwork mechanisms. The myriad metal parts that go into the construction of a clockwork creation require absolute precision in order to function properly. So they must be built by only the steadiest of hands. Amateurish attempts at clockwork construction typically result in nonfunctional units or misfires. Many an engineering lab has been burned to the ground by novices seeking to learn the basics of clockworks and the elements that power them. Clockwork creations as their names suggest it must be wound up before they animate. The creator of a clockwork crafts a unique key for each creation. This key is typically inserted into the clockwork's back and turned clockwise to wind it. Turning the key counterclockwise has the effect of winding the machine down. Though only a willing or completely helpless machine will allow itself to be unwound in this way. Meaning either its creator or someone its creator has specifically designated can normally do so. Larger clockworks tend to have larger keys and particularly huge keys require more than one set of hands to turn. Rather than seek assistance from other engineers, eccentric or hermetic inventors often rely upon other clockwork creations to help them turn keys or aid in the creation of more monumental constructs. Other times, engineers give copies of keys to their most trusted clockworks which can be programmed to wind allies and even themselves as the situation requires. Much like golems and animated objects, clockwork creatures can be given any number of commands. A perpetually turning script in their core records those orders and programs the rest of the machine. Only one who possesses a key to the clockwork can program it but any commands given to the construct last until the clockwork is reprogrammed or destroyed. An individual clockwork's potential is only limited by its creator's innovation and aptitude. Unlike many golems, which are trapped in bodies resembling lumbering and fallible cages. Clockwork constructs can be repeatedly reworked and reengineered. Their gears can be oiled, springs can be replaced, and pistons can be fine-tuned. The ever adjustable framework of these mechanical beasts allows for extreme variation from creation to creation. Since clockwork creations are mostly mechanical and are at the mercy of their creator's adeptness with the technology they are prone to the follies of human error. Loose bolts, improper programming, or lack of maintenance are all cause for malfunctions. Errors that can range from minute energy leaks to deadly explosions. The most common cause of malfunction however, is not imparted by the creator, but by the clockwork's destroyer. Creatures attacking the machine gradually unhinge screws and twist cogs with each landed blow. Giving the clockwork a greater chance of backfire. Many combat clockworks are thus accompanied by clockwork servants. Servitor clockworks that quickly and readily fix their mechanical allies in the heat of battle. In the earlier days of clockwork technology, many practical hindrances prevented rapid maturation of the devices. Clockwork machines were powered by inefficient, costly resources. However, the advent of arcane enchantment not only has allowed for greater precision in the crafting of gears and other key components, but has also opened up a wide new range of possibilities for defensive systems and offensive weapons. Early attempts to combine clockwork with steam power or other non magical forms of energy tended to overcomplicate the already delicate machinery and have long since been abandoned as a result. Whispers abound of an even more unusual category of clockwork that has solved this problem and has merged the complexities of power with the adaptability of magical energies. Such exotic and unusual clockworks made out of brass, copper, iron, silver, gold, steel, & titanium are ones like this that are powered by steam, gas, oil, & electricity as well as magic.
True neutral Homunculus. This vaguely humanoid creature is about the size of a cat but looks more like a toothy winged devil. A homunculus cannot speak but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to them everything it sees and hears. The homunculus was upgraded as an improved homunculus. A homunculus is a miniature servant created by a spellcaster from their own blood. They are weak combatants but make effective spies, messengers, & scouts. A homunculus’s creator determines its precise features. Some are more refined looking but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning. This homunculus looks refined. A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, & one pint of the creator’s own blood. After the body is sculpted it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom similar to an alchemist’s laboratory. If the creator is personally constructing the creature’s body the building and ritual can be performed together. The person whose blood is used to form a homunculus’s body becomes its master. It is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master though it can be removed forcibly. If this occurs the creature does everything in its power to return to this range as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals damage to its master. If the creature’s master is slain the homunculus goes insane and generally claims the immediate surroundings as its domain mindlessly attacking any who intrude upon its lair. On rare occasions a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy or even the reincarnated spirit of the master themselves. This homunculus was upgraded and made into an improved homunculi. It has acid breath. By distilling brimstone and aqua regia a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals acid damage, toxic damage, & corrosive damage. It has extra eyes. By adding silver shavings to the homunculus a crafter can imbue it with additional eyes granting it the all-around vision ability and increased perception. It has the ability to use spells. By incorporating 10 potions of the same spell in the homunculus’s creation a crafter can imbue the homunculus with the power to use that spell. It can spit poison. By adding gold and realgar to the homunculus a crafter can give it the ability to spit its poison as a ranged attack that deals poison damage. The ability has a range of 15 feet. It has a toughened hide. By adding diamond dust and cold iron to the homunculus a crafter can increase its natural armor. It has a voice. By adding dew of lunary and platinum to the homunculus a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master’s.
Mechanical Golem. The mechanical golem is quadrupedal. It has extra storage for equipment and tools. It has extra storage for armor, shields, & weapons. It can carry users over long distances. With its size it can act as a mount. It has a saddle for more comfortable riding. The golem takes on a quadrupedal design. It is larger and more sturdy. It is more suitable to launch into the fray or carry its creator. This golem is highly customizable and has many upgrades. The golem defies all expectations. Its design is fueled by their own rampant creativity. A little less robust and stable. It is far  more extensible to their visionary plans. It has an aether, ether, & nether powered heart. It has brutal armaments. They increased the effectiveness of their golem’s natural  weapons allowing it to strike with lethal strikes. It has secondary weapons of crossbows. It fires steel and titanium crossbow bolts. It has a primary weapon of a ballista capable of firing large ballista bolts made out of mithril, orichcalcium, and adamantium. It has secondary weapons of four 5.56 mm medium machine guns, two 12.7mm magical heavy machine guns, & a magical 7.76 mm quadruple barreled Gatling gun. The golem becomes akin to a mobile turret. It has a flamethrower armament. They install a flamethrower armament to their golem. It is capable of reproducing powerful magical flames. It has a primary weapon of a built in launcher weapon. Taking the frame of a  grenade launcher, missile turret, rocket launcher, or other launching device. It launches magical explosives, magical missiles, magical rockets, & magical grenades. It has an arcane barrage armament. They installed a mounted armament to their golem. Taking  whatever form is most appropriate and charged with arcane power. It is an arcane and esoteric armor piercing, anti armor, anti-material, & anti tank magical electro magnetic cannon. It has a defender protocol. It has a built-in  protocol response to defend its master. It has grappling appendages They installed an additional pair of grappling appendages into the golem. It has systematic strength. It has an iron fortress. They extended their golem’s shielding and stationary stability. It counts as cover to hide behind in combat to give covering fire or suppressive fire. Additionally, it cannot be moved against its will while in contact with the ground. It has an expanded frame allowing it to get bigger. They enlarged their golem, increasing its size category by one if possible. It is a transforming golem. They installed clever multifunctional components allowing their golem to reduce its size. Their golem can collapse its size back down to one size smaller. It has a powered charge allowing it to charge into enemies to stagger them, act as a breach and clear to infiltrate locked doors, or act as a battering ram siege weapon to siege castles. It has a thundering stomp. The golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. They built an improved frame and power source for their golem.  It has fine-tuned dexterity. They crafted improved gears and joints into their golem. It has systematic strength. They built an improved frame and power source for their golem. It has a structural constitution. They have reinforced their Golem with layers of protection and redundant systems. It has a cloaking device. They installed an arcane cloaking device into their golem. It can not be seen and is only detectable with true sight. It has a magical essence. They infused a fragment of magical essence into their golem allowing it to attune to one magical item. It has a multi attack protocol. It has warfare routines. They advanced the control routines for their golem allowing it to  fight more effectively and be a military grade weapon. It has overdrive. They build in a special mode allowing their golem to go beyond its limitations overcharging their golem with magical energy. It has titan slayer mode. They built into their golem one oversized weapon. This weapon modification is an  improved version of any natural weapon the golem has. They upgraded the magical cannon into a magical railgun. It can destroy a mech, an airship, an ironclad warship, or a castle.  
Summons: 
To assist them in battle as a draconic summoner.
Lawful neutral young metallic steel dragon. 
Chaotic good young metallic copper dragon
Lawful good adult metallic gold dragon
Lawful good adult metallic silver dragon 
Lawful good ancient metallic bronze dragon
Chaotic good ancient metallic brass dragon
Lawful neutral ancient green gem emerald dragon 
Chaotic neutral wyrmling gem crystal dragon
Neutral adult purple gem amethyst dragon
Lawful neutral adult blue gem sapphire dragon
Chaotic neutral young gem topaz dragon
Neutral evil young adult black gem obsidian  dragon
Lawful good, neutral good, & chaotic good East Asian, South Asian, & Southeast Asian ancient dragons. 
Pets:
Magical Pets:
A neutral good phoenix. A phoenix was a powerful elemental bird that embodied the wild and unpredictable nature of fire. Phoenixes were enormous birds with brightly colored orange, scarlet, and golden feathers. They have golden beaks and claws with ebony talons. Their talons had the consistency of diamonds. Their eyes were a glowing ruby color.  Phoenix bodies were capable of becoming almost immaterial. Only composed of flame taking solid shape. For that reason they were capable of passing through extremely narrow passages. They were also capable of engulfing opponents within their fiery bodies. Phoenixes were reclusive creatures that did not seek out contact with other creatures. As reclusive creatures, they tended to avoid contact with others. They did not seek out conflict with other creatures either. But if disturbed, provoked, or properly motivated they showed relentless fury and destructive power. Phoenixes had a fierce hatred toward undead, zombies, & ghouls and attacked them on sight. Their bodies were capable of withstanding incredibly severe cold and heat. They could make themselves ethereal, allowing them to travel either ethereally or by astral projection. In combat phoenixes were fierce adversaries with no fear of a fight to the death, especially since their rebirth was assured. Though their physical attacks were quite fast and powerful. They often preferred to use their large array of innate magical effects. Phoenixes were extremely effective at destroying buildings and structures. If a phoenix was slain in combat its body exploded in a violent detonation that destroyed the phoenix and most of its surroundings. In addition to being capable of speaking with all species of bird, phoenixes communicated with other creatures through empathy and telepathy. They had extremely long lifespans estimated to be between 1,000 and 12,000 years. Their resurrection process consisted entirely of self-immolation and rebirth. Female phoenixes reproduced by laying eggs normally. They laid one egg per year but roughly only one in every 100 eggs ever hatched. The phoenix is a large flame wreathed bird. Known for its unique ability to immolate itself only to be reborn again from its ashes. It is revered in some cultures as a deity. A phoenix measures between 10 to 15 feet long from beak to tail. Its wingspan can reach over 40 feet. The phoenix is known for its whistling, piercing call which can startle opponents. It is practically impossible to surprise it in combat. It fights with its long, sharp beak and diamond-hard talons. Phoenixes will attack with their natural weapons if necessary, but much prefer to burn things up with their spell-like abilities. They would rather incapacitate a fire-oriented creature than kill it. Against water elementals though they will fight to the death. Otherwise, they prefer strategy.  They are also somewhat pyromaniacs and love the huge displays of flame they make while flying. They will live near human settlement if it's similar enough to a desert environment. Phoenixes are mortal enemies of water elementals.
Fire salamander lizard.
Celestial dog.
Kitsune. A nine tailed fox demon. A known trickster. Fox form has gold, citrine, & scarlet fur. Fox form has red eyes. Humanoid form also has nine tails. Humanoid form has gold and silver fur. Humanoid form has purple eyes. 
King Cerberus (Evolved three headed Hellhound). Bathed in hellfire. Smells of sulfur and brimstone. Hellhounds resembled monstrous dogs with powerful physiques. They stand 5 ft high at the shoulder. They weigh 150 pounds.  Hellhounds speak and understand Infernal and fiendish. Hellhounds are efficient hunters. A favorite pack tactic is to surround prey quietly. Then attack with one or two mated pair hounds. Then driving it toward the rest with their fiery hellfire breath. If the prey doesn’t run the pack closes in. Hellhounds track fleeing prey relentlessly. Hellhounds are smarter than mundane beasts. They are good at following orders.  Hellhounds hunt in packs feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite, claws, and fiery hellfire breath. Demonstrating a relentless determination as they pursue that prey to the bitter end.  When hellhounds feed the flesh they consume stokes the infernal fires that burn within them. When a hellhound dies that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers. Leaving nothing behind but scorched tufts of black fur. Monstrous fire-breathing fiends that take the form of powerful dogs. Hellhounds are most commonly seen in service to demons, devils, & fire giants that use them as pets, guard dogs, attack dogs, & hunting dogs. They are ferocious pack hunters that act as faithful companions and dangerous pets across the multiverse, otherworldly planes, & the nine hells. Their fearsome forms were covered in short ruby red and charcoal black fur. Their eyes glowed red. The markings on their bodies as well were the color of soot. Their canines and claws were the color of coal. They reeked of brimstone and sulfurous smoke. They were bathed in hellfire. The dietary needs of hellhounds were similar to those of ordinary canines and they would consume anything that appeared edible. The flesh they consumed fed the fires within them. They only occasionally brought food back to their dens for later consumption preferring to eat at the site of the hunt.  It was practically impossible to avoid detection from a hellhound. As their vision was sharp enough that they spotted those in hiding or invisible half of the time. Their excellent olfactory senses made them capable trackers and their hearing made them incredibly difficult to sneak up on. They were also known to have a keen sense of hearing. Hellhounds were very stealthy creatures and unlike ordinary dogs they did not howl when hunting. Instead they quietly stalk their prey and surround them in a ring. One or two hellhounds would immediately use their scorching hellfire breath to drive their quarry into the waiting fiery canines of the other pack members unafraid of harming their other infernal companions. Cunning and efficient they targeted the weakest of prey. Slowly surrounding those that refused to retreat. Hellhounds were capable of breathing out a stream of scorching hellfire from their mouths. Hellhounds being intelligent beasts could be trained and commanded by various entities across the planes.  Cerberus are the size of racehorses. This cerberus was outfitted with infernal hellfire chainmail plate armor. Cerberus are the kings and queens of regular hellhounds. This King Cerberus is thirty foot tall. 
Dire wolf.  Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are gray or black. They are the size of a horse. They are about 9 feet long and weigh 800 pounds. Dire wolves were far more aggressive than normal wolves. Attacking and killing anything they could catch. They could be found alone as lone wolves or in packs numbering three to five. They had keen senses including a sharp sense of smell allowing them to track their prey by scent. They could also move stealthily on the hunt.  Dire wolves fought in packs. Fighting efficiently and surrounding their prey. Then flanking it to gain an advantage.
