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The Full Story of Aurelin Evermere

Aurelin Evermere is a noble-born hunter caught between two worlds. Born into wealth yet drawn to the untamed wilds, she moves like a whisper through the forest, swift and silent, her green eyes always searching. With golden-brunette hair kissed by the sun and a mind sharp as her arrows, she is both diplomat and daredevil, courtly in speech but blunt in truth. She struggles with the weight of expectations, she longs to carve her own path and to leave a mark that time will not erase. Though trained in politics, she trusts the land more than lords, and in the shifting shadows of fate, she will learn that her destiny is far greater than even she imagined.

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Cherished

Favorite Color: Green Least Favorite Color: Orange Favorite Music: Lute, fluid, and forest melodies.  Least Favorite Music: Hardcore, drumming or screaming. 
Food: Deer Literature: Poems Expressions: Happiness Mode of Transportation: Horseback before shapeshifter, running after. Daredevil or Cautious: daredevil
Habits of Character: Rolling small objects in her fingers  (A pebble, a leaf, or an arrowhead—something to keep her hands busy.) Drinks: none Mostly What: none When and how much: none Drugs: none Mostly What: none When and how much: none How does she spend a rainy day: Curled up at home, reading a book, or out exploring the forest in light rains. 

True Nature

Character Name: Aurelin Evermere = "AW-reh-lin EV-er-meer"

Nickname: Cub 

Meaning of Name: Golden light

Reason for Nickname: Given by her father, seeing her as a little wild thing—strong but still his child.

Race: Human 

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Age: 23 How old does she appear: She appears as a young girl, capable but young. Eye Color: Green Glasses or Contacts: None Hair Color: Golden brunette 
Style: rugged, forest-worn, and camouflaged, when in the city, a light dress. 
Weight: 130 Height: 5”5 Type of body/build: small enough to be stealthy, fast and flexible but strong enough to fight. Skin Tone: Fair, lightly sun-kissed from time outdoors. Shape of Face: oval Distinguishing Marks: A small scar above her eyebrow Freckles: none. Moles: none. Predominant Feature: Her golden brown hair, light enough to not be brown but golden and now blonde. Health issues: none 

Living Portrait

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Roots

Hometown: Solmere, loosely translated to "Vast Sun," was once the seat of a great king who

ruled under the High King and Queen. Its history is shrouded in mystery, with fragmented

records and whispered legends. Some say the noble bloodlines of Solmere still trace back to

the palace’s first ruler, though time has blurred the truth.
First Memory: She remembers her mother laughing, the sound light and full of warmth.

Her rich brunette hair was swept into a loose bun, though stray strands had broken free,

dancing wildly in the wind. There was something effortless about the moment—carefree, untamed, like the wind itself was part of her joy.
Most important childhood event that still affects her: Her mother’s illness and passing linger in her heart, a wound that time cannot fully mend. The helplessness of watching, unable to save her, still haunts her—a shadow she carries in the quiet moments.
Education: The finest schools and tutors for a Lady. Daughter of an important Lord.  Religion: The kingdom believes in one God, one that blesses them and controls their land and nature. Finances: Very wealthy.

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Lineage

Mother: Solenne Evermere Relationship with her: She filled Aurelin’s days with warmth and laughter, a source of endless joy and gentle guidance. In her presence, life felt lighter, brighter—each moment cherished.
Father: Edric Evermere Relationship with him: Once a steady presence, he grew distant after his wife's passing, retreating into grief and duty. The bond they once shared faded, leaving an unspoken distance between them. 
Siblings: none
Extended Family: an aunt and uncle that rule a small castle a few days from Solmere, and their children. Relationship with them: Distant but not unfriendly.

Inner Canopy

Most at ease when: Alone in the heart of the forest, where the trees

stand as silent sentinels, offering neither judgment nor expectation—

only the quiet embrace of nature’s unwavering presence.
Ill at ease when: Bound by the intricate web of courtly politics, she moves through a world steeped in deception, where every word is measured, and every gesture holds hidden meaning—a cage of silken lies and unseen chains.
Priorities: Opening her eyes to the vastness beyond noble walls, she seeks to understand the world as it truly is—untamed, unfiltered, and raw—refusing to become another sheltered aristocrat blind to the struggles of others.
Philosophy: "The land remembers."  (She believes every action leaves a mark, and she wants hers to mean something.)
How she feels about self: Confident in her skills, she takes quiet pride in the abilities she’s honed—tracking through the wild unseen, reading both forests and court with equal sharpness. Though wealth came without effort, she proves her worth through action, carving her

own place in a world that expects her to simply inherit one. If granted one wish

what would it be: Her mother to be alive. 
Personality
Greatest Strength: Her stealth and adaptability. Greatest Weakness: Her naivety—

despite her skills, she is still learning how the world truly works. Soft Spot: children

or young animals. Is this soft spot obvious to others: yes Biggest Vulnerability:

