CHARACTER INFORMATION

Jan 03, 2011 01:02

Player Information

Name: Tash
Age: 17
AIM SN: lythdanmegend
email: lythdan[at]gmail.com
Have you played in an LJ based game before? Indeed!
Currrently Played Characters:
Franziska von Karma | whip_the_fools
Shuji Ikutsuki | rodeforthefall

Conditional: Activity Check Link:
Here!



Character Information

General
Canon Source: Golden Sun: Dark Dawn
Canon Format: Video Game!
Character's Name: Tyrell
Character's Age: 16.
Conditional: If your character is 13 years of age or under, please clarify how they will be played. N/A.

What form will your character's NV take?
Seeing as he would have absolutely no idea how to deal with any sort of cell phone device, and the series does seem to love giving us gimmicky jewels and crystals to unlock a certain area, Tyrell's NV will take the shape of rose-tinted crystal ball, the right size to fit in the palm of his hand. It must be turned on by a particular hand motion, and is turned off again in the same manner. To transmit audio/visual, it's just a matter of stating which feature he wants and then pointing/talking. For text, the crystal will display a small area where it can be written on - it's not a large area, thus text will be finnicky. Incoming text will be displayed on its surface!

I was wondering if he could have incoming audio heard directly in his mind, as this is how magical objects often work in the Golden Sun world, and only produce actual sound if he isn't holding it at the time, but if that conflicts somehow with how the NV system works, then 'basically a phone shaped like a crystal ball' works for me!

Abilities
Character's Canon Abilities:
Everything in the Golden Sun series' world of Weyard is said to be created from the four elements: Earth, Fire, Water and Air. When combined, they are referred to as Alchemy. Alchemy is the foundation of Weyard, everything in and on it is created and caused by it. But that's not all! Some people, called Adepts, possess the ability to manipulate these elements through the power of 'Psynergy', which is fuelled by the spiritual energy of the Adept in question. It's implied that the ability to yield Psynergy can be caused to extended exposure to a Psynergy deposit, usually a stone monument filled with Alchemy's essence, or a hit to the head with fragments of said rock. While this triggers the existence of the powers, they must be trained to be used/controlled.

An Adept can traditionally only manipulate one main element; Tyrell is a Fire Adept. His default abilities* are:

Fireball: Exactly what it says on the tin, he raises his hand and conjures a fireball, which can then be tossed! Can be used in battles, also good for setting things on fire.
Arid Heat: Conjures heat, thus evaporates water. Usually only used for bowls of water in canon. Definitely wouldn't work on anything bigger than a bathtub.
Crush: Crushes objects, even from a distance of several meters. Usually works better on rocks/things that are already somewhat broken.
Heat Wave: Concentrates heat so as to strike a person/object with it.
Flare Storm: Conjures flames at ground level several metres away. Usually used for fighting more than anything else, because these flames cannot be propelled the same way as a fireball!
Supernova: More … flame conjuring, but this time the flames originate from skyward rather than closer to ground level.
Eruption: Cracks the ground, letting … more fire blast out of it.

So, yes, most of his abilities involve conjuring fire in several different ways.

* The Golden Sun world has creatures called 'Djinn' which can be utilised by Adepts to change their powers; however, since Djinni are sentient entities, and some have been shown to have their own personalities, Tyrell won't be bringing any along with him.

Conditional: N/A
Weapons: He will be bringing both an axe and a sword with him!

History/Personality/Plans/etc.
Character History:

30 years ago, Tyrell's father, Garet, was part of a group of eight that saved the world from its slow deterioration. Alchemy, the foundation of the world of Weyard, had been sealed away by the ancient civilization some millennia ago, deemed too powerful to be allowed to be used freely in the world any longer. The power of Alchemy was sealed into gemstones representing the four elements and their aligned planets: Earth (Venus), Mars (Fire), Water (Mercury) and Air (Jupiter). However, Weyard could not be sustained without the power of Alchemy and started to crumble at the edges - quite literally! Weyard is a flat world.