Worg. A worg is an apex predator that delights in hunting and devouring creatures weaker than itself. It is cunning and malevolent. Worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished.  More intelligent than their smaller cousins, worgs speak their own language. Worgs speak Worg, Goblin, Troll, Orcish, & Common. A worg was a type of magical beast that resembled a normal wolf but was larger, intelligent, had a fiendish countenance, & glowing gold eyes. They had gray or black fur.  They stood on average 3 feet high at the shoulder  and were 5 feet long. They weighed around 300 pounds. In any number, worgs employed similar tactics to wolves.  They also had the benefit of stealth, keen senses, and the ability to scent and track prey. Despite their higher intelligence, worgs tended to act like regular wolves. They often hunted in packs, but sometimes hunted alone. Lone worgs tended to hunt creatures smaller than themselves, while mated pairs and packs hunted large game. They preferred large, herbivorous animals, usually the young, sick, or weak. But they weren't afraid to take on humanoids, especially when other prey was scarce. They would stalk humanoid prey for a number of hours or even days. Choosing the best time of day and terrain for the attack. When they did, they employed hit-and-run guerilla tactics to exhaust a victim until finally the whole pack went in for the kill. If they outnumbered a victim or were especially impatient, they might try to corner the prey, then attack. Mated pairs or packs work together to bring down large game. While lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent. Then each wolf attacks in turn. Biting and retreating until the creature is exhausted. At which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent. The worgs attempt to pin it. They attacked with their teeth and claws. Like a wolf they could bite their prey and try to bear them down to the ground. Worgs are oversized intelligent wolves often found dwelling amid goblins, goblinoids, hobgoblins, or other giant kin races. Worgs hunt in packs running down and surrounding their prey like common wolves. But their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy. Pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins, goblinoids, & goblinoids often allow hobgoblins to ride on their backs as goblin riders. Worgs were used by goblinoids, oni, trolls, goliaths, orcs, & giants as pets, mounts, guard dogs, hunting dogs, & attack dogs. 
Glacier Wolf (Evolved Winter Wolf). They are ferocious and powerful winter wolves. They are sought after by the mightiest of frost giants as guard dogs, hunting dogs, and attack dogs. Glacier wolves often lead packs of winter wolves. They have intellect far above that of the average beast. Winter wolves typically hunt in packs. Their size, cunning, freezing bite, cryogenic claws, & formidable ice breath allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent. Each wolf attacked in turn to exhaust it. If they’re in a hurry white wolves try to pin their foes. A winter wolf grows about 8 feet long and stands about 5 feet at the shoulder. It weighs about 450 pounds. They are immune to frost, water, ice, snow, & frost attacks yet weak to fire, magma, & lava attacks. They can speak and understand common, goblinoid, and giant language. They have silver fur and sapphire eyes. They were the guardians, companions, & allies of arctic beings such as ice dragons, yeti, & frost giants. 
Berserker Wolf: These are massive wolves that tend to form large packs to hunt prey. They are known for their black fur. That is often stained by the blood of their prey. For when they smell blood it drives them into a berserker rage that only ends with either the prey's death or their own. The claws of a wolf are usually far from the most dangerous part of the animal. These beasts can have claws as long and thick as daggers. Barbarians sometimes keep berserker wolves as hunting companions as they can be trained to discern friend from foe in their berserker rages.
Giant Wolf. Used by giant kin such as trolls, orcs, goliaths, oni, & giants as attack dogs, pets, hunting dogs, guard dogs, & mounts. They are an extremely cunning species of savagely fierce, cruel, and violent pack animals that are known famously for their unnaturally large size as well being found roaming within large tracts of wilderness. Giant wolves have been known to grow to an unnaturally large size. With some pups growing larger than even a pony and some juveniles even as large as a horse. When hunting, these Giant Wolves have adapted to become skilled, cunning and patient hunters that would naturally hunt in large packs. They encircle their intended prey and when the timing is right they pounce from all directions. Using their overwhelming numbers these Wolves would target the weakest point within the animals defenses or prey upon the most helpless one within the group. They would hunt the weak, sick, injured, or old. As a result of their mutual instinct to pick upon the helpless and weak by tactics such as overwhelming and encirclement. There has always been a strong bond and a deep respect between the Giant Kin and the Giant Wolf. In this mutual exchange the giant kin is rewarded with a fast and agile mount while the wolf is usually rewarded with a regular supply of food. Giant kin ride on Giant Wolves in the same way that other races ride upon horses, unicorns, pegasi, griffins, alicorns, hippogriffs, & dragons which eventually lead to the creation of Giant Kin Wolf Rider. Giant wolves are to dire wolves and worgs what dire wolves are to regular gray wolves. Measuring nearly 30 feet in length these colossal lupines are the genuine kings and queens of the forest. They are looked up to by their smaller kin as a divine figure. Giant wolf packs include dozens of grey wolves, dire wolves, worgs, & even winter wolves. Some werewolf clans even run with giant wolves. Tribal humanoids also pay their respects to giant wolves through prayer and reverence. Lands guarded by a giant wolf are usually seen as “off-limits” by outsiders.
Dinosaur Summons and Flying and Aquatic Reptile Summons:
Achelousaurus, Achillobator, Acrocanthosaurus, Adasaurus, Agujaceratops, Albalophosaurus, Albertaceratops, Albertosaurus, Allosaurus, Anatotitan, Anhanguera, Ankylosaurus, Apatosaurus, Archaeoceratops, Argentinosaurus,  Arrhinoceratops, Atrociraptor, Austroraptor, Bactrosaurus,  Bahariasaurus, Balaur, Baryonyx, Brachiosaurus, Bravoceratops,  Brontosaurus, Buitreraptor, Camarasaurus, Carcharodontosaurus, Carnotaurus, Cearadactylus, Ceratosaurus, Changyuraptor, Coahuilaceratops, Compsognathus, Coronosaurus, Corythosaurus, Cryolophosaurus, Cryptovolans, Ctenochasma, Dakotaraptor, Deinocheirus, Deinonychus, Diabloceratops, Dilophosaurus (No these animals did not spit acid or have frills. They probably hunted the same way raptors do), Dimorphodon, Dracorex, Dreadnoughtus, Dromaeosaurus, Dsungaripterus, Edmontosaurus, Einosaurus, Gallimimus, Geosternbergia, Germanodactylus, Giganotosaurus, Graciliraptor, Gryposaurus, Hadrosaurus, Herrerasaurus, Hypacrosaurus, Iguanodon, Judiceratops, Kentrosaurus, Lambeosaurus, Leptoceratops, Linheraptor, Luanchuanraptor, Maaradactylus, Maiasaura,  Mamenchisaurus, Mapusaurus, Megalosaurus, Mercuriceratops, Medusaceratops, Microraptor, Mosasaurus, Nanuqsaurus, Nasutoceratops, Neuquenraptor, Ojoceratops, Olorotitan, Ornithomimosaurs, Oviraptor, Pachycephalosaurus, Pachyrhinosaurus, Pamparaptor, Parasaurolophus, Plesiosaurus, Prosaurolophus, Protoceratops, Protohadros, Pteranodon, Pyroraptor, Oxalaia Quilombensis, Quetzalcoatlus, Regaliceratops, Rubeosaurus, Sarcosuchus, Saurolophus, Scaphognathus, Secernosaurus, Shanag, Shantungosaurus, Sinoceratops, Sordes, Spinosaurus. Stegosaurus. Styracosaurus, Suchomimus, Tarbosaurus, Therizinosaurus, Titanosaurs, Triceratops, Tropeognathus, Turangisaurus, Tyrannosaurus, Tyrannotitan, Utahraptor, Valdosaurus, Variraptor, Velafrons, Velociraptor, Venenosaurus, Veterupristisaurus, Vitakridrinda, Vulcanodon, Walgettosuchus, Wannanosaurus, Wulagasaurus, Xenoceratops, Xenotarsosaurus, Xixianykus, Xuanhanosaurus, Yandusaurus, Yangchuanosaurus, Yimenosaurus, Yinlong, Yixianosaurus, Yuanmousaurs, Yueosaurus, Zalmoxes, Zhenyuanlong, Zephyrosaurus, Zhanghenglong, Zhejiangosaurus, Zhuchengceratops, Zhuchengtyrannus, Zizhongosaurus, Zuniceratops.
Companions:
Allies: 
Rose Winfield is a Magical human squire.
Nicholas Kaylock is a Magical human initiate.
Lillian Colfield is a Magical human aspirant.
Tobias Jenkings is a Magical human pageboy.
Adelaide Camden is a Magical human page girl. 
Zachary Leighton is a Magical human courtier. 
Helena Dixon is a Magical human apprentice.
Asher Covington is a Magical human esquire.
Phoebe Mast is a Magical human lady knight.
Preston Kahler is a Magical human knight.
Pierre Barnes is a Magical human lancer knight.
Josephina Lytton is a Magical human knight sergeant.
Liam Morgan is a Magical human knight lieutenant.
Henrietta O' Keefe is a Magical human knight captain.
Reginald Marple is a magical human knight templar.
Royce Harvey is a Magical human knight commander.
Cynthia Barrington is a Magical human paladin.
Joel Bradford is a Magical human high paladin.
Phillipa Belleville is a Magical human grand paladin.
Noah Marfont is a Magical human star paladin.
Daniella Blackwood is a Magical human paladin justicar.
Ian Asquith is a Magical human paladin commander.
Cornelius La-Minnings is a Magical human knight and paladin guild chapter master.
Harper Weston is a Magical human elder. She is the subordinate of High Elder Lysander/Luciana. She is Lysander’s/Luciana’s protege.
Peerage of Lysander/Luciana Norwood:
Genevieve Slater is a Magical human lady in waiting. Attends Lysander/Luciana when she/they is Luciana Norwood.
Luca Merriweather is a Magical human diplomat.
Tiffany Fitzgerald is a Magical human chancellor.
Jacob Weston is a Magical human minister. 
Vivienne Ashdown is a Magical human orator. 
Theodore Lynch is a Magical human baronet. Peerage of Lysander/Luciana.
Diane Carlyle is a Magical human baronetess. She is part of the peerage of Lysander/Luciana. 
Oscar Richfield is a Magical human baron. Peerage of Lysander/Luciana.
Charlene Haganis is a Magical human baroness. Peerage of Lysander/Luciana.
Michael Whitely is a Magical human viscount. Peerage of Lysander/Luciana.
Eleanora Ashbridge is a Magical human viscountess. Peerage of Lysander/Luciana.
Walter Beaumont is a Magical human count. Peerage of Lysander/Luciana.
Lily Bexley is a Magical human countess. Peerage of Lysander/Luciana.
Victor Herington is a Magical human marquess. Peerage of Lysander/Luciana.
Carolina Brighton is a Magical human marchioness. Peerage of Lysander/Luciana.
Clark Mavis is a Magical human duke. Peerage of Lysander/Luciana.
Gabriella Gainsborough is a Magical human duchess. Peerage of Lysander/Luciana.
Darby Rutherford is a Magical human archduke. Peerage of Lysander/Luciana. 
Viola Pierpont is a Magical human archduchess. Peerage of Lysander/Luciana. 
Harrison Tate is a Magical human vizier. He is the advisor of High King/High Queen Lysander/Luciana.
Margaretta Pierson is a Magical human grand vizier. She is the advisor of High King/High Queen Lysander/Luciana.
Members of Luciana/Lysander Norwood’s Court:
Courts are a web of conspiracies. It is a place of scheming, power plays, intrigue, & machinations. This was a decadent court.
Chika Nakagawa. Female Ambassador.
Artist. Sponsored artists. The monarch’s favorite artists. A group of the finest actors, cooks, dancers, directors, fashion designers, models, musicians, painters, photographers, playwrights, poets, sculptures, singers, theater thespians, & writers, etc in the empire, confederacy, & federation. They weren’t there for their own ambition. The monarchy and the upper class are inclined to support the arts. They wanted to show off their investments. So these artists are their accessories to show off. Though being in the court of a monarch is a good way for artists to increase their patrons.   
Bodyguards. Cadre of fogeign bodyguards. An elite group of highly trained, disciplined, & competent male, female, & two spirit hobgoblin, orc, troll, oni, goliath, & giant mercenaries. Mercenaries who distinguished themselves on the battlefield stood a good chance of being hired for a bodyguard job as a permanent exclusive contract. They are now a group of a praetorian guard to the monarch.   
Ahmose Idogbe. A male butler. The chief supervisor of all male manservants of a house.
Katlego Mba. A male castellan. The Castellan oversees the defense of a stronghold.
Andromeda Farmakis. A female chamberlain. Chamberlain makes decisions for the royal household in the monarch’s absence.
Liona Keawe a female chancellor. An officer of an order of knighthood who seals commissions.
Albus Ovius a male chapelmaster. A person in charge of music-making.
Nicholas Dupont a male chaplain. A member of the clergy attached to a private chapel, institution, ship, regiment, etc.
Phillippe Leclerc a male offerer of the Household. The holder who paid the wages of some of the servants above and below stairs.
Concubines. Full of male, female, & nonbinary members of more humanoid species such as aasimar, draenei, dwarves, elves, giants, gnomes, halflings, humans, ogre, oni, orcs, teiflings, & trolls.  
Alexander Seidel is a male confessor. A priest who hears confessions and gives absolution and spiritual counsel.
Anna Wolff is a female constable. A person holding a particular office, most commonly in criminal law enforcement.
Courtiers. Important not because of their inheritance or offices but because the regent has an affection for them. There is a certain charm, boldness, cleverness, honesty, strength, & beauty that caught the monarch’s eye. Their influence on the leader is not easily measured. 
Mira Benes is the Court Jester or Royal Fool. A professional joker or fool at a medieval court. They are typically wearing a cap with bells on it. They are usually carrying a mock scepter. A member of the household of a nobleman or a monarch employed to entertain guests. Jesters were also performers who entertained the common folk at fairs, carnivals, and town markets. Jesters are often thought to have worn brightly colored clothes and eccentric hats in a motley pattern. Jesters entertained with a wide variety of skills such as song, dance, playing musical instruments (a lute or a harp), spoken word poetry, storytelling, acrobatics, juggling, telling jokes, and performing magic tricks. Much of the entertainment was performed in a comic style. Many jesters made contemporary jokes in words or songs about people or events well known to their audiences. A halfling bard who was a former member of the king/queen’s guild party. They were a court wizard and spymaster for the sovereign in secret. They have the king’s ear and can speak freely using truth to power as an honest advisor under the guise of silliness. They are a power behind the throne. They are a very dangerous bard who spies on people for the king in other nations.  
Cup-bearer. A person who serves wine, especially in a royal or noble household.