Garet's family lived in an idyll town by the name of Vale at the base of a volcano called Mt. Aleph. Due to the stone deposits in and around Mt. Aleph, many of the townspeople of Vale were Adepts, who could wield Psynergy. This was very useful, considering the fact that the gemstones which the power of Alchemy had been contained in was hidden deep with Mt. Aleph's inner sanctum. The Vale townspeople had been charged with the responsibility of keeping people away from Mt. Aleph so that Alchemy could not be unleashed into the world again. An elderly scholar by the name of Kraden, who has been researching the history of Alchemy for most of his life, also lives in the village. He teaches the young Adepts who lives there about their past, but he's also very curious - when he gets a visit from some outsiders who ask him questions about the volcano's sanctum, he decides to indulge this curiosity by encouraging Garet and his friends, Jenna and Isaac, to sneak up with him into the depths of Mt. Aleph - and once they do, they find the true inner sanctum where the gemstones have been hidden. However, then the three mysterious outsiders appear, kidnap both Kraden and Jenna, reveal one of their number to be Jenna's brother, Felix, who was thought to have drowned in the river during a storm, along with his parents (and Isaac's father), three years previously. They then command Garet and Isaac to steal the gemstones for them.

However, Isaac and Garet only pass three of them onto the two main kidnappers, Saturos and Menardi, when the volcano starts trembling - the gemstones being disturbed have given it cause to erupt. The kidnappers decide to split with the three gemstones they do have, leaving the two boys in the sanctum, trapped by fissures expelling lava. Just when they decide they have no other choice but to make a run for it anyway, a floating rock with a giant eye comes from the depths of the sanctum. This rock is 'The Wise One', later revealed to be something akin to Weyard's god, acting as a guardian as a seal to Alchemy. While the gemstones have been taken, they must be thrown into the beacon of their corresponding elemental lighthouse. These four lighthouses are scattered across the world. The Wise One encourages Garet and Isaac to take the last gemstone, and warns them that they must stop the kidnappers from lighting the elemental lighthouses and thus prevent Alchemy being unleashed onto the world. He then sequesters them to safety.

Upon Garet and Isaac's return to the town, the town elders who they had defied were, of course, worried and displeased with what had occurred, then decided that it was the boys' responsibility to travel the world in pursuit of the kidnappers, rescue Jenna and Kraden as well as prevent the unleash of Alchemy. So, they get ready for their journey, the town meets them at the gate and they say farewell to the boys as they set off to save the world!

Even early in their journey, they encounter problems. The removal of the gemstones has already caused changes in the world; Mt. Aleph, being a large Psynergy deposit, expelled a great number of Psynergy crystals into the wider region; while exposure to these could bring latent Psynergy skills to life in a previously normal person, it turned previously peaceful animals into rabid monsters, as their minds could not handle the exposure. So, the boys become gradually more adept warriors as well during their journey, are joined up by another boy, Ivan, who wants to help them as thanks for recovering his master's belongings after they were stolen, and then they make their way to the first lighthouse, Mercury, joined up by a girl this time, Mia.

Their attempts to rescue their friends and prevent the lighthouse from being lit are unsuccessful, however - Saturos fights the team, giving Menardi, and another accomplice of theirs with a habit of teleporting in whenever convenient, Alex, enough time to save Saturos after he's defeated and escape. So, the powers of the water element are unleashed onto the world, and Garet and co. have no other choice but to travel to the next lighthouse. They fight more monsters across the way, save possessed trees, fix flooding caused by the powers of the Mercury lighthouse, and eventually make it to the Venus one on the other side of the continent. However, when they get there, the kidnappers are present with another girl, Sheba, who've they've also taken hostage, as well as Felix, Jenna's brother. Felix has already seen his sister and Kraden off, away from the lighthouse to keep them out of danger, but the beacon remains unlit, so for now, the heroes fight the kidnappers - and win! The kidnappers' strength depleted, the heroes demand Sheba's release, and the kidnappers take the distraction to throw the Venus gemstone into the lighthouse's beacon. The Elemental energy from the lighthouse replenishes their energy - slightly too much, and they fuse into a giant dragon, which the heroes manage to defeat. Saturos and Menardi fall into the lighthouse's beacon, where they meet their end. But the Venus lighthouse's powers are wreaking havoc on the Earth element. An earthquake rattles the lighthouse. The aerie splits into four, Sheba loses her footing and slips off the edge of the lighthouse. She has too little energy to hold on, and falls. Felix, who had earlier been arguing with the kidnappers about Sheba's protection, jumps off the lighthouse aerie after her, into the sea. Separated by the cracks in the aerie, Garet and co. have no other choice but to escape the crumbling lighthouse and search for those they have to rescue - but cannot find them. A local town leader - Sheba's adoptive father - is thankful for their efforts regardless and lends them a boat so they can continue their journey.

They sail the seas and eventually make it to the other side of the world - to the Jupiter lighthouse. As their efforts to find Felix and co. have been unsuccessful, since Felix has told them he still intends to light the lighthouses, despite his accomplices' deaths, Garet and co. decide the best course of action is to find them there. And so they do, but yet again … they are too late to stop them from firing the beacon. Mia falls, Garet saves her, but then ends up slipping and clinging to the edge of a ledge himself. So, Isaac and Ivan try to fight a new couple of antagonists, Karst and Agatio, up on the aerie. Karst is Menardi's sister, determined to complete her goals and avenge her death. Isaac and Ivan, without Garet and Mia's help, cannot overpower them and are almost defeated. But that's when Felix and his friends jump in, but the results of the battle are inconclusive: Alex arrives and the last gemstone, the one of the Mars affinity, which Isaac still held, was taken by Agatio and Karst, as they could not trust Isaac to hand it over to Felix so that Felix could continue their quest for them.

Later, in conversation with Felix, Jenna, Sheba, Kraden and their new teammate, Piers, Garet and his friends learn the astonishing truth: that the world is crumbling at the edges, and the hometown of Saturos, Menardi, Karst and Agatio, Prox, is in the far north, dangerously close to disappearing entirely due to the deterioration, and only the unleash of Alchemy can put a halt to the degradation. So, that was why Felix, even after Menardi and Saturos's deaths, had been determined to continue lighting the lighthouses. However, it's not pure altruism which motivates Felix; in the thunderstorm where Isaac's father and Jenna's mother were thought to have died, almost four years ago now, they were actually saved by Proxians to be used as a guarantee for Felix's compliance. Once the four lighthouses were lit, they promised to let them free. Isaac, now informed of the fate and the world, and not to mention the fate of his father, decides that they must all go together to the far north to light the Mars Lighthouse, located nearby Prox.

Fire being the only element yet to be released, the world is very cold, and the eight heroes must travel through icebergs to reach Prox; when they get there, they learn Jenna and Isaac's family members aren't there, so they travel onto the lighthouse anyway, fighting two fire dragons which mysteriously turn back into Agatio and Karst when defeated; the lighthouse had deemed them as unworthy and prevented them from going any further. In their dying moments, they give the Mars gemstone to then heroes, who then head to the aerie.

And the Wise One is there waiting for them, demanding to know why they're continuing to do something he told them not to do. When the heroes tell him of the world's corrosion, he warns them that the unleash of Alchemy could very well bring about the end of the world anyway. The heroes decide this is a risk they have to take, and the Wise One summons a three-headed dragon in retaliation. So, they slay the dragon (they're becoming real pros at this, really) … and the three-headed dragon transforms back into the people it had been fused from: Isaac's father and Jenna and Felix's parents. Whoops. Isaac tries to console the group that their parents would understand that they had to kill them to save the world, and the team lights the last lighthouse. The Wise One warns them that Alex, the companion who had a fondness for teleporting and helping the Proxians whenever it suited him, was climbing Mt. Aleph so that he would absorb the rays, and the power of the Golden Sun, a concentration of the pure energy of Alchemy, would form above Mt. Aleph when the lighthouses were lit, signalling the return of alchemy to the world. The Wise One whisks off to try and put a stop to this, but not before warning everyone near a lighthouse to evacuate because the power of the Golden Sun would reach the top of the lighthouse's and could be harmful. However, the power replenishes the Psynergy of everyone atop the aerie, and this also restarts the three parents' life forces! World now saved, albeit not in the manner they'd originally planned, the heroes and their parents return home to Vale and hopeful peace - to find Mt. Aleph and the surrounding completely gone. Garet and Isaac are hardest hit, because both had family left behind in the town … and then they hear voices! The townspeople come towards them from a distance - apparently, the Wise One had warned them about what would happen to Mt. Aleph and the townspeople had all evacuated. So everyone lived happily ever after. The end. Except not really.