Court Mage. The Court Mage has access to knowledge and cosmic powers none of the others understand and may be critical on the battlefield. The court mage was an arch mage. The court mage was a magic user for a sovereign to provide mystical advice and give magical services. This court mage was an alchemist, wizard, & sorcerer. They have high standing with other mages and the king/queen. Has a bad relationship with other court members. 
The Chaplain. The Chaplain is the religious leader of the noble household.
Dapifer. An official who is appointed by the legal ruling monarch to represent them in a country, and may have a mandate to govern it in their name.
Doorward. A person given the responsibility of being warden of the king’s door: protecting the king’s property.
Falconer. A person involved in falconry and hunting.
General. The General is the highest military commander.
Gentleman of the Bedchamber. A person involved in waiting on the King when he ate in private, helping him to dress, guarding the bedchamber and water closet, and providing companionship.
Gentleman Usher. A person or people responsible for overseeing the work of the servants “above stairs”, particularly those who cooked and waited upon the nobleman at meals, and saw to it the great chamber was kept clean by the lesser servants. This person was also responsible for overseeing other miscellaneous services such as the care of the nobleman’s chapel and bed-chambers.
Grand Master/Grand Mistress. The supreme head of various orders, including chivalric orders such as military orders and dynastic orders of knighthood.
General. The General is the highest military commander.
Great Officers of the Crown. A person or head of a religious order or order of knighthood often conferring with the King and other members of the royal court.
Guard Captain. The Guard Captain is the commander of the house guard.
Harem. There is intense competition between them to carry the monarch’s favor. There is a tense relationship between them and the high queen of the magical humans and them and the empress of the Homo magi. Guarded by eunuchs. Ruthless and power hungry courtiers who had amassed a lot of power. 
Head of the Church. High Priest or Archbishop. 
Herald. An official employed to oversee state ceremonial, precedence, and the use of armorial bearings. Employed to make proclamations, carry official messages, and oversee tournaments. The Herald is an expert on nobles, heraldry, and etiquette.
Horsemaster. The Horsemaster oversees and tends to the domain’s horses, alicorns, unicorns, & pegasi.
Intendant. A title given to a high-ranking official or administrator.
Keeper of the Seals. A person entitled to keep and authorize use of the Great Seal of a given country.
King of Arms. An Officer of the King. A king of arms is the senior rank of an officer of arms. Only a king of arms has the authority to grant armorial bearings and sometimes certify genealogies and noble titles.
Knights are soldiers with noble rank. Former knights and paladins of knight and paladin orders. A knight is a person granted an honorary title of knighthood by a head of state or representative for service to the monarch, the church, or the country, especially in a military capacity.
The Ladies-in-waiting are noble daughters who act as servants for the royals while they look for husbands. A lady-in-waiting or court lady is a female personal assistant at a court attending to a royal woman or a high-ranking noblewoman. A lady-in-waiting was often a noblewoman but of lower rank than the woman to whom she attended. She received compensation for the service she rendered. A lady-in-waiting was considered more of a secretary, courtier, and or companion to her mistress than a servant. She functions as companion and secretary to her mistress. In courts where polygamy was practiced, a court lady was formally available to the monarch for sexual services. She could become his wife, consort, courtesan, or concubine.  A royal woman in the magical human kingdoms was free to select her ladies. The decision was not chosen by the sovereign, her parents, her husband, or the sovereign's ministers. 
Maid: The chief supervisor of all female manservants of a house.
Maid of honor. An unmarried noblewoman attending a queen or princessA Maid of honor is a junior attendant of a queen in royal households. The position is junior to the lady-in-waiting.  
Majordomo. A person who speaks, makes arrangements, or takes charge for another. Typically, the term refers to the highest major person of a household staff. They are a head servant who acts on behalf of the owner of a large or significant residence. A majordomo is a person who speaks, makes arrangements, or takes charge for another. Typically, this is the highest major person of a household staff. They are a head servant who acts on behalf of the owner of a large or significant residence. A majordomo is also someone who oversees the day-to-day responsibilities of a business enterprise. They were usually also in charge of finances.
Marshall. Grand Marshall. The Marshall oversees the training of the troops.
Master Assassin. The Master Assassin deals with threats in the most permanent fashion.
Master of Ceremonies. Official host or organizer of staged events. Sometimes the one to give speeches or present performers. 
Master of Coin. Chief financial advisor charged with managing the crown’s money. Advised the monarch on commerce, trade, & economy. Oversaw all regions affecting transactions.
Master of the Horse. A person connected to all matters with the horses and formerly also the hounds of the King, as well as the stables and coach houses, the stud, mews and previously the kennels.
Master of the Hunt. Grand Master/Grand Mistress of the Hunt. A person responsible for the royal hunt. Often overseeing the care of the king’s hunting dogs and other animals cared for under the King.
Master of Robe. Officer in charge of the monarch's wardrobe. Especially for important events like coronations or annual celebrations. 
Page boy or page girl. A person of low rank who works as a servant to the King. A page girl or page boy is traditionally a young male or female attendant or servant of a noble. They also have been used as a messenger at the service of a nobleman.
Pantler. A servant or officer in charge of the bread and the pantry in a great family. In charge of pantry and food supplies. They are also responsible for serving the royal table.
Pursuivant of Arms. An officer of ranking below a herald. A pursuivant is a junior officer of arms. Most pursuivants are attached to official heraldic authorities.  These pursuivants of arms look after matters of heraldic and genealogical importance.
Royal Quartermaster. The Royal Quartermaster oversees the funding and the gear of the agents including poisons and magic items.
Royal Secretary. A person responsible for communicating the sovereign’s wishes to the other members of government.
Sage. The Sage is an expert on history and all kinds of lore. The sage may double as a tutor, herald, and court mage.
Secretary. Secretaries are generally responsible for communicating the sovereign's wishes to the other members of government. At times and places it may have a number of other duties. In most cases the royal secretary is a close adviser of the monarch.
Senescal. Administrator or supervisor. A senescal was in charge of domestic arrangements and the administration of servants which meant the seneschal might oversee hundreds of laborers, servants and their associated responsibilities. They would have a great deal of power in the community when much of the local economy was often based on the wealth and responsibilities of such a household.
Spymaster. The Spymaster keeps everybody informed about the state of the realm and any threats. The head of clandestine intelligence. This person handles the more delicate affairs of the court and country. They gather information not meant for their regent’s ears. They find blackmail is such a dirty word. They make minor and great nuisances to the king quietly disappear. A former rogue assassin and double agent. Was a member of the king’s adventuring party as a rogue. Their loyalty to the king is always questioned by other members of the court.  
Squire. Squires are knights-in-training who work as servants of knights.
Standard-bearer. A person who bears an emblem called an ensign or standard which is either a type of flag or an inflexible but mobile image, which is used as a formal, visual symbol of a state, prince, military unit, etc.
Steward. A steward is an official who is appointed by the legal ruling monarch to represent them in a country. They may have a mandate to govern it in their name. It is synonymous with the position of regent, viceroy, governor, or deputy. 
Stolnik. A person responsible for serving the royal table, then an honorary court title and a district office.
Treasurer. The Treasurer oversees the domain’s finances and sometimes literally its gold, silver, copper, & platinum coin reserves.
Viceroy. The Viceroy has the authority to rule in the monarch’s place. The chief advisor of the monarchy. They are the mentor of the high king/high queen. 
Warden. The Warden oversees a specific area of the domain like a forest or a village.
Former Companions:
Squire that he/she/they are training as a knight and paladin. Left his/her/their tutelage as a knight corporal. Promoted to knight commander and paladin commander. Is now chapter master of a knight order and paladin order. 
Apprentice that he/she/they are training as a magic user. Is now Senator of the Magical Government. 
Current Companions:
They all have a mark of life. They have attained the understanding of magic and they crafted a mark of life on the forehead of their warforged companions. This allows them to follow more complex commands of the user without direct input, allows them to speak, and allows them to remember things. 
Blade. Warforged Automaton. Envoy. Rogue. Assassin. Spy. Light Armor. Created by a goblin artificer. 
Church. Warforged Automaton. Envoy. Cleric. Druid. Combat Medic. Healer. Unarmored. Created by a draenei artificer. 
Book. Warforged Automaton. Envoy. Entertainer. Bard. Trained actor, cook, dancer, musician, painter, photographer, playwright, poet, sculpture, singer, theatre thespian, & writer. Is with them to catalog their memoir. Created by a gnome artificer. 
Scout. Warforged Automaton. Skirmisher. Scout. Gunslinger. Ranger. Sniper. Sharpshooter. Archer. Recon. Composite plating. Medium Armor. Created by a gnome artificer. 
Commander. Warforged Automaton. Heavy Assault. Paladin. Cleric. Shock Trooper. Juggernaut. Heavy Plating. Heavy Armor. 8 foot tall. 500 pounds. Created by a dwarf artificer. 
Enforcer. Warforged. Automaton. Fighter. Bodyguard. Heavy Plating. Heavy Armor. 7 feet tall. 450 pounds. Created by a draenei artificer.
Clockwork Assassin. 
Clockwork Servant. 
Clockwork Soldier.
Clockwork Guardian.
Apparel: 
Magical eyewear glasses 
Steampunk goggles. Gives users a HUD Display and augmented reality giving them supplemental information on the area around them. Military technology for soldiers. Gives real time information on the user and environment around them. Comes with telescopic, x-ray, microscopic, & nanoscopic vision. Comes with a red dot laser to assist sharpshooting. Has cameras that transmit input and output. Gives users the ability to see fluorescent footprints of the person, monster, beast, creature, or being they are tracking. 
Pocketwatch. Lets the user control and manipulate time. Lets the user go back in time or forwards in time but only for a few minutes. 
Steampunk watch. Silver watch with gold inlays. Gears, screws, knobs, & dials made out of brass, copper, silver, & gold. 
As a scion of a noble and old house and scion of an ancient and powerful house he/she/they wear fine noble clothes that include a suit or a dress. Interwoven into his/her/their clothing as a noble and aristocrat is gems and precious metals. As an aristocrat he/she/they wear jewelry of a silver watch, gold necklace, silver bracelet, & gold signet ring. 
He/she/they often wear a magical messenger bag. 
As a magic user he/she/they wears a purple wizards hat, a forest green grand magister robe, a cardinal sorcerer/sorceress’s cape, and a royal blue mage cloak. Tied to the wizard hat are red phoenix firebird feathers, white fenghuang feathers, orange peng feathers, gold vermillion bird feathers, blue qingniao feathers, & Jingwei feathers. These were bird feathers from avians that were mythical birds of East Asian and Southeast Asian mythology. These feathers symbolize the respect he/she/they have and the honor he/she/they have gained in their magical human kingdom as a magic user who reached the rank of Grand Magister. The mage hat is also a hat of power. It gives the user incredible luck. The silk and velvet grand magister robe is scarlet and gold. The mage cloak is pink with tangerine undertones. 
Amethyst violet and rose pink noble clothes 
Knight and paladin high elder clothes. 
Indigenous magical human and magical human robe. It is brown, the color of chestnut, almonds, & amber to symbolize his/her/their mother’s people. It is the people, their customs, traditions, culture, language, & spirituality. It comes with long sleeves. It is made out of arachne spider silk, cotton, and linen. It is tied with a gold traditional magical human sash and ruby traditional Indigenous magical human sash. It is yellow as the desert sands, meant to symbolize the desert home that their mother comes from. It is red, the color of life, the color of fire, & the color of death. It is adored with sapphires to symbolize the blue desert sky and water the bringer of life. Traditionally, sashes are passed down through generations to the oldest child. They are repaired and re-stitched until they’re too threadbare to be worn proudly anymore. Then they are remade. New sashes are lovingly woven. The old ones are burned and their replacements prayed over to keep the memory. They’re meant to be symbols of adulthood. They are symbols of one’s dedication to a life well-lived under their polytheistic gods and goddesses. Tied to the robe is a piece of a scroll inscribed with their magical human name and Indigenous magical human name. Names are sacred, given to them by their gods and goddesses, and should not be uttered by non native Homo Magi settlers. It would be an act of dishonor. Comes with a hood. Allows the user to survive forest, jungle, desert, & tundra terrains. Allows users to survive extreme heat and extreme cold. 
As a chieftain and warchief of a nation of Indigenous magical humans. He/she/they wear a headdress with feathers of a thunderbird, snowbird, rainbird, & phoenix. He/she/they wear regalia with feathers of a griffin and hippogriff. 
Duelist clothes. Gloves. Boots. Cavalier hat with feather plumes from a Roc bird, a Simurgh bird, & a Huma bird which are magical birds from West Asian mythology. 
Iron and gray dragonhide leather gloves made from the hide of a metallic unaligned neutral ancient iron dragon and an adult chaotic evil chromatic gray dragon. These gloves double as mage gloves. Gives the user super strength.
Black and purple dragonhide leather boots made from the hide of an ancient neutral evil chromatic purple dragon and an ancient chaotic evil chromatic black dragon.  Doubles as mage boots. Gives the user super speed. Lets users silently sneak past enemies. When worn allows the user to get past placed traps and easily disarm them. 
Yellow and blue guild grandmaster robe with hood.
Red and Blue High Elder Robes. Made out of arachne and drider spider silk. Tied to the high elder robes is a chimera claw, a fire basilisk fang, a hellhound pelt that came with a hellhound head pelt, & a hydra scale. This symbolizes the honor and respect that he/she/they have in his/her/their family, clan, & nation as the High Elder of a knight and paladin order.
Magical gunslinger leather bomber jacket or cowboy duster. Its ideal cover for producing weapons, tools, supplies with hammer space. It is a black and black duster. They constantly wear it closed unless they are in combat where they wear it open. It is long reaching the waist. It is designed for horseback riding on their pegasi, hippogriff, alicorn, griffin, & unicorn mounts. Comes with bandolers and a belt. It is made out of red and black dragonhide studded leather and arachne silk. It has a wider collar that can be turned up against the wind. They also wear the color to cover their eyepatch and mechanical clockwork and magical glass prosthetic eye. It is bullet proof. It protects against stabbing and slashing damage. Strapped with two Derringer pistols, two six shot 45 caliber magical revolvers, a magical 500 magnum revolver, two magical 45 caliber pistols, a magical lever action 10 shot 12.7mm repeating rifle with red dot sight, a magical lever action five shot 12 gauge shotgun with red dot sight, & magical 5.56mm automatic carbine with scope in the holsters stitched to the coat. Comes with a brown gunslinger magical cowhide leather cowboy hat, a red bandanna face mask, a black domino eye mask, black magical sunglasses, and black dragonhide leather and rubber steel toe combat boots. These boots are climate resistant boots (for desert, arctic, & jungle terrains), tank boots, work boots, hiking boots, sport (magical skying), jump boots for paratroopers. Covers up his automotive armored prosthetic bionic arm. They wear it over their black gunslinger metal magical military medium class combat armor that is made out of mithril, adamantine, & orichalcium.  