Fourteen years later, Tyrell, son of Garet, is born into a changed world. A world where the foundations of Alchemy are strong again, and where the Golden Sun event, as it is now referred to, significantly changed the geography of the world. It has made islands disappear, mountain ranges rise, and turned desert sands into fertile soils once more. This all allows rapid expansion - when Tyrell's father had travelled the world, no one ruler held sovereignty over anything larger than a city. Now, there are countries, and with the power of Alchemy up for stake, they are constantly at war. It's just like the Wise One had feared, really. Not only that, but the power of the unleashed Alchemy seems to have lead to the occurrence of 'Psynergy Vortexes', made up of anti-Psynergy and appear a little like black holes. They drain any Psynergy near them, and usually end up by Psynergy deposits or where there is large concentrations of Psynergy. It is implied that a Adept's Psynergy, and thus their entire spiritual life force, can be drained by being too close to one (of course, falling into one would be both idiotic and fatal.) The worst of these is the 'Mourning Moon', which ravages the centre of the entire main continent every ten years. The name is derived from the despair that its damage caused, so, in short, the inhabitants of Weyard are suffering. But, hey, at least the world isn't crumbling at the edges any more!

Garet knows he must live with the consequences of what his team has done - saving the world doesn't take just one simple act of heroism, but rather constant, continued surveillence, so he and Isaac, his best friend, settled down, got married (Isaac to Jenna, Garet's wife is never mentioned). Isaac and Garet together set up a cabin atop the Goma Plateau, one of the raised landforms caused by the Golden Sun near where Vale used to be, to observe the area where Mt. Aleph used to be, because they believe it's related to the presence of the Psynergy Vortex. Tyrell, alongside Isaac's son, Matthew, and Ivan's daughter Karis, who lives in the nearby city of Kalay, grew up both the children of heroes, and the children of those blamed for the immense suffering caused by the Psynergy Vortexes - their childhood was not quite as peaceful and innocent as Garet and Isaac's had been all those years ago, as they would one day have big shoes to fill, but for most of their early lives, their parents simply instructed them in the ways of Psynergy and fighting in case they, too, needed to go on their own journey.

And they do, and it's actually Tyrell's stupidity/stubborness that initiates it. He'd been having an argument with Karis on the roof of the cabin about how he could fly the Soarwing, a hang-glider type device used by Garet and Isaac to fly close to Mt. Aleph for observation, as it's impossible to travel there by foot. Karis told him off for being an idiot, and when Garet arrives on the scene, he, too, remarks on his son's stupidity, Tyrell argues about how no-one has any faith in him (I wonder why!), decides flying the Soarwing should be easy because his dad and Isaac can do it … and then jumps off the roof and soon realises that he cannot fly.

Losing altitude, he cries out to the others for help, and Isaac instructs him to try and manoeuvre the Soarwing towards a cave in the valley below, and they'll go rescue him from there. Isaac decides that the rescue mission is the perfect chance to test the children's ability as Adepts, and although Garet objects initially, claiming that his son is in danger and the kids will just hold them up, he eventually gives in because Isaac has been their team leader since the start of their own journey and Garet trusts Isaac knows what he's doing.

The area around the cave is monster infested even during the daytime (those animals turned into monsters by the expulsion of psynergy crystals near Mt. Aleph back in the day never recovered, apparently), but it becomes more dangerous at night. Of course, they don't make it in time, but Isaac and Garet step in and help the kids beat the … mutated flowers … and they find Tyrell passed out, completely drained, by a nearby Psynergy Vortex. Isaac and Garet imbue him with some of their own Psynergy, and Tyrell complains about being woken up from his 'nice dreams'. Tyrell now confirmed to have sustained no lasting injuries, the next point of concern is the Soarwing.

It is completely trashed.

Good going, Tyrell. They head back to the cabin for now, with the damaged Soarwing. Isaac thinks he can repair it to mostly-working order, but they're missing a key item: a Mountain Roc feather, a near-sacred bird which resides on the other side of the continent. Isaac is reluctant to leave Mt. Aleph unobserved for too long, so … well, Matthew and Karis showed a lot of promise on yesterday's adventure, and Garet expresses hopes that a nice, long journey will cause his son to mature a bit. Tyrell's not too pleased about leaving home, but his friends convince him that it'll be a great adventure, and they'll all have new experiences and all that. So, Isaac contacts his old friend, the scholar Kraden, and tells him to meet up with the kids at Carver's Camp.

So, they make their way there to find that the bridge is, quite literally, broken - a Psynergy Vortex hanging over it. Kraden nowhere to be found, having already crossed the bridge, the team is told that there is an alternative passage that can be taken under some nearby ruins. After obtaining a pass for the ruins, they eventually find their way through to the passage, and in a large cavern, they find Kraden and his two students … studying a Psynergy Vortex. When the team arrives, there's a strange sound soon after - and Tyrell and friends are attacked by three heavily-armoured soldiers, which they manage to dispatch. But then, two more antagonists appear on the scene! Blados, and another man, who later introduces himself as Acarnus, but is later revealed to be Alex … yeah, that guy who tried to horde the power of Alchemy all to himself during the Golden Sun event. But because he was presumed dead as he was at the site of Mt. Aleph when the Golden Sun rose, no-one makes the connection, despite his only disguise being half a mask. (His exposure to the powers of the Golden Sun have slowed down his aging process immensely, so he, and all those who were at lighthouses when the event occurred have aged very little in the thirty years.)

Meanwhile, one of Kraden's students, Rief, has disappeared during the commotion, and Blados and Chalis confirm they have kidnapped him. Blados and Chalis force the team out the cave's southern exit when they'd wanted the northern one, meaning their journey is about to take a very long detour, while ensuring Kraden as his other student, revealed to be Nowell, Rief's elder sister, are forced out the north end. Blados and Chalis say they have dumped Rief outside one of the exits, and they should hurry before he's killed by wild monsters.

So, the team rushes out of the cave and into the sunlight, and Blados and company collapse the cave entrance. No backtracking allowed! With nowhere else to go, Tyrell and his friends must seek an alternate route - but they're distracted by a bouncing box. They open the box, find Rief, who has travelled the southern half of the continent with Kraden, and thus assists them on their journey. They have to climb over the Khiren mountains, the mountain range that divides the continent of Angara into north and south. However, passage over it is impossible, although apparently, once upon a time, it once was. There's an Alchemy Forge in the mountain town of Passaj which, in the time of the ancients, used to create clouds solid enough to stand upon, thus allowing a path over the mountains. Since Alchemy has been restored, the Alchemy Forge can be reactivated - and the team is bright, and they figure it out. The people of Passaj are ecstatic, as they can now continue their old forging techniques, but the team is less than impressed when the forge produces clouds - but not ones dense enough to stand upon.

They're sent off to find a mask; the problem is, the ruins in which the mask is hidden has been built upon by a country called Kaocho, which is at war with Passaj - it had tried to invade and take control of the Alchemy Forge, despite it being deactivated at the time. The son of the town leader advises the Adepts that his friend, Amiti, the prince of the nearby Ayuthay region, might know more about where the mask is hidden, giving them an item which will allow them to find him, since Ayuthay has also been under siege by the Kaocho army and has hidden itself underwater. The Kaocho army, meanwhile, is mystified, as it cannot understand where the Ayuthayans have disappeared to. But they won't let anyone into the city, nevertheless.

So, the team travels to Kaocho instead, where the guards at the palace tell them that the King, Wo, has been expecting a team of Adepts for a while now. Puzzling as that is, they enter anyway, and when they reach the throne room, they find the Kaocho monarch talking to a woman named Chalis, who certainly doesn't look like as she belongs to the region. Tyrell realises, due to the thematic naming, that she must be in cohorts with Blados. Blados and Chalis have been manipulating them all along! King Wo firstly asks them to help recover the mask (which the Adepts then retort they would never give to him), and then asks for their assistance in the war effort against Ayuthay (which they'd been trying to get into anyway). He gives them a letter, granting permission to enter Ayuthay, but becomes displeased by their refusals and Tyrell and friends realise they'd been standing on a trapdoor (Tyrell urges everyone to run, but no-one listens to him until it's too late), and they're dropped into some ancient ruins, but the mask they're after is inaccessible from here, so they decide they might as well use the letter from King Wo to gain access to Ayuthay and find its prince, Amiti.