Other apparel: 
Magical belt. Gives user nigh invulnerability. The belt was made from dragonhide leather. The leather was dyed brown. The leather comes from the hide of a neutral evil wyrm chromatic brown desert dragon.  
Mask of power. Magical human and Indigenous magical human regalia. Mask worn by a very powerful mage. Red, orange, & yellow fox mask. Comes with nine tailed fox kitsune demon fur. Full mask that has openings for the mouth, nose, ears, & eyes. Gives the user bonuses on intimidation, medicine, charisma, wisdom, knowledge, intelligence, history, & perception. Allows the user the ability to use dark vision to see in the dark. Allows users the ability to see invisible enemies. Grants the user immunity to any damage gained from inhaling any form of dust or gas. Gives the user the ability to intimidate enemies with a penance stare or petrifying gaze. Gives the user the abilities to use precognition and clairvoyance a few minutes into the future. Allows users the ability to breathe underwater for a few minutes. Gives the user heightened five senses of touch, smell, taste, sight, & hearing. Gives the user heightened strength, endurance, flexibility, durability, & speed. Gives the user the ability to use x-ray, thermal, & night vision. Gives the user the ability to use ocular powers and use magical optic blasts. Gives users the ability to resist charm and charisma from succubi and incubi. Gives users the ability to resist telepathy and mind control from telepaths like mindflayers.  
Hellhound fur pelt bathed in hellfire with the head of a Cerberus. Gives dark fire resistance. 
Circlet or Crown of Power. Gold crown with ruby, emerald, sapphire, amethyst, & amber, diamond gemstone crystals. Gives the user ability to command. Gives users the ability to summon and command undead humanoid armies. Gives users increased intelligence, luck, wisdom, knowledge, charisma, & perception. 
Mark 10 Magical Wrist Computer. Attached to their left arm is a magical mechanical portable wrist computer. It is a magical personal information processor that is powered by steam, gas, & electricity. It has knobs, dials, buttons, & switches on the top, bottom, left, & right sides for accessibility. It comes with a red, blue, green, silver, or gold light. It comes with a keyboard. It can record audio sound and visual video footage for later playback. Using a simple but elegant form of sonar and satellite tracking this wrist mounted computer can map out areas where its user travels. It acts as a database for the wearer's personal information and inventory. It is capable of tracking the wearer's status and organizes the user's inventory of apparel, junk, weapons, misc, armor, mods, aid, items, & equipment. An overlay of the data is also available. In addition, the device features a built-in radio module. It has an advanced compass. It has a magical virtual 3d and 4d map that displays discovered locations. It has a holographic map projector which shows a complete 3D or 4D scan of an area. It has a sonar and motion sensor system that highlights nearby allies, enemies, people, animals, beasts, creatures, and monsters. It is a communicator, a map, a flashlight, a compass, a scanner, a music player, a smart watch, & a portable computer. It has lighting functionality. A cassette tape, video tape, CD player, & DVD player is mounted beneath the display. It is capable of keeping tabs on the user's health condition, ammo, weapons, armor, apparel, & food and water. It shows the user’s health bar as red, yellow, orange, & green. It has a blue and purple heath bar system to show aether, ether, and nether shields. It has a silver, gold, & obsidian health bar system to show combat armor, power armor, & mech suit armor condition. The wrist computer gauntlet's uses include but are not limited to data storage, inventory management, topographical mapping, assisted targeting, telephone, medical diagnostics, computer, radio receiver, telegram, hacking, music (cassette and CD) player, & Video (Video and DVD) Player . It can map out areas. It can take and store notes and memos. It has a built-in radio. It has a geiger counter and toxic gauge for radiation, toxins, & poisons. It has a built-in flash light used to illuminate dark areas. It needs to be worn as a gauntlet which seals with a biometric lock. It utilizes a revamped 3d or 4d holographic display interface with animated images. It automatically updates using satellites. Additionally, it integrates with the onboard computers of power armor and mech suits allowing a user to access their wrist mounted computer from within the armor via a HUD visor display. The inventory menu is a system used for viewing and managing collected items. The menu also displays total currency and carry weight on the screen. It is sorted into several tabs. Weapons, Apparel, Aid, Misc, Junk, Mods, Ammo, & Money. All guns, melee weapons, grenades, and mines fall in this tab. Specs of weapons can be viewed and compared as well as equipped and unequipped weapons.  It shows their attachments such as silencers or suppressors, compensators or muzzles, grips, flashlights, scopes, red dot sight, red laser sight, or grenade launcher. Shows the damage effect it has on enemies. It shows the weapon’s stats such as range, damage, etc. It shows the weapons condition and shows if it is in need of maintenance and repair. All armor and clothing appear in this tab. Specs of armor and clothing can be viewed and compared as well as equipped and unequipped apparel.  All aid such as medicines, drugs, food, and drinks are sorted here and can be used and consumed in this tab. Miscellaneous items such as keys, cds, dvds, cassette tapes, notes, and items which fall under no other category are in this tab. Mod tab for weapon and armor modifications. Ammo lists all types of ammunition for guns, grenades, & mines currently in inventory. Currency shows all dollars and copper, bronze, brass, silver, gold, & platinum coins. A unique feature of the Mark 10 Magical Wrist Computer is an adapter plug attached to the underside of the device. This plug is used to perform diagnostics on power armor and mech suits. It can hack into computers. It has a lockpick module to pick the locks of doors, safes, etc. In addition, the plug is also used to gain control of robots, androids, & automatons. When wearing a power armor or mech suit the user does not interact with the wrist computer directly. Instead all the information is displayed through the suit's integrated HUD but with a different HUD color. This implies that the Mark 10 is capable of interfacing with power armor or mech suits onboard systems to allow access to its functionality without having to directly operate the device. It is a wrist gauntlet, wrist bracer or wrist computer. It is a piece of wrist-worn technology. It houses several technologically
advanced features.  The wrist gauntlet is a small computer device worn on the wrist and features numerous controls for various items of Homo magi, Indigenous human, & magical human magical technology. It has a digitized display. The gauntlet is linked directly into a human’s combat armor, combat helmet, power armor, power armor helmet, & mecha suit and governs many of their functions. The gauntlet also acts as a power source for these tools although it has only limited capacity and would become depleted with repeated use. However, despite the clearly advanced nature of the technology involved, the magical wrist gauntlet can be recharged from any common power source such as gas, steam, & electricity.  The mark 10 is the most customizable model made. It was the epitome of technology. Each instrument is individually crafted and personally attuned to its recipient. The device is so personalized to its user that it could continuously monitor and report the vital signs of its assigned wearer in real time. It was the quintessential personal data assistant complete with a magical AI modeled after a sprite, fairy, & pixie. Complete with its own mapping system, navigation system, radio receiver, computer, video and music player, cellphone, & personal inventory tracking software. It's a souped-up PDA complete with DNA biometric lock.  
Equipment:
Adventurer’s Backpack. Where he/she/they keep equipment as a guild member and adventurer. Has one hundred inventory slots. You can also strap items to the outside of the backpack with rope. 
Items:
Magical map and compass.  A compass points to magnetic north and is used by travelers to get their bearings and find their way. The magical compass also works on different principles to point to something else. The magic compass also points to different things at different times. The magic compass when not working as a regular compass points to cardinal directions. When the magical compass’s magic is activated the magical compass points to a specific person, place, or object that the user wants to find. The magic compass is used to lead whoever uses it to something or someone lost or hidden. Its method of operation is inexplicable as it is an artifact of an ancient wizard, sorcerer, or mage. The magical compass appears in the form of a lensatic compass. The compass glows when the user is going in the right direction. It lets the user know the distance they are from what they are seeking. The magic compass can also point up or down. The magical compass is used alongside a magical map.  The magical map normally appears as a regular detailed atlas map. If you are looking for something or someone that won’t show up on regular maps. Something or someone hidden, something that is never in the same place, or something not of this world. The magical map will transform into a globe and with photo realistic details show you the location of anything hidden such as a person, location, or item. 
Magical trunk. Has infinite storage space. Has hidden compartments. Has expandable and collapsible compartments. Is locked with wards.  It is locked with 13 magical locks. 
Magical coin pouch. Unlimited storage space. Connected directly to a bank account at a magical bank. Pouch to hold bronze, iron, lead, copper, tin, zinc, nickel, aluminum, carbon, silver, gold, electrum, & platinum coins. The bank account currently has millions of coins. 
Magical Tools:
Magic mirror. Used for scrying on enemies. Used for long distance communication Is also used as a crystal prison to trap enemies. Used as a portal to travel through time and space. Used as a portal to travel to mirror and parallel timelines, dimensions, & realities. The magic mirror reveals a person’s true nature. The magic mirror reveals people if they are invisible or using illusion magic. The magic mirror is sentient. The magic mirror is quite fickle and does not work for everyone. Can be shrunk to the size of a handheld mirror to be portable.   
Crystal Ball. Used for divination and fortune telling. Also used for dreams. Used for channeling. Sphere made out of crystal or gemstone.  
Tarot Cards, Tarot Deck, & Tarot Bag that is part of a Tarot Set. Used for cartomancy, divination, & fortune telling.
Magical Portal. Used for fast or quick travel throughout the giant planet. 
Indigenous magical human talisman, totem, and amulet. Magical amplifier.
Grimoire: He/she/they own a black and red grimoire called Soul Keeper: the Whisper of Blessings. The title is written in bold lettering. Spell books are books with various magic diagrams and incantations of spells written in them. Magical users also use them if they're trying to continue to archive the work of their ancestors and preserve magical knowledge for their descendants. They may also be magic artifacts themselves imbued with arcane potency. Magic is casted by mostly reading what is written in it. Magic is also casted by sometimes wielding the book itself. People who practice witchcraft and wiccan call these things grimoires or black books. Also known as a book of shadows. They are usually more like commonplace books or tomes. They come with collections of incantations, calendars, diagrams, recipes, journal entries, illustrations, and notes on whether this or that spell worked. From the beginning of the arcane, magic users have thought magic could be performed by reading and performing specific incantations. So they have used collections of written spells in various forms. Writing itself is considered a magic art. Most of the book of shadows was handwritten with paper and magical pen, magical pencil, or ink and magical quill. Some of it to keep up with the times was typed out by a magical typewriter. Traditionally it was typed out as many believed this would add the user’s energy, magic, and spiritual intentions into the thoughts and words incorporated in their book of shadows. Books of shadows can and should evolve into something that enhances the user’s spirituality, not burdens them. That is why many are typing out with a magical typewriter and after printing out the pages adding it to their grimoires themselves. The book is a weapon in and of itself instead of just a focus item. A grimoire is simply any book used by a witch in his/her/their own personal practice. There is no limit as to what a grimoire can or cannot be, as each one is as unique as the witch who wrote it. The book of shadows begins with a dedication page. A place the user puts their intentions and commitment to their grimoire to continue the work of their ancestors archiving their family magics. The grimoire has a dedication page. The dedication page is a place to put the user’s intention and commitment to their grimoire. This is often done on the first few pages. A grimoire is a collection of magical ideas and occult topics. Such as herb uses, rituals, symbolism, spells, magic elements, and other spiritual issues and beliefs that a user finds valuable to their practice. It is a magical textbook of magic. A grimoire is used to document or keep track of any magickal information that is relevant to the practitioner. It serves to log everything a magic user needs to know in their own personal craft. It has instructions on how to prepare and create magical objects like talismans and amulets. It has instructions on how to perform rituals. It has instructions on the chemistry needed to craft and brew potions, elixirs, & concoctions. It has a list of ingredients for potions, elixirs, brews, & concoctions and their magical correspondence. This grimoire is a spell book with various magic diagrams and incantations. It is filled with collections of incantations, calendars, diagrams, recipes, journal entries, and notes on magic. It is used to store knowledge of spells learned from tomes. It is used by magic users when they need to use more complicated and powerful spells. It is used by magic users when spells are too long to memorize. The book of shadows has information about crystals. Such as what you use them for, how to take care of them, grids, shapes, how you feel when holding certain ones, & how to create an amulet. The book of shadows has information about astrology. The book of shadows had information about different types of psychic abilities. The book of shadows has information about moon magic. Such as how to make moon water, monthly lunar spiritual meanings, creative ways to use moon water, & lunar rituals. It also has information about moon phases such as the new moon, dark moon, blue moon, & black moon. The book of shadows has drawings of the moon. The book of shadows has information about herbal magic. Such as how to use herbal magic, storing tips and ideas, info on which ones are poisonous, how to dry plants, plant illustrations, names including scientific names for herbalists, magical properties, how to grow plants, list of herbalism books, medical information, & recipes. It also had an explanation of genders, planets, and elements. It has fragments of magical plants from throughout the multiverse such as a mandrake, amrita vein, simbelmyne, songbell plant, thistle branch, yggdrasil, konohana, magebulb plant, mallorn, tesla tree, trama root, kingsfoil, crimson nirnroot, seaflower, gromsblood, felandaris. The book of shadows has information about spell tools and their uses. Such as how to cleanse spell tools, commonly used spell tools. Such as when to use spell tools, illustrations of spell tools, & alternative options. The many spell tools are wands, chalices, athems, cauldrons, pentacles, & brooms. The book of shadows has information about witch, wiccan, & pagan symbolism. The book of shadows has information about seals, wards, & banishing. The book of shadows had information about the deities, gods, & goddesses. Such as lore and history, descriptions, invocations, offerings, prayers, places you feel connected to them, altars or shrines, pronunciations, & how to communicate with them. The book of shadows has information about pagan holidays and the wheel of the year. Such as the history, meaning, & traditions of each pagan holiday. It also had journal entries of what each holiday meant to past users. It has information on how you celebrate each season, how pagan celebrations evolved, & information about each holiday. The grimoire is a magic artifact itself imbued with arcane and esoteric potency. Magic is cast by wielding the book as it's an amplifier artifact. Magic is also cast by reading what is written in it. The grimoire is known as a black book or book of shadows. It is also used to preserve magical knowledge. Before the current user of the book of shadows dies the magic user will literally write all the information of magic they know out of their mind and into the grimoire where their descendants can use it in the future. The grimoire is a book of spells that is an encyclopedia of his/her/their Indigenous magical human, Homo magi, & magical human family’s magical knowledge. This is a textbook grimoire. This is a grimoire that is set up to serve as a reference book. It can be a book strictly for spiritual or magical information. This is also a practical grimoire. This is a grimoire that can serve a practical purpose such as a recipe or spell book. They are often more portable than a standard grimoire. This is lastly a memory keeping or journal grimoire. This is a grimoire that serves to be a personal record of thoughts and feelings pertaining to spiritual activity in the user’s life. Everything is divided into matching sections with an index in the front with a table of contents filled with chapters and corresponding page numbers. The grimoire is filled with correspondences or letters with other magic users. The book of shadows has detailed anatomical drawings of magical humanoids, beasts, creatures, animals, & monsters decorating some pages. It is filled with sabbaths and any holidays that the user celebrates. It has descriptions on how to cast spells. It has information about spells and rituals, divination, tarot cards, astrology, numerology, herbs and herbology recipes, & crystals. It is organized. It has illustrations and texts. The purposely blank pages are filled with quotes, art, & a note section. These are the past user’s favorite quotes that empowered them or inspired them spiritually. This book of shadows has artwork drawn by past users. This book of shadows has a pocket or envelope to hold loose notes or ideas. This book of shadows has pictures of a pentagram or pentacle. The grimoire is handwritten since many believe this will help to add the user’s energy, magic, and spiritual intentions into the thoughts and words incorporated into their magical book. The book of shadows has information about amulets and talismans. It has information about divination, tarot cards, tea readings, dreams, & scrying. The grimoire is filled with writings written in the languages of the magical planet. Such as Common (humans, half elves, half orcs, & half trolls), Undercommon, Draenei, Elvish, Drow, Druidic, Fae language (light fae and dark fae), Halfling, Gith language, Giantish (giants, ogres, oni, & cyclops), Gnomish, Dwarvish, Orcish, Troll, Ignan (languages of fire based creatures), Impish, Goblin (goblins, bugbears, & hobgoblins), Jannti (genies, djinn, etc.), Harpy, Centaur language, Taur-ahe (Tauren), Aquan (language of water based creatures), Auran (language of air based creatures), werecreature language (werebears, were cats, werewolves, etc), vampire language, Serpent tongue (naga, lamia, gorgon, etc), Dark Speech, Deep Speech (mind flayers and beholders), Fiendish, Abyssal (demons), Celestial (celestials, angels, etc), Infernal (devils and tieflings), Illithid or Qualith, Primordial (titans, elementals, primordials, etc), Draconic (dragons, kobolds, dragonborn, & lizardfolk), Sylvan (fae creatures like dryads, fairies, pixies, & leprechauns), & other magical alphabets. It came with a reference sheet on how to speak, read, & write each language. It appears to be written in a cypher. It is unknown how so many of the past users came to research these languages. The book of shadows has information about the runic alphabet. Such as runic history, runic myths and legends, the runic alphabet, how to use runes, how to cast runes, runic inscriptions, binding runes, how to activate runes, each rune and its meaning, & runes and their reverse meanings. The book of shadows has information about witchcraft, paganism, druidry, & wiccan. The book of shadows has information about sacred geometry. Such as the egg of life, fruit of life, seed of life, gem of life, tree of life, flower of life, metatron’s cube, vesica piscis, merkaba, vector equilibrium, tetrahedron, octahedron, icosahedron, hexahedron, dodecahedron,The book of shadows has information about sigil magic. Such as what is a sigil, how sigils work, how to make a sigil, sigil types and techniques, how to charge a sigil, how to activate a sigil, & how to destroy a sigil. This book of shadows has an invocation of the deities, gods, & goddesses of past users that were their patrons. This was another way to bless the grimoire or wiccan book of shadows. This book of shadows had information about initiation rituals for new magic users. The book of shadows has pagan, witch, or wiccan symbols that past users found meaningful such as runes, magical elements, sacred geometry, etc. The book of shadows has information about the fae. Such as fae lore and history, different types of fae, & offerings to the fae. The book of shadows has fragments of plants from the fae wilds. The book of shadows has information about house magic, bath magic, kitchen magic, & garden magic. The book of shadows has information about chakras, ki, & natural energy. Such as symbols, healing through crystals, chakra body placements, meanings, illustrations, & meditations. The book of shadows had information about shrines and altars. Such as how to set them up, layouts and diagrams, basics and fundamentals. The book of shadows came with ethics, rules, or code of conduct of his/her/their noble and old house and ancient and powerful houses. The book of shadows had the list of laws or ethics of the covens and circles that each of the past users were a part of. Between some of the pages are flowers, leaves, bits of nature that past users collected over the decades, centuries, & millennia. This grimoire has sigils of past users. The book of shadows has personal magical photographs of past users. The grimoire is filled with maps of areas past users have lived in. The book of shadows has grids for tarot cards spreads. The book of shadows has birth charts for astrology. It has pages for astrology and numerology horoscopes. It has drawings of magical animals, beasts, creatures, & monsters. The grimoire has heavily-worn text. It is bound in bright cloth. The inside cover appears to be signed by the author. It is an ancient large book bound in red and black leather. With rubies inlaid the front cover and emeralds inlaid on the back cover. Diamonds are inlaid in the corners of the front and back cover with beautiful designs along the spine. Reading grimoires without precautions can be dangerous especially for those untrained in using them. When he/she/they first examine it, the writer's penmanship is skillful and elegant. An eye-catching book with strange symbols decorating the cover. Upon opening he/she/they can see that each letter is meticulously written. When he/she/they look through the book he/she/they feel compelled to read the words out-loud. When he/she/they open the book, the ink is iridescent and changes colors depending on the angle. Turning the pages makes his/her/their fingers tingle pleasantly. It comes with some missing pages detailing dark or death magic carefully removed with a knife. Looking inside he/she/they can see that the writing is crisp and fastidiously penned. Looking inside, he/she/they can see that the printing is elegantly written. Several full-page illustrations are moving though magic. Upon inspection, the paper is soft and supple. Upon further inspection, the ink shines with a ghostly luminescence with arcane notes penned in the margins. Each chapter is marked with a glowing rune. When those who are of the Norwood household read the book turning the pages makes their fingers tingle pleasantly. Ghostly whispers of his/her/their ancestors fill his/her/their head as he/she/they read it. When a reader who is a Norwood family member continues to read the grimoire. Thin motes of colorful pixie dust and fairy dust enchanted into the book by fae who were friends of the Norwood family begin to waft up playfully from the pages. Compelling the reader to smile and mutter. Turning the pages he/she/they stumble across a list of owners. To his/her/their shock, their name is already written in the list. This book is of legendary rarity. The grimoire, when read by those who should not read them, like an outsider who is not part of the Norwood family, appears to them as a commonplace book in the form of an old leather bound book, a modern paperback book, or a modern hardcover book. When intruders read the book of shadows, turning the pages makes the paper writhe in your fingers like it has a life of its own. If you continue to read the book when you aren’t supposed to, disturbing images are beginning to be scrawled in the margins, as if warning the intruder. You feel an unsettling presence reach out for you. As you browse through the book you notice an illustration of a man looking out at you with his hands pressed against the page. To your surprise his lips begin to move. You realize he is pleading for help. You feel if you don’t stop reading you as the intruder will soon share his fate. Reading the book as an intruder you feel as though your life force is being drained.
Magical ink and quill. Used for penning inside grimoire. Quill made from hippogriff and griffin feather.
Mortar and pestle. Made out of granite and metal. Used for mincing, grinding, & mixing powder or paste for creating medicine for a magical apothecary. 
Crystal and stones.
Athame and boline. Athemes are associated with the element of fire and are commonly used to direct energy. Bolines usually have a more curved blade. They are used for more physical purposes such as cutting herbs or items in spellwork. 
Dagger
Bell. A ritual bell. Used for opening and closing ceremonies. Also used for ritual cleansing energies and bringing focus. The bell is used to clear energies before, during, & after rituals or spells. Used in rituals for magic and healing as the user calls upon deities. Used in rituals for magic and healing as the user calls upon elemental powers and energies.   
Chalice. Ritual chalice. Used for the element of water. Symbolizes the western direction. It is a feminine energy symbolizing the mother goddess. Used to hold appropriate liquid for magical offerings and or drink. Chalice is placed in the direction of the west. 
Bowls and plates. Altar bowls and offering plates to put on an altar for ritual offerings to deities and elements. Also used for scrying, incense, herbs, water, & stones.    
Candles and candle holders.
Incense, incense sticks, and incense holders. Used for incense burning and incense offerings. 
Altar with statues to pagan gods of the Warring Kingdoms universe 
Altar to the patron that he/she/they serve as a master warlock
Obsidian chambered gemstone crystal pendulum. Used for spiritual growth, guidance, self improvement, & psychic development. 
Witch Cauldron. Made out of caste iron. Using magic it can be shrunk to the size of a tennis ball to the size of a giant beach ball. Used to brew potions, elixirs, brews, & concoctions as a gun witch. The cauldron itself is inherently magical. It has the power to make more copies of something than creating just one if you used a regular pot. Important tool traditionally used for cooking and brewing. It represents the element of water, the element of fire, & the direction of the west.  Used for mixing herbs, oils, conctions, & brews. Also used for scrying. Usually sits in the west. Black and purple cauldron filled with an unknown glowing substance with bubbles. 
Alchemist Laboratory Chemistry Set. Using magic it can be shrunk to be portable and appear as a kid’s small chemistry set or expand into an entire science chemistry laboratory. Has flasks, vials, & containers. Used to brew potions, elixirs, brews, & concoctions as an alchemist.
Rune Box. Box of runes made out of wood, stone, & gems. Twenty five rune letters. Runes have magical and mystical powers. They were used in spellcasting. They offer wise counsel. They have protective powers and warriors would engrave shields, weapons, & armor with runic symbols. 
Magical Foci: 
Current Wands: 
Two Indigenous magical human traditional wands. These wands are kept in  dragon hide wand holsters on his/her/their forearms. The left wand holster is made of dragon hide from an old chaotic evil chromatic red fire, magma, & lava dragon they found in volcanic mountains. The leather of this wand holster was dyed red. The right wand holster is made from the hide of an ancient chaotic evil chromatic white snow, frost, & ice dragon they found in a frozen tundra. The leather of this wand holster was dyed white. These were taken since he/she/they slain these evil dragons when facing against the forces of evil. The barrels of these wands are balanced and the bodies of the wand don't taper. These wands have polished finishes. The feel of these wands are natural. These wands have a slender thickness. The length of patterns on these wands were long designs. With lengthy patterns that stretch along large portions of the barrels. The grip shape of these wands are multi sided. The angles of these wands are straight continuing off the barrels. The roundness of the nibs of the wands were polygonal. The size of the nibs were long. 
One eleven inch long and ¼ inches thick wand. The handle size is extra thin. This wand was made out of hazel wood and a brass metal. This is a right handed wand. This wand is orange and blue. The brass metal symbolizes communication, abundance, & protection. The hazel wood symbolizes wisdom, clarity, psychic work, nature magick, water magick and knowledge. This is a good all-rounder wood. Hazel wands are good to use for nature-based magical workings and are thought to offer protection against witchcraft. The wand had a handle that was made out of applewood which is a dense, hard, & sweet smelling wood. Applewood is known for healing, love, fertility, prosperity, beauty and abundance. This tree is associated with eternal youth, fertility magic, love spells, ancient knowledge, strength, healing and wisdom. The apple tree is also known as the fruit of the underworld. The goddess Freya is associated with this tree. So making an apple wand is a good choice to use for goddess-based magic. Etched into the wand was a sigil of a letter. Etched into the wand was a pentacle. End of the wand was made out of clear quartz. The clear quartz symbolizes power, protection, & general magic. The handle at the bottom of the wand had a hippogriff feather. This feather was tied to the wand with the hair of an alicorn.  The decorative trim of the wand that adorns its barrel was made out of the hide of a fire basilisk. This wand has a wand core of a basilisk fang and venom of a fire basilisk. Wands with serpent cores were previously thought to be treacherous. This is a misconception as when wielded by a witch or wizard with a dominant character they will enhance spellcasting. They will also provide subtle spell enhancements as required. This wand prefers more mysterious owners. The serpent core of this wand was injected into the wand. The wand core remains liquid inside the wand. This is typically the second most potent wand. The complexity of the trim detailing was dense. The style of the trim detailing was streaky. The shape and direction of the trim detailings on the wand was covered in horizontal patterns. The lines are generally contained to one portion of the barrel but not completely wrapping it. This wand had a handle texture that was smooth. The roundness of the nib of the wand was polygonal. It was shaped like a cube. The nib texture was smooth. The nib point was sharp. The shaft of the wand conducts magic from the handle to the tip. Each style will bring different qualities to the wand. This is a dark or gray sided magic wand. Dark magic is best suited to magical beings who have strong powers. They are sometimes difficult to control but otherworldly when truly mastered. This wand had a rune shaft. The rune shaft is ancient and holds many secrets. They compliment magical beings with an inquisitive nature.
One ten inch long and ½ inches thick wand. The handle size is thin. This wand was made out of ash wood and copper metal. This is a left handed wand. This wand is yellow and purple. The copper symbolizes healing, prosperity, love, & luck. The ash wood symbolizes healing, protection, purification, wisdom, prosperity. This is a good all-round wood for a wand as it amplifies almost all kinds of magick. Ash wands were thought to be capable of warding off attacks of harmful magic. The handle of the wand was made out of ebony wood which is a finely textured, dense, & a hard texture. Etched into the wand was a sigil of a number. The handle at the bottom of the wand was made out of jade. The jade symbolizes luck, prosperity, protection, & love. The end of the wand had a griffon feather. This feather was tied to the wand with pegasi hair. The decorative trim of the wand that adorns its barrel was made out of the hide of a wyvern. The wyvern hide amplifies the power of the draconic core wand. The wand core was made out of a tooth of a young water dragon and claw of a young adult chromatic blue storm dragon. Wands with dragon cores are ferocious. They can be relied upon to support their owner through the toughest of spells. They are strong, fierce, and unyielding. This wand needs a strong bond with its owner. The dragon cores were fused by being melted into the wand itself in a very permanent matter. Fused wands are the most potent of wands but users can’t trade in another wand core later. The wands cores that are easily interchangeable but the least potent are wand cores that are engraved or fastened to the wand. The complexity of the trim detailing was dense. The style of the trim detailing was sharp. The shape and direction of the trim detailings on the wand was covered in vertical patterns. The lines ran from the handle to the nib. This wand had a handle texture that was polished. The texture was smooth and shiny. The roundness of the nib of the wand was polygonal. It was shaped like a pyramid. The nib texture was polished. It was smooth and shiny. The nib point was flat. This wand was a light sided wand. The shaft of the wand conducts magic from the handle to the tip. Each style will bring different qualities to the wand. This wand had a natural shaft. The natural shaft is traditional, uncomplicated, and trustworthy. An ideal choice for kind & serene souls. 