They find where the city is hiding, get Amiti's assistance to find the treasure that will allow them into the ruins underneath Kaocho, but the treasure only grants its powers to one of those who recover it. It chooses Amiti, who is revealed to be an Adept as well, and the merry band of five Adepts continue on their journey, sneak into Kaocho to retrieve the mask, head back to Passaj where they can now use with the forge to solidify the clouds. And thus, they make their way over the mountains, through a long-deserted ancient civilization, and find themselves in a freezing cold nomadic mountain village outpost, where they are barred entry by two people who don't look native to the region, Ryu Jou and his elderly mentor, Hou Zan. Tyrell is less than pleased by Ryu Jou's behaviour and tries to start a fight, saying they don't belong to the village and they can't stop them from entering. Hou Zan knows his charge is as hot-headed as Tyrell and disarms Ryu Jou with a punch to the stomach. They soon learn that another reason for Ryu Jou's emotional state is that the two of them are being pursued by soldiers from nearby Belinsk, capital of Morgal, and Ryu Jou's sister is being help captive in its castle.

There's two ways to reach the other side of the mountain, and their ultimate destination of the Mountain Roc; scaling down a sheer cliff or ancient ruins which are only traversable by Adepts (sound familiar)? So, they go there, find a girl called Sveta, who's one of a race of 'beastmen', humanoid, bipedal, but with animalistic features such as large ears, claws and a tail. She has exclusive Psynergy ('Slap') needed to reach the other side of the cave, and she helps the rest of the Adepts through it. When they reach the other side, Sveta learns of their plan to pluck a feather from the Mountain Roc and freaks out, because in her home country of Morgal, the Roc is revered as a sacred creature. She refuses to help them, but says she will gladly rejoin them after they get the feather from the Roc. Pity that the mountain Roc can only be woken up by being Slapped with Psynergy, huh? She tells the Adepts to get the minstrels in Belinsk to play a song called 'Arangoa Prelude' when they wish her to rejoin them. Not knowing what else to do, they explore the local area. They find two pirates in a town called Border Town saying they have a message for them; their captain, Briggs, has told them to find Kraden, as Briggs needs their help. Seeing as the kids are looking for Kraden anyway, even though they're apprehensive about helping pirates, they agree to help, especially after the pirates goad them by convincing them that their parents would have helped.

Anyway, it turns out that the Morgals have captured Briggs's son, Eoleo, and are planning to execute him by boiling by the full moon. So, they travel to find Briggs at a nearby port, where he reminisces about the time the Adepts' saved him back in the day, and makes them promise to save Eoleo. Wondering how they've gotten so distracted from their original quest, they agree to help anyway. Briggs tells them to seek out the advice of an old tree called Tret, who is ill, but luckily Briggs has some water to heal him. Tret remembers our current Adepts' parents, and they're told that there's an item that can replicate 'Slap' Psynergy in Belinsk. So, they thank the tree, but before they can head off, Ryu Kou and Hou Zan show themselves and said they'd been eavesdropping on the conversation - but it's okay! They have the Slap glove, which grants the wearer 'Slap' Psynergy, necessary to wake up the Mountain Roc so its feathers can be plucked (it turns to stone while it's asleep). Apparently, it was given to them by Sveta. Maybe she wants to help the after all! Ryu Kou says they can have the glove on condition they sneak into Belinsk to rescue his sister after they pluck the feather from the Roc, so off they go! They Slap the Roc a few times, get a feather - and then Blados and Chalis appear. It turns out, Tyrell and friends have been manipulated again. The party is told to retrieve the Magma Orb from the Roc's stomach, or Ryo Kou's sister and Eoleo will regret it. So the team must slay the Roc - the Roc attacks them then, anyway, making this a necessity.

So, Mountain Roc now dead, they're informed that the Magma Orb powers an ancient machine in the Belinsk ruins. They've been warned of its dangers during their meeting with Tret, and the team is reluctant to take the Orb. However, Ryo Kou, with his sister's life at stake, pushes past the Adepts and runs off with the Orb in determination to rescue his sister. Well. Now they have their feather, all they have to do is stop Ryo Kou from activating the machine like Blados and Chalis desire. Should be easy, right? After all, Ryo Kou is not an Adept. However, the Magma Orb's energy is such that if it is smashed, it would kill everyone on the scene. With that threat, Ryo Kou and Hou Zan run off, towards the Belinsk ruins, and Tyrell and his friends have no other choice but to stop him.