The wands are magic focus objects or magic foci that direct his/her/their magical power. When dueling magic users he/she/they duel wield these wands. Wands have innate arcane energies of their own. This allowed casters to empower their spells. This also allowed wands to cast their own spells. Gemstones were added to wands to increase their effectiveness. Crafting stronger wands required more spellcasting skills from the crafter which they may not possess. Crafting any kind of magic item burnt some of the soul of the crafter. The stronger the item the greater the toll on the caster. Adding a gem was a way to increase the effectiveness of a wand without sacrificing the full amount of one's own life force. 
He/she/they have exotic greyscale wands. The right handed one was made out of chimera bone and the other left handed wand was made out of a manticore claw. Wands with manticore and chimera cores make great defensive wands. They are ideal for those who are no strangers to a duel. These wands work well under pressure for lightning-fast spellcasting. The left handed wand is made out of yew wood. The right handed wand was made out of elder wood. Wands made from the wood of the elder tree hold the most wisdom. These wands will always steer you to the correct path. Elder wood is known for wisdom, healing, prosperity, banishing, & communication with the other side. This is considered a sacred wood and should never be cut or burned. It’s best to try and find a branch that’s fallen naturally. Also make sure you only ever use this wood for benevolent magick. The elder tree was supposed to provide protection from witches. In addition to granting great healing powers to whoever possessed it. Wands made from this material could also be used to summon up storms. As it was believed that lightning would never strike an elder tree. Elder is also a tree of regeneration and fulfillment. Fairies are said to have a fondness for this wood. You must ask the spirit of the elder tree for permission before cutting down any of its wood. Wands made from the wood of the yew tree are the most energetic. Yew wood is known for longevity and complex magic. You can practically feel the magic ricocheting within the wand. Yew wood is a powerful magical material. It has associations with both life and death. This is another tree that can be used in magic rituals that focus on honoring one’s ancestors and recently deceased loved ones. The barrels of these wands feel natural. The barrels of the wands are balanced and don't taper. The barrels have polished finishes. The decorative trims of the wands that adorn their barrels were made out of the bone of an ancient blue storm dragon and the bone of an old black chromatic dragon. These were taken since he/she/they slain these evil dragons when facing against the forces of evil. The complexity of the trim detailing was dense. The style of the trim detailing was sharp. The shape and direction of the trim detailings on the wand was covered in horizontal patterns. The lines are generally contained to one portion of the barrel but not completely wrapping it. The grip of this wand is rounded. The handle of these wands was angled and tilted off the barrel. The handles of these wands were thin. These wands handle textures that are smooth. The nibs of these wands were of natural finishes. They have no polish. These wands were kept in dragonhide wand holsters on his/her/their forearms. The left wand holster is made of dragon hide from an ancient chaotic evil metallic steel dragon that they slain in the swamps. The leather of this wand holster was dyed black and obsidian. The right wand holster is made out of dragon hide from an ancient lawful evil chromatic green dragon that they slain in the forest.  
Old Wands: 
He/she/they used to have other wands. These wands were passed down to him/her/them from his/her/their Indigenous magical human and magical human father, a magic user and fighter, once he/she/they became a magic user. These wands belonged to his/her/their ancestors and were passed down for generations. These wands were more traditionally magical. So these were older looking style models. They had more neutral tones. One was a green wand that was made out of oak wood and a handle made out of alder wood. The oak wood symbolizes strength, power, wisdom, truth, endurance and protection. Wands made from the wood of the oak tree are the sturdiest. They have centuries of history hidden within the grain which serves to strengthen both physically & magically. The oak wood was very strong, durable, & light colored. Wands made from oak are thought to be good to use for god based magical workings. Thor, a thunder god, was associated with the oak tree. Magic wands and magical staffs that were constructed with this wood gives one protection from lightning. Alder wood is known for courage, strength, communication with the other side, determination and protection. Wands made from alder wood carry energies of protection, motivation, and action. Alder is known to be the tree where the first man sprung to life, making it a wood type suitable for carving desires, ideas, and intention into existence. Alder is a soft, light color, & fine grained wood. The other was a brown wand made out of pine wood and a handle made out of teak wood. The pine wood symbolizes creativity, prosperity, purification and protection. Teak wood is an extremely durable, slightly flexible, & stable wood. These wands were 11 and 12 inches. The barrel shape of these wands are tapered as the barrel thins out near the nib. The feel of these wands is natural. These wands have rough finishes. These wands have a thick barrel thickness. The handle sizes of these wands are thick. The decorative trims of the wands that adorn their barrels were made out of granite stone and marble stone. The size of the stones used in the trim detailing was medium and their line weight was also medium. The shape and direction of the trim detailings on the wand was covered in circular patterns. For the detailing it was covered in curved lines and circles along the barrels of the wands. The complexity of the trim detailing was dense. The style of the trim detailing was sharp. The length of patterns on these wands were long designs. With lengthy patterns that stretch along large portions of the barrels. The grip of these wands are rounded. These were earth wands. Earth magic is best suited to magical beings who hold a deep spiritual connection with the world around them. The wand cores of these wands were made with fairy wings and pixie dust. Wands with fairy and pixie cores have a playful energy. They are best suited to young-at-heart magical beings. They are adventurous, gentle & perfect for charm spells. These wands usually favor those with brave hearts and courageous souls. The fairy wing core was fastened into the left wand. The pixie dust wand core was also fastened to the right wand. The wands cores that are easily interchangeable but the least potent are wand cores that are fastened to the wand. The body of the wand will be split into modules. The core of the wand will be hardened and fastened between them as visible cartridges. The left was a multi piece core. The right was a single piece core. Fastened cores have slightly less than standard potency for magic. Users do enjoy the ability to swap for different wand cores down the road. The angle of the handle was angled and tilted off the barrel. These wands had rough handle textures. They were only slightly polished. The roundness of the nibs of the wands were round. The left wand has a nib that is shaped like a cone. The right wand has a nib that is shaped like a cylinder. These wands are kept in dragon hide wand holsters on his/her/their forearms. The left wand holster is made of dragon hide from an adult chaotic good metallic brass dragon. It was given freely. The right wand holster is made from the hide of an ancient chaotic good metallic copper dragon. It was given freely. The leather of these wand holsters were brown and were undyed. These wands were destroyed by a very powerful non native Homo magi magic user and fallen paladin with very dark and powerful dark magic in an act of betrayal. The death of these wands was a very emotional moment for him/her/them. He/she/they later used the shards of these old wands to make the new wands that he/she/they use now. This moment was why he/she/they cut his/her/their long Indigenous hair to mark the moment he/she/they lost connection to his/her/their ancestors. Their family, especially parents and uncles and aunts and their kin members of clan, tribe, and nation understood the meaning of their hair when they came home with tears in their eyes with their cut hair and in their hands were their cut braided hair and shards of wands passed down to them.
He/she/they used to have two training wands. One wand was made out of glass and another was made out of ceramic. These wands were also made out of cedar and holly wood. Cedar wood is a lightweight, durable, & decay resistant wood. Cedar wood is known for wisdom, protection, purification, longevity, cleansing, prosperity and love. The magical properties associated with cedar include consecration, immortality, prophecy, prosperity, protection and purification. Using a wand or a staff made of cedar helps you with any magical workings on the astral plane and in any dream-based magic. Holly wood is a white, delicate, & expensive wood. Wood from holly is known for protection, peace, strength, courage, and luck. The feel of the barrels of these wands is natural. The barrel shape of these wands is tapered as it thins out near the nib. These wands have a polished finish. The barrels of these wands have medium thickness. The decorative trims of the wands that adorn their barrels were made out of pearl and amethyst gemstones. The size of the gemstones used in the trim detailing was small pearls and tiny amethyst gemstones. The amethyst symbolizes healing, sleep, psychic communication and knowledge.  The line weight of the trim detailing of the gemstones was fine pearls and extra fine amethyst. The wands with gem handles are well recognised & celebrated. So it compliments witches & wizards with grand ambitions. The complexity of the trim detailing was dense. The styles of the trim detailing on these wands were elegant and flowy. The shape and direction of the trim detailings on the wands were covered in branded patterns. The details were rings that wrapped around the barrel. The length of patterns on these wands were short bursts with many short designs along the barrels. These wands were made with an alicorn horn and phoenix feather core. The grip of these wands are multi sided. Wands with phoenix cores have a mind of their own, but will always remain true to you. These are the most durable wands. As the phoenix will always rise from the ashes. Wands with pegasi, unicorn, or alicorn cores are ideal for beginners. They are full of heart. These wands make great mentors and are forgiving of slights of hand and flicks of the wrist. These wands enhance the power of light spells. The handles of the wands were straight continuing from the barrel. The handle sizes of these wands were of medium thickness. These wands had handle textures that were natural. They had no polish. The roundness of the nibs of the wands were polygonal. The left wand has a nib shaped like a pyramid. The right wand has a nib shaped like a cube. The nib textures were rough and were only slightly polished. The nib sizes were cut and were tight to the barrel. These wands were given to him/her/them by their mentors, a supreme witch and great warlock, as training wands. These wands are kept in dragon hide wand holsters on his/her/their forearms. The left wand holster is made of dragon hide from an adult lawful good metallic bronze dragon. The leather of this wand holster was dyed yellow. It was given freely since he/she/they fought with it against a demon lord. The right wand holster is made from the hide of an ancient lawful good metallic gold dragon. The leather of this wand holster was dyed orange. It was given freely since he/she/they fought with it in a war against evil.
Other Magical Foci:
Magic cudgel. The top of the magical cudgel which has been decorated with intricate gilded pattern design, said to have secret meanings only known to the wielder. The bottom ends in two decorative intertwining snakes made of obsidian and has been decorated with glowing triangular ruby gems with smaller emerald gems floating around them that give off a soft humming sound whenever magic is used. Crystal-like shards are merged into the staff, allowing light to flow through and making it glow. Only the handle is kept smooth, which has been decorated with an ancient text carved into it. The top is made out of supreme adamantium and the bottom is made out of mithril. Carved runes cover this jagged, twisting staff from top to bottom, leaving only the handle untouched, which has been emblazoned with magical runes. The staff has been smoothened and strengthened at core positions, including the handle, which has been decorated with a few sapphire crystals.
Magic quarterstaff. Magic quarterstaffs are large and substantial enough to be viable melee weapons. This quarterstaff was made out of walnut wood and maple wood handle. Walnut is a tree of fertility, prosperity and wisdom. Wands and staffs made of walnut to help awaken inner wisdom. This is also a good material to use for initiation rituals. Walnut is a rich color, shock resistant, & strong wood. Maple is a tree of love, harmony, peace and prosperity. Maple will help to bring balance and harmony to yin-yang energies. It is a popular wand material and helps to awaken one’s intuition and creativity. Maple wood is known for strength, power, vitality, travel, communication, learning, beauty and abundance. Maple is a fine grain, strong, & tone conductive wood. The quarterstaff was made out of steel and silver. The gemstones encrusted into the quarterstaff were topaz and sapphire. Obsidian forms the base of this spectacular staff. Flame like decorations dance and wrap around the entire staff. With the exception of the handle which has been strengthened with a metal coating of electrum. The handle had a polished finish. The barrel shape is balanced and doesn’t taper. The barrel’s thickness was medium. The barrel feels straight and feels more like a manufactured object. The decorative trim material around the barrel and handle was gems and metal. The bottom has been decorated with thick gilded rings each with two gems at equal distance from each other. He/she/they uses the magical quarterstaff as a magically augmented melee weapon. As a grand magister who is a war wizard, battle wizard, battle sorcerer, & gun witch he/she/they uses the magic quarterstaff in close quarters melee combat like a cane, club, or mace. The quarterstaff amplifies his/her/their magical and combat abilities. He/she/they uses the magic staff in full contact magic. He/she/they can fire magic from both ends of the quarterstaff. 
Homo Magi Scepter. The Homo magi scepter comes with a faceted crystal shard from the Giant Meteorite that crashed into the Homo Magi empire that gives Homo Magi magical powers. The scepter was six feet long. The scepter was blue and yellow. Etched into the scepter were symbols. Scepter was made out of gold metal and cedar wood. The gold symbolizes beauty, prosperity, love, & courage. The cedar wood symbolizes healing, love grounding, creativity, prosperity, passion and divination. End of the scepter was made out of agate. The agate symbolizes courage, protection, & strength. The top is made out of marvelous wood and has been crafted into a hellhound animal claw. Which has been decorated with intricately crafted rainbird, thunderbird, & phoenix feathers painted in vibrant colors. The bottom has been decorated with thick gilded rings each with two gems at equal distance from each other. It was passed down to him/her/them from his/her/their  Homo magi mother, who is a paladin and cleric, when he/she/they became a magic user. 
Modern magical mechanical wand rod or baton that is a form of magitek. It comes with a mana indicator. It is a technomagic tool. It can turn into a collapsible staff. This futuristic wand was personally crafted by him/her/them. This modern wand has an exaggerated shape. It is sleeker and has more vibrant colors. The wand tip is made out of an orb of obsidian. The wand shaft was made out of mithril and adamantine. The wand was also decorated with gemstones and intricate metal work. They, as the creator of this wand, was revered for its creation. This wand was 13 inches long. The feel of the wand’s barrel is straight. It feels more like a manufactured object. This was used for running calculations for magic circles since arithmancy is based on highly complex mathematics and these devices help streamline the process.  Arithmancy is a magical discipline that studies the magical properties of numbers. Those who studied and practiced arithmancy were called arithmancers. The wand barrel is tapered as it thins out near the nib. The barrel has a polished finish. The decorative trim of the wand that adorns its barrel was made out of diamond gemstones. The size of the gemstones used in the trim detailing was large diamond gemstones. The line weight of the trim detailing of the gemstones was bold diamonds. The complexity of the trim detailing was dense. The style of the trim detailing on this wand was elegant and flowy. The shape and direction of the trim detailings on the wands were covered in branded patterns. The details were rings that wrapped around the barrel. The decorative trim of the wand that adorns its barrel was made out of gold and silver metal. The complexity of the trim detailing was dense. The style of the trim detailing was flowy. The shaft of your wand conducts magic from the handle to the tip. Each style will bring different qualities to your wand. This wand had a vortex shaft. The vortex shaft holds great complexity. They are suited to witches & wizard's with a logical mind & great patience. The shape and direction of the trim detailings on the wand was covered in vertical patterns. The lines ran from the handle to the nib. The grip of this wand was multi rounded. 
Magical human mage magic staff. The magic staff was six feet in length. The magic staff was peach and royal blue. The magic staff was made out of silver metal and birch wood. The silver symbolizes protection, healing, divination, & psychic work. The birch wood symbolizes grounding, cleansing, protection, fertility, rebirth and inspiration. Birch wood is known for adaptability, inspiration, and fearlessness as its most resonant energies. It is also fast-growing making it a sustainable tree to take wood for magical purposes. The birch tree is also associated with fertility and rebirth. Birch wood is a heavy, strong, & shock resistant wood. Birch wood is known for grounding, cleansing, protection, fertility, rebirth and inspiration. This wand was also made out of kingwood which is a very dense, attractive, & expensive wood. Etched into the magic stick were geometric shapes. The end of the mage stick was made out of rubies. The decorative trims of the mage stick that adorn its barrel were made out of ruby gemstones. The size of the gemstones used in the trim detailing was medium sized rubies. The line weight of the trim detailing of the gemstones was medium. The complexity of the trim detailing was dense. The style of the trim detailing on this mage stick was elegant and flowy. The shape and direction of the trim detailings on the mage stick was covered in branded patterns. The details were rings that wrapped around the barrel. The grip of this magical staff was multi sided. Glowing runes are carved along the entire staff with the exception of the handle. The handle had been smoothened and strengthened. The bottom ends in a reinforced stub made out of peridot crystal known for protection, abundance and love. The staff was decorated with ribbons said to offer protection against dark magic. Magical staff are a sign of a powerful magic user. Magic staffs are more powerful than wands. His/her/their magic staff itself is magical. The magical staff also acts as a magical focus object artifact amplifier that amplifies his/her/their magical power. The magic staff is shaped like a cane. The top of the magic staff is carved with a sun, star, and moon. The magic staff is elaborately decorated with magical runes, symbols, & sigils. The top of his/her/their magic staff also comes with a floating ring. Inside the floating ring is a large round and smooth glowing gem that acts as a main power crystal. A glowing, seemingly liquid line wraps around the entire staff like blood and covers the handle. The handle has been wrapped in exotic animal skin. The hide of a griffin and hippogriff. The bottom is made of obsidian and has been decorated with gilded linings. A few small gems that seem to float gently above the surface of the staff. The top is made out of superior wood which has been decorated with a mosaic of smooth multi-colored gems. All gems are roughly the same size.
Gun Witch’s Broomstick. Automotive mechanical broomstick. With a two seat leather seat for comfortable riding. Wood made out of rose wood and zinc metal. The zinc symbolizes. Rosewood is known for being a strong, heavy, & richly hued wood. Rose wood is known for love, knowledge, psychic work, healing, compassion, fertility and protection of loved ones. The handle was made out of hickory wood. Hickory wood is a coarse textured, hard, & shock resistant wood. The broomstick came with holsters for the guns that he/she/they use as a gun witch. End of the broomstick was made out of sodalite. The sodalite symbolizes wisdom, peace, healing, divination and intuition. Etched into the broomstick is a pentagram. The entire length of this staff has been carefully painted with intricate patterns. Leaving only the handle untouched which has been decorated with an ancient text carved into it. The bottom ends in a skull-shaped decorative piece made of obsidian and has been decorated with glowing orbs that orbit around at gentle speeds at all times. The top is made out of unique wood and has been crafted into a lantern-like shape. Which has been decorated with several floating crystals. Crystals that are gently floating round and round in an almost hypnotic fashion. He/she/they have built into the broomstick a magical Gatling gun. He/she/they also can also use the gun witch broom to fly as a flying broomstick. It has comfortable two person seating with a seat made out of dragonhide leather. It has six rocket thrusters. 
Weapons: 
He/she/they were a knight, a knight corporal, & a knight sergeant. The melee weapon he/she/they used was a rapier. The ranged weapons she/they used were a flintlock rifle with a bayonet and a flintlock pistol with an ivory and steel grip. 
He/she/they were a knight sergeant, a knight lieutenant, & later a knight captain. He/she/they were a paladin, a star paladin, & a grand paladin. The melee weapons he/she/they used was a saber and cutlass. The ranged weapons he/she/they used were a magical triple barreled flintlock rifle with a bayonet and a magical quadruple barrel flintlock pistol with an ivory inlay and willow grip. 
He/she/they were then a knight commander and paladin commander. The ranged weapons he/they used were a long triple barreled heavy musket with a steel barrel, a mahogany wooden stock, and an oak wood grip. They also used an engraved elegant triple barrel ivory plated dueling pistol (with a walnut grip and silver inlay) and an engraved ornate ivory plated triple barrelled flintlock pistol (with a gold inlay and cherry wood grip). The melee weapons he/she/they used was dual wielding short swords. 
He/they were then the knight and paladin chapter master. The weapon she/they used was a brass plated engraved heavy double barreled blunderbuss with a cherry wood grip, a full wooden stock, & a golden barrel. The weapon they used was also an engraved four barreled flintlock pistol with a (with an expanded ivory and cypress grip and elegant roundel). The melee weapon he/she/they used was a one handed long sword and shield. 
She/they were an elder of a paladin and knight order. The weapon he/they used was a double barreled arquebus with an engraved metal grip and a pistol with a walnut grip and gold inlay. The melee weapon he/she/they used was a two handed zweihander greatsword. 
He/she/they as an adventurer of an adventuring guild and guild member of a guild order are a magic user and fighter. She/they is an arcane swordsman and esoteric gunslinger as a fighter. His/her/their weapons as a fighter are a magical lever action repeating rifle, a magical Gatling gun, and two six shot magical revolvers. 
He/she/they as a fighter were a mercenary, bounty hunter, & private soldier of a mercenary company Timber Wolf. The weapons he/she/they used were a magical semi automatic carbine with scope, a magical machine gun, magical sniper rifle, a magical sub-machine gun, & a magical semi automatic pistol. 
He/she/they as a fighter was a black ops and spec ops soldier for the Federation of Aehinara military. He/she/they as a fighter was a general of the Human Federation military. The weapons he/she/they used were a magical assault rifle, a magical pump action combat shotgun with drum magazine, a magical machine gun with drum magazine, & a magical sniper rifle. 
He/she/they also use a wood elf traditional composite bow and arrow, a High Elven compound bow, & a Dark Elf crossbow.
The High Elven compound bow is made from excellent quality redwood with crystal grip. It has an insignia engraved on one side. The string is made from sinew and is very strong. The arrows are made from the rarest oak wood. Each arrow is tipped with diamond arrowheads and fletched with hippogriff or griffin feathers. The quiver is made of purple leather with topaz trimmings and a purple leather strap. Its main effect is that the arrows never miss. The secondary effect is it can never be used by anyone else except from the owner. It was forged by high elves. It is wielded by Homo magi. Its alignment is true good. This solid compound bow has been remarkably constructed of long-lasting ipe wood. Its string is made from. It's a fairly common material around these parts of the world. The limbs have been decorated with golden, silver, brass, & iron rings and end in long points shaped like tusks. The handle is wrapped in soft silk and decorated with small sapphire, ruby, amethyst, emerald, & diamond gemstones. The sizable quiver is made from woven chimera fur and is supposed to be worn around the archer's belt. The outer side has been decorated with phoenix bird feathers, which may be purely decoration or might have a meaning. In the hands of an expert archer this bow is capable of firing arrows up to 252 meters while still retaining lethal power.
The dark elven crossbow is made from excellent quality oak wood. It has mysterious engravings across it. The looped string is made from rawhide and has retained its shape well. The arrows are made from the rarest ebony. Each crossbow bolt is tipped with a sapphire arrowhead. Each bolt is fletched with  phoenix, thunderbird, or rain bird feathers. The quiver is made of ivory with diamond trimmings and a yellow leather strap. Its alignment is lawful neutral. It was forged by dark elves. It is used by magical humans. Its quirk is that it changes its wielders alignment to match its own. It was created to protect and defend. This excellent repeating crossbow has been remarkably constructed of a fine sample of yew wood. Its string is made from splendid alicorn horsehair, it's a fairly uncommon material around these parts of the world. The limbs have been decorated with griffin and hippogriff feathers and end in curves ornamented with flowers. The stock is wrapped in ebon and decorated with gilded linings. The sizable quiver is made from soft hide and is supposed to be worn around the archer's belt. The outer side has been decorated with armored plating. In the hands of any archer this bow is capable of firing arrows up to 179 meters while still retaining lethal power.
The wood elven composite bow is made from the rarest maple with a walnut grip. It has complex engravings etched into it. The reverse-twisted string is made from hemp and is strong. The arrows are made from excellent quality mahogany wood. Each arrow is tipped with a cherry arrowhead and fletched with eagle feathers. The quiver is made of chimera fur with diamond trimmings and a yellow leather strap.
He/she/they as a magic user dual wields two Indigenous magical human wands. He/she/they also use a Homo magi scepter, witch’s broom, & a  magical human magic staff when controlling magic. 
The magical human staff. It is 70 inches long. It is octagonal. It is made of excellent quality silver and the rarest gold. It is decorative. It is gently decorated. It is light-weight.
He/she/they as a fighter are an arcane swordsman who dual wields short swords, uses a longsword and a shield, or a two handed great sword claymore.
As a war wizard, battle mage, gun witch, & battle sorcerer he/she/they also carry two Goblin knives or daggers tied to their belt, fusion weapon (of a High Troll battle axe, High orc club, & dwarven war hammer) tied to their right hip, an Indigenous magical human spear, a High Elf rapier longsword tied to their left hip, and a magical human claymore greatsword tied to their back.
Indigenous magical human spear. The diamond-shaped permanently sharp head is bound to the shaft made of the rarest redwood with an elaborate eye-catching metal sleeve. It is highly decorated and is tied with eagle feathers. 
Magical greatsword made out of thunderbolt iron from a magic meteor. The meteoric ore is a black metal so the blade of the thunderbolt iron sword is black. The blade is incredibly strong and super light. The sword itself is enhanced with esoteric and arcane magic. 
Cold iron longsword. Used to kill supernatural and paranormal animals, monsters, creatures, beasts, & beings.
High Troll battle axe, Dwarven war hammer, & High Orc war club fusion weapon. It is made out of divine iron, heavenly bronze, & celestial steel. Its look always appears to be shining as if in sunlight. It is a weapon created by warlords. The weapon’s main effect is it prevents all other magic from being used nearby. It was created by clerics and seers. Its fame is legendary. It draws its power from its wielder's fighting spirit. Its look is covered in engravings. Its fame is somewhat famous. Its quirk is it talks. It was created on another plane. It was created to slay a demon lord. The large marble hammer head is an octagonal prism. It has an insignia engraved on one side. The opposing end tapers off into two 2 inch/5cm long prongs. The jade axe head has a narrow, eagle head edge, and has an insignia engraved on one side. It comes with a turquoise leather-bound grip and a redwood handle. It is neither too light nor too heavy. It is perfectly balanced.
A two handed claymore. It is made out of celestial steel. It is a solid black blade. Its look is like it is perpetually wreathed in darkness. Its fame is considered mythical. Its quirk is it was once part of a divine war. It was created in the fires of hell by its first wielder who was a fallen paladin and dark knight. It draws its power from its wielder's ambition. The weapon's main effect is it creates walls of flame made out of demonic hellfire. The weapon's secondary effect is it summons evil creatures such as demons, succubi, incubi, ghosts, & zombies to assist the wielder in combat. It is sentient. Its restriction is it needs to draw the blood of opponents to be resheathed. Its quirk is that it is haunted by spirits of past wielders. Its alignment is chaotic evil. It is wielded by damned souls. 
Fire basilisk fang dagger. A curved dagger. The heavy 6 inch/15cm blade has a very sharp wide edge. It has complex engravings inlaid in silver. It has a fancy guard, a crimson leather-bound grip, & a spherical pommel. The dagger has a fancy scabbard with delicate patterns etched across it.
Armor:  
As a knight and paladin he/she/they wear power armor like heavy class full plate armor. The heavy class armor is made out of mithril, orichalcum, & black adamantine. The heavy class paladin-like heavy class plate armor is gold and sapphire. The combat armor they wear has a closed helmet with a visor, a gorget (that protects the chest), a bevor (protecting the lower face, neck, chin, & throat), a breastplate or chestplate (that protects the torso), a backplate, pauldrons (that protect the shoulders), a plackart (that protects the lower half of the torso) a cuirass (that protects the front of the torso), a culet (that protects the small of the back and the buttocks), couters (that protects the elbows), poleyns (that protected the knees), faulds (to protect the waist and hips), gauntlets (that protects the hands to the forearms), gardbraces (to protect the armpits), vambraces (that protect the forearms to the elbow), sabatons (that protect the foot), cuisses (to protect the thighs), a steel tassat (that protect the groin, upper thighs, & pelvis), & greaves (that covered from the shin to the knee).
As a fighter he/they wear chain mail heavy class armor. The plated chainmail armor is gold, storm gray, & obsidian colored. 
As a magic user who is a battle mage, war wizard, battle sorcerer/battle sorceress and gun witch he/she/they also wears a wizards hat, forest green grand magister robe, and a royal blue mage cloak over light class terra cotta and scarlet studded leather armor. 
Magical Heavy Assault Heavy Class Combat Armor with Magical Combat Armor Helmet. 
Magical Heavy Assault Shock Trooper Heavy Class Power Armor with Magical Power Armor Helmet
Magical Mech Suit  
Magical power armor. Magical mech suit. Made out of mithril, adamantine, & orichalcium. It is powered by oil, steam, gas, & electricity. It is powered by aether, nether, & ether. It has an aether, ether, & nether reactor core. The power armor and mech suit is collapsible. It can collapse into a suitcase for easy storage. When transformed this way the armor is indistinguishable from a normal suitcase and weighs 1/3 its normal weight. It is highly customizable and upgradable. Underneath the magical power armor and magical power armor helmet they wear a ruby armored jumpsuit with black metal plates accented with zippers and metal clasp pieces. They wear this under a painted and polished metal alloy jet black magical metal reinforced polymer heavy assault combat armor with a painted and polished metal alloy magical metal black reinforced polymer combat helmet. The magical metal combat armor and magical combat helmet is upgraded with the upgrades of being sleek, being cushioned, being deep pocketed, having asbestos lining, being aerodynamic, being muffled, being lead lined, being dense, being custom fitted, & being padded. The magical power armor it has upgrades of having an arcane visor, flame projector, lightning projector, lightning channel, force blast, sun cannon, accelerated movement, reinforced armor, hydraulic bracers, optimized bracers, kinetic servos, reactive plates, overdrive servos, sensor array, sentient armor, artificial guidance, active camouflage, cloaking device, matrix overlay, emergency protocol, core assembly, explosive vents, force accumulator, mechanical enhancement, optimized servos, reactive plating, ether reactor, internal database, medical pump, heads up display, head lamp, recon sensors, targeting hud, virtual interface, integrated attack, iron muscle, power slam capacitor, iron grip, power fist, impact gauntlet, explosive gauntlet, martial grip, phase engine, heavy plating, motion assist servos, flight, rocket boots, jet pack, phase suit, & sealed suit. The power armor suit comes with thermal coating, explosive shielding, & titanium plating. It is resistant to fire, lightning, cold, acid, & necrotic damage. The magical mecha suit’s secondary weapons are two 7.76 mm Gatling miniguns,  two 12.7 mm heavy machine guns, two 5.56mm medium machine guns, two portable 40 mm grenade launchers, & two portable missile silos. Its main weapon is a portable  magical Tesla coil electromagnetic railgun. This masterwork crafted power armor suit is of legendary rarity. This masterwork mech suit is of rare rarity. 