Long story short, (in which they're rejoined by Sveta who helps them navigate the ruins), they fail. Blados and Chalis have manipulated everyone's journey so far, and a giant tower springs from the ground, and the sky above Belinsk is covered by a giant Eclipse. Yeah, it was definitely dangerous. But, for some reason, the prisoners are now released. So, Ryo Kou gets his sister back, and Eoleo is saved, so … they can go home now, right? No, not yet. The Eclipse turns out to be pure dark Psynergy amassing in the sky, monsters manifest in its shadows, killing people with wild abandon. The Adepts encourage Ryo Kou and his companions to flee as quickly as they can, and then try to find Briggs, who had promised to sail to Belinsk so he could sail off with his son once he'd been rescued.

But when they reach Briggs's pirate ship, he's already been killed by monsters. Eoleo grieves, but they decide they have to leave. But, hey, at least they find Kraden in Belinsk! But Rief's sister has fallen in love with a sailor and decided to run off on him. Bummer. So, they sail around, gathering clues and a new party member, and learn that the only way to stop the Eclipse is to fire up an Ancient machine called the Apollo Lens. There's a variety of trinkets they must collect to access it and power it, so they sail around, find a map, search caves, get what they need. So, now, off to save the world! They must traverse the Endless Wall, a giant wall which separates the north from south where the mountain range doesn't, at the end of which they find the gate guarding the Apollo Lens.

Of course, Blados and Chalis are already there, because our heroes have still been manipulated all along. When fired at the sky, the Apollo Lens will stop the Eclipse! But when fired at something on the ground, it can act as a weapon. And Blados and Chalis want it in their hands for the good of their country (which is described as more of a military than a nation). So, they fight, alongside a pet monster of those, and lose, and use 'dark fusion' (apparently they're a new type of Adepts 'Dark Adepts'), to fuse into a drag-- no, wait, it's a chimera this time! Of course, the heroes must fight it, they win, but - it turns out that the monster was actually Sveta's brother, Volchek, king of Belinsk, making Sveta its princess. Alas, there's no time to dwell on that, because they must fire the Apollo Lens and put an end to the suffering the monsters' destruction is causing on Weyard! But there's one problem: it is too bright at the control mechanism to redirect it. The pure concentrated Light Psynergy makes it impossible to climb up. Sveta can equip special clothing used to shade against Light Psynergy, but even then, the concentration is so high it might kill her. Oh well. It's for the good of the world, right?

Sveta tries to climb the control switch, but is knocked out of the way - by her brother! He's not dead yet, it seems, but he's still dying - he uses the Apollo Lens to end the Eclipse, saving his sister's life and sacrificing his own.

Finally, finally, they can head home. A journey to find a feather has turned into a quest to save the world; Tyrell, along with Matthew and Karis, have followed their parents' footsteps and become heroes as well. So, they return to Belinsk, where Sveta is now queen, and say their farewells to the others. Triumphant, they begin their journey home, and this is the point Tyrell is being taken from. (As when they return home, they find the cabin is gone and a Psynergy Vortex in its place instead.)

Point in Canon: After leaving Belinsk after ending the Eclipse, but before reaching the Cabin on the Goma Plateau.

Conditional: Brief summary of previous RP history: n/a

Character Personality:

Tyrell's temperament is often a source of conflict both with his friends and the greater world. He can be very hot-headed, making him easily goaded and not to mention quick to jump to conclusions. For example, when some children in a distant town they visit talk amongst themselves about how they don't believe in the powers of Psynergy, Tyrell, without even thinking about it, pitches a fireball, setting a nearby torch alight, despite being raised by his parents that Psynergy is a power that should never be abused and not shown off like a toy. His behaviour disappoints his fellow Adepts. He's the one most likely to initiate a fight, too brash to think through that angering someone more powerful and strong than he is might end badly. That being said, his tendency to jump the gun makes him the most intuitive when trouble is about to go down, although he rarely manages to convince his friends to heed his advice before they find themselves in greater danger. When caught in a dangerous situation, he's the least likely to take it lying down; a noble, proactive trait to be sure, but not entirely useful when there is little to be done. However, when overwhelmed by moments of great despair, like when the party has initiated the Eclipse and the monsters of darkness are roaming the land, he's the first to declare it as hopeless, that they should all just go home and give up.

That's most likely due to the fact that he really dislikes being made to feel inadequate. This is apparent even from before his journey, where Karis tries to convince him he cannot fly the Soarwing off the roof of the cabin. He argues about how no-one has any faith in him, no-one ever takes him seriously, and that how he's not even scared at all because he has it all under control. As his quest grants him greater responsibility, this continues to manifest itself in other ways: anger with being unable to save people, frustration at being manipulated at every turn despite their best efforts. Sometimes, it just feels that whatever he does is never good enough for anyone, for himself, for his friends, for his family, for the world that it all becomes too much to deal with.

He knows that his friends kind of regard him as an idiot, but doesn't seem to realise that his behaviour simply reinforces this fact. Nevertheless, his friends appreciate him for who he is, his moments of stupidity counteracted by his tenacity which does help them get through troubling times. He would do anything to protect those he cares about, deep down; when not being taunted into fights or otherwise having his inadequacies made aware to him, he's a kind-hearted guy, the first to crack a joke, although he can be somewhat tactless (like complaining about the weather at a funeral), but generally, he's agreeable to helping out those in need - unsurprising, as he was raised as the son of an hero.

Tyrell's been brought up with stories of the good his father helped bring to the world, and there's a part of him that wonders if he could ever live up to that; when he embarks on his journey home after helping save the world from the Eclipse, he hopes that his father will be proud of him. This all ties in with caring deeply about those close to him, but also wishing that they'd take him more seriously. The journey he undertook did give him cause to mature somewhat; while his friends were always important to him, he'd never had to worry about the fate of the world before. After he overcomes his desperation, he becomes one of those most determined to save it for the sake of it, unlike some of the other party members, who have deaths they want to avenge.

So, in short, he's hot-headed, stubborn, prefers doing (fighting!) to talking things out, but has noble tendencies underneath it all. And when the stakes aren't quite so high, he's generally a lot more easy-going … until you tell him he can't do something.

Conditional: Personality development in previous game: N/A

Character Plans:
I want to see him continue to grow up! He's only 16, so there's still a lot of maturing to be going on there. He's going to be rather frustrated, being separated from all those he cares about, until he finds new people/causes worth fighting for. It's often pointed out throughout canon that he was just like his father when Garet was a kid, and Garet as a father is shown to have mellowed out a lot, so I'd yeah, definitely want to see if Tyrell could develop along the same lines!

Appearance/PB:
Redheads always have tempers, huh.

Writing Samples

First Person Sample

Everything we've been through, isn't it enough? I just wanna go back home and visit Dad, and … [he cuts off for a moment with a shiver, hugging himself and running gloved hands over bare arms] … and isn't it meant to be Summer?

[This question now directed towards the sky:] What's with this crazy weather! I hate it! I hate being here, where here is - [a glance around the area, although there's no-one there now.] Whatever plans you fiends have for us, I won't be falling for your traps again!

[... Some moments of silence as no-one shows themselves.]

What does a guy have to do around here to get some answers, sheesh.

Third Person Sample

Ever since Tyrell's early childhood, he'd been brought up hearing stories of his father's heroism. This lead him to believe that he, son of Garet, would one day go on on his own great adventure, see the world, all that. He'd been reluctant to leave home at first, but the experiences and friends he had made on his journey had all been worth it.

And now, he was here, in some city called 'Siren's Port', which was a bit of a misnomer, because as it turned out, one couldn't actually depart it by sea. This fake port, as it turned out, was in some country called Canada, which he definitely hadn't heard of - and it wasn't because he hadn't been paying attention, like someone like Karis would be quick to assume, but because this world was so obviously different.

This world ... he'd heard it called Earth, but hey, there were other important elements that contributed to the formation of the world, like Fire! Everyone always forgot fire; he hated it when people did that! But that wasn't the most surprising thing he had learnt. When he'd seen pictures of this world from the sky in books he'd been made to read once he'd been forced to attend school (ugh) , he'd seen that this 'Earth' was round. Definitely wasn't anything like the Weyard he'd remembered, then. He'd sailed to the very edges of Weyard, seen the oceans spill over the side and into nothing.

So, this place was weird, and it was making him restless. It was a city bigger than any he had seen before, and yet so confining. People had talked to him, once he'd managed to calm down upon his arrival here. They'd tried to make him see this as just another adventure.

Yet, he remained unconvinced. He'd already been on his own grand adventure, and it hadn't been anything like this.

+ ooc, + character information, + application

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