Shields:
He/she/they were a knight, a knight corporal, & a knight sergeant. The shields she/they used were a targe style shield, parma style shield, buckler style shield, & target style shield
He/she/they were a knight sergeant, a knight lieutenant, & later a knight captain. He/she/they were a paladin, a star paladin, & a grand paladin. The shields he/she/they used were a heater style shield, round style shield, wankel style shield, oval style shield, & Rodache style shield 
He/she/they were then a knight commander and paladin commander. The shields he/they used were a coffin style shield and a kite style shield.
He/they were then the knight and paladin chapter master. The shields she/they used was a war door style shield, scutum style shield, & tower style shield
Automotive Armored Bionic Prosthetic Arm: Weapon Mode:
Automotive Armored Prosthetic Bionic and Cybernetic Arm: He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by a magical arcane mithril longsword wielded by an officer of the Homo Magi Empire. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the arcane and the help of those who have already done so he/she/they have replaced it with an advanced prosthetic replacement. It is a prosthesis that replaces a missing extremity such as an arm or leg. The type of limb used is determined by the extent of amputation or loss of the missing extremity and the location of the missing extremity. Artificial limbs are needed for a variety of reasons where a body part is either missing from the body or a body part is too damaged to be repaired. It was built for them by an engineer, an inventor, & a mechanic. This team was assisted by several artificers (of differing subclasses and backgrounds) and several highly skilled magic users (such as a mage, alchemist, sorcerer, witch, & warlock). It was installed on their body through a team of highly trained surgeons and doctors. Having artificial prosthetic limbs comes with a number of complications. Some of which are minor annoyances while others can be dangerous if ignored. Due to the constant risk of damage and mechanical failures these mechanical prosthetics require daily maintenance and repair. It is maintained and repaired regularly by a team of mechanics and artificers. The automotive armored prosthetic bionic arm is upgradable and highly customizable. The prosthetic is linked directly to the nervous system taking electrical pulses from nerves to regulate the many electrical motors and actuators inside the prosthetic bionic arm. It can be moved at will like a natural appendage. This augment functions as if it were the normal body part. These constructs are designed to replace lost limbs if magical healing is not available or if the user desires to have an improved replacement. The automotive mechanized bionic prosthetic arm has electrical motors, gears, & springs. The bionic arm is made with a full skeletal titanium frame with steel armor plating to protect the wires and intricate machinery inside. The automotive armored prosthetic bionic arm moves using synthetic muscles and fibers. It is a fully articulated prosthetic arm with multiple moving parts capable of manipulating even weapons.  Once the prosthetic is attuned to its user it will behave and act as the limb it replaces. It moves according to conscious and unconscious thoughts and commands from its user. This was a prosthetic intended to replace lost limbs and damaged organs. This advanced prosthetic replaced and enhanced the lost limb. The prosthetic bionic arm was painted to look like their real biological arm. First perfected by draenei, gnomes, dwarves, & goblins the armored automotive prosthetic bionic arms arms are now built by several master artificers, inventors, & engineers. The bionic arm provides an almost perfect semblance of full functionality but is quite expensive. The recovery time it took for the user to recover from the automotive armored prosthetic bionic arm after doctors and surgeons installed on their body took three to six months. It does not require an external energy source. It has a built-in battery. The automotive armored prosthetic bionic arm is electrical, steam, & gas powered. This prosthetic arm is also powered by small finely cut shining magical ruby, diamond, amethyst, onyx, pearl, malachite, sapphire, jasper, topaz, quartz, & emerald gemstones inserted throughout the bionic arm. The automotive armored prosthetic arm is also a magically enhanced bionic arm. This prosthetic bionic arm is made of steel, gold, silver, electrum, nickel, brass, palladium, titanium, platinum, & copper for durability. However, contemporary technological advancements have allowed certain automotive armored prosthetic bionic limbs to be composed of other materials  as to be less cumbersome and more durable than steel in abnormal conditions. Like wearers of normal prosthetics these users are subject to various aches and pains resulting from drastic changes in barometric pressure. However another drawback to full steel limbs are the adverse effects which occur in extreme conditions such as heat and cold. In extremely high temperatures the metals which conduct and retain heat induce great deals of discomfort to the user. Who must remain with a heated metal object grafted to the skin. In extremely cold temperatures the cold conducting metals cause standard oils to cease functioning as well as expedite frostbite damage to the connecting tissue. This prosthetic bionic arm is also made with a weave of chrome, fiberglass, aluminum, & carbon fiber for flexibility. This means that the bionic arm is also made of lighter more expensive alloys that is resistant to extreme temperature changes so the armored automotive prosthetic bionic arm no longer suffers the ill effects of certain extreme heat and extreme cold environments. This is a high quality prosthetic bionic replacement that is made to look life-like (at least at first glance). This artificial prosthetic limb is much less bulky than its counterparts. Since its frame more closely follows the contours of an organic biological limb. The exterior and interior of its chassis is lined with precious gemstones, crystals, metals, and complex arcane engravings. A powerful enchantment provides full sensory feedback to its user allowing all sorts of tasks to be accomplished with the limb. It was upgraded with large glowing red, blue, green, gold, silver, & violet bold magical crystals. The bionic arm comes with a built-in sonar to detect nearby enemies and allies. Some of the more creative and talented prosthetics inventors, artificers, & engineers have been known to include all sorts of devices in prosthetic limbs. Some ranging from helpful tools to dangerous weapons. Including some with questionable legality. Some intrepid amputees have even been known to tinker with their limbs on their own time. However you go about it, modifying an artificial limb requires great expertise and tends to be costly. The prosthetic bionic arm was later weaponized and upgraded with mithril, adamantine, etherium, & orichalcum metal for combat situations as a military grade augmentation. This makes the prosthetic arm built with a lot of durability and so would not break easily even with high output performances in combat. 
The prosthetic bionic arm amplifies the impact of their blows. The automotive armored arm exerts massive kinetic force when striking. The crystals on the back of the prosthetic hand and the palm of the bionic arm fire magical beam attacks. The armored automotive prosthetic bionic arm comes with a built in injection system with multicolored serums. These serums are contained in vials that are unknown glowing cardinal, cerulean, emerald, silver, tangerine, gold, & violet fluids. These serums are made from magical materials found throughout the federations, empires, & confederacies of humanoids such as the humans, fae elves, goblinoids, dwarves, giant kin, gnomes, draenei, dragon kin, avian people, serpent people, etc that is then ground up and mixed into concoctions, brews, potions, & elixirs. That when injected from the bionic prosthetic arm into the biological body through the injection system greatly enhances the user's strength, dexterity, speed, durability, perception, intelligence, endurance, agility, & flexibility at a supernatural level. The serum injection system also has a separate glowing obsidian vial that when injected into the user through the bionic arm with a time limit of a few minutes turns the user into a controlled berserker. Allowing them to fight at their fullest potential at a superhuman level without limits by weaponizing their inherent biology as a human with fae elf, goblinoid, & giant kin ancestry. It lets them release themselves of all rational restraints in battle that would even make a barbarian giant kin jealous. It lets them go into a controlled induced rage mode and combat enhanced mode but without the side effect of a berserker rage. It lets them immerse themselves completely in combat as a controlled berserker becoming a powerful ally for friends and a dangerous enemy for foes. As a controlled berserker they can tell the difference between ally and foe. They can ignore physical damage with pain suppression and injury immunity as if it never affected them and continue fighting past their limits but only for several minutes. It makes them unpredictable when fighting enemies and hard to counter. As a controlled berserker the user’s intelligence is not affected like a regular berserker. However the side effect is the severe backlash when the controlled berserker rage is over. The main side effect is while a user is only able to ignore the effects of pain and injuries while sustained in the berserker state. These injuries take full effect when they come out of the induced berserker rage once these chemicals wear off. They have to heal from the damage and pain on their own with their healing factor. The other is that it leaves the user exhausted for several minutes as they run out of endurance and stamina. This was given to them when they underwent experimentation to become a magical super soldier. These limbs are designed to serve another function in addition to their use as a limb. The prosthetic limb comes with multi tool functions and can be upgraded to include new gadgets with the help of artificers, inventors, engineers, & magic users. These additional functions can be used at will. This bionic and cybernetic enhancement bestowed new abilities to the wearer or improved the user in some fashion. The prosthetic arm is enhanced with aether and nether magic. The inside and outside of the magically enhanced bionic arm comes with hidden runes. However anti-magic fields or anti magical attacks will not disable these magical parts of the augment since the armored automotive prosthetic bionic arm is upgraded with rare and expensive enchanted metal alloys making it resistant to anti magic. Usually these limbs have a concealed weapon. So through the arm the user can summon and banish wrist mounted magical arm blades made out of heavenly steel and stellar titanium. The user can also summon a magical arm mounted quad barrelled Gatling minigun cannon through the runes to be attached to the bionic arm that shoots magical 7.76 mm heavy machine gun bullets. The magical Gatling gun is wielded by the user with a trigger and stabilized with a grip attachment. This makes the prosthetic bionic arm technomagical weaponry. This is a military-grade magic tech weapon. This prosthetic arm when not in use is usually hidden away in a medical sling. This masterwork crafted arm is of mythical mithril rarity. The automotive armored prosthetic bionic arm has been described as intricate, sleek, baroque, surrealistic, serpentine, circuitrois, vitric, neoteric, gleaming, lucent, ensorcellment, & emblazoned.
The automotive armored prosthetic bionic arm also comes with two  armored arm gauntlet power fists. These armored arm gauntlet power fists are spray painted scarlet, gold, sapphire, shamrock, alabaster, & obsidian. These arm gauntlets are  made out of mithril, darksteel, runite, uru, dark metal, orichalcum, chronoton, silverstone, saronite, adamantine, lerasium, netherite, & etherium. The arm gauntlets can be used to lift heavy objects like they are nothing. The arm gauntlets can be worn using their biological arm and their prosthetic bionic arm. The armed gauntlets come with violet spiked knuckles made out of divine iron, heavenly bronze, thunderbolt iron, stellar titanium, stygian iron, imperial gold, cold iron, & celestial steel to bludgeon enemies with unarmed attacks. The arm gauntlets also can be equipped with diamond tipped titanium claws modification for slashing enemies with metal claws. The armored arm gauntlet power fists were also implanted with fragments of celestials and infernals such as defeated demons and angels to allow the user secret upgrades and certain abilities. It is an impact gauntlet, a magic weapon capable of amplifying the impact of the user’s blows. The arm gauntlets each have three built in rocket thrusters installed in the elbow to allow the users to attack enemies with a rocket boosted punch. Allowing them to punch through even heavy armor class power armor worn by paladins. The arm gauntlet can also be fired using the rocket boosters in the elbow as a projectile attack. The arm gauntlets come with built in canisters that when used allows the user to use fire, lightning, explosive, toxic, & cryogenic attacks to explode, electrocute, incinerate, poison, stun, & freeze enemies. These power fists are what control and manipulate his/her/their suit of magical paladin heavy assault heavy class armor power armor. These power fists are what control and pilot his/her/their magical mech suit.
 Training:
He/she/they were the apprentice, initiate, aspirant, and squire of two knight commanders. He/she/they were a knight, a knight corporal, & a knight sergeant. 
He/she/they were a knight sergeant, a knight lieutenant, & later a knight captain. 
He/she/they were a paladin, a star paladin, & a grand paladin. 
He/they were then the knight and paladin chapter master. 
She/they were an elder of a paladin and knight order. 
He/she/they as a fighter were a mercenary, bounty hunter, & private soldier of a mercenary company Timber Wolf that worked jobs all over Esisio. 
She/they is a warlord who is in control of a city state for territory. 
He/she/they graduated from the guild academy as a B rank adventurer and an A rank guild member. He/she/they as an adventurer of an adventuring guild and guild member of a guild order are a magic user and fighter. She/they is an arcane swordsman and esoteric gunslinger as a fighter. 
He/she/they started out as an independent B rank adventurer and an A rank guild member after leaving their own guild order and adventuring guild that he/she/they joined as a C rank member. He/she/they were looking to start his/her/their own guild order of guild members to go on quests for missions. He/she/they were also looking to start his/her/their own adventuring guild of adventurers going into dungeons during raids for loot.
He/she/they as a fighter was a black ops and spec ops soldier for the Federation of Aehinara military. He/she/they as a fighter was a general of the Human Federation military.
He/she/they were the apprentice of a grand sorceress and a grand magician. 
He/she/they had many apprentices as an imperial alchemist traveling the giant planet Kaishi. 
He/she/they as an arch mage and master wizard worked at a magical tower The Mysterious Spire that was home to the magical council and magical government of magic users. The magical tower has an extensive library of parchments, scrolls, tomes, & grimoires.
He/she/they as a great warlock and supreme witch also worked at the magical tower the Brilliant Obelisk that is home to an entire magical community of magic users. The magic tower has an immense laboratory for alchemists to brew, concoct, & stew elixirs, potions, antidotes, brews, & concoctions. 
He/she/they as a S rank magic user are a tenth circle magic user specializing in tier zero to tier five magic. 
Norwood Family: 
His/her/their noble and old family of Norwood is a noble house who made their fortune in magic. Their trade and interest is in magical research, creation of magical tools, mage schooling, selling of magical items, & forging of magical equipment (weapons, armor, & shields). His/her/their family’s alignment is good and neutral. Their resource limit is 100,000 gold. Their membership is eighty nobles. The heraldic symbol of the House of Norwood is of a Hellhound. The colors of the noble house are sapphire, gold, & silver. The Noble and Old House of Norwood has large land holdings. Controlling a large domain of land means power, control, influence, assets, and stature. The  family seeks to increase their land holdings and reclaim lost land from rival families. The family has several heirlooms such as a sword that was a gift from an ally sovereign, a wand passed down from the first magic user in the family’s bloodline, the remains of the family’s first elder, & letters and ledgers. Heirlooms are an important part of a family’s power base. So reclaiming and protecting lost heirlooms is an important priority. 
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froggykinz · 3 years ago
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Cute Pink Midoriya Izuku Stimboard with Slime Stims
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Requested by Anon!
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luvfest · 4 years ago
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─◌✰್ Kyoka Jiro icons — @coventracks !
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