Bound by title and expectation, she walks a path not entirely her own. In the eyes of

the court, she is a noble lady—meant for silk gowns, arranged marriages, and quiet

obedience. But in the untamed wilds, where her heart truly belongs, she is something

else entirely—swift-footed, sharp-eyed, and free. Yet, to embrace that life fully

would mean defying everything she was born into. The weight of duty presses upon

her, forcing her to live between two worlds, never fully belonging to either.
Traits
Optimist or Pessimist: Optimist Why: Despite always being told what to do and

what to wear, shes found her own freedoms. Introvert or Extrovert: Extrovert 

Why: being forced to talk and be social taught her one thing, talking and being

a people person taught her things about people, useful things. Drives and Motivation: She wants to make her own mark, be her own person. As a lord’s daughter, expectations were placed on her, but she refuses to just be another noble’s child. Talents: Tracking, Hunting, Courtly Manners and Diplomacy Extremely skilled at: Tactical Thinking & Strategy Extremely unskilled at: Dancing, open battle Good characteristics: Trusting, skilled at speaking and learning secrets. Character Flaws: To blunt and not the best liar. 
Mannerisms: Tilting her head slightly when studying someone and Pressing her lips into a thin line when annoyed Peculiarities: A small, knowing smirk when amused or catching someone in a lie (she’s observant and likes when people underestimate her) Biggest Regret: Not being able to save her mother.  Minor Regrets: Lying to her father about her forest adventures. Darkest Secret: At first just her friendship with the trapper, but soon her prophetic dreams and new powers.  Does anyone else know: only the others traveling with her. 

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Shapeshifter Form 

Morrónar (mohr-ROH-nahr)

Meaning Back Horn or Antler

 

A powerful large Panther with antlers, deeply connected to nature.

Fur is sleek and black, blending perfectly into forests or other natural habitats by covering it in greenery

Antlers are large, adorned with local greenery for camouflage 

Eyes glow in the darkness with ethereal light, reflecting intelligence and primal energy.

Silent but incredibly powerful—a true apex predator of the wild.

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The magic that Aurelin is gifted

Image by Jace Abshire

Verdant Bloom

(Plant Growth)

Early Stages: She can accelerate small plant growth—coaxing flowers to bloom and vines to stretch. However, control is weak, and plants may grow unpredictably.

Mid-Tier: She can direct vines and roots to ensnare enemies, create bridges, or form protective barriers. Some control over plant species begins—choosing between thorny brambles, healing herbs, or sturdy roots.

Mastery: She can summon entire trees from the ground, command massive roots in battle, and cultivate poisonous or medicinal plants at will. With enough time, she could regrow entire forests or shape the landscape to her will.

Image by Scott Carroll

 Beast’s Pact

(Animal Connection)

Early Stages: She can sense emotions in animals and instinctively understand their moods. Some creatures seem drawn to her presence, but direct communication is weak.
Mid-Tier: She can call animals to aid her, such as birds scouting ahead or wolves flanking enemies. She can partially merge senses, seeing through an animal’s eyes or feeling its instincts in battle.
Mastery: She can fully bond with animals, experiencing the world through their senses as if they were her own. Beasts of all sizes recognize her as an ally, and even wild creatures obey her commands in times of need.

Image by David Clode

Hollow Step

(Earth Phasewalking)

Early Stages: She can subtly blend against trees or sink lightly into soft soil, making her harder to detect when still. She can momentarily shift partway into the earth but cannot fully phase yet.
Mid-Tier: She can step into tree roots and emerge from another tree within sight, using the forest as a passageway. She can briefly phase into stone to avoid attacks or slip through narrow rock crevices.
Mastery: She can phase completely through the ground, reappearing great distances away. Trees, stone, and soil become her passageways, allowing her to travel as if she were part of the land itself.

Image by Shashank Rana

Earthen Aegis (Stone & Soil Manipulation)

Early Stages: She can shift loose soil and small stones, reinforcing footing or tripping foes. Minor cracks appear in rock with effort, but large-scale movement is difficult.

Mid-Tier: She can raise sturdy stone walls, create armor-like protection on her body, and send shockwaves through the ground by stomping. She can shape stones into crude weapons or shields.

Mastery: She can forge entire rock formations mid-battle, summon earth to encase her body in living armor, and create localized earthquakes to destabilize enemies. She could carve fortresses from stone or summon weapons as needed.

Image by Landon Parenteau

Tremorheart

(Earth’s Pulse)

Early Stages: She can sense faint vibrations in the ground, detecting movement within a few feet. She can tell when someone approaches or sense the presence of burrowing creatures.
Mid-Tier: Her awareness extends over long distances, allowing her to detect underground tunnels, the heartbeat of nearby creatures, or even when someone is lying by sensing their pulse. She can redirect energy through the earth to create controlled tremors.
Mastery: She can manipulate seismic energy, summoning powerful tremors or channeling the deep heat of the earth to create bursts of molten stone. She can amplify energy through the ground, knocking foes off balance or collapsing entire areas.

Powers of the Land

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Solmere

Capital of Terrowen

The Capital of Solmere stands as the grand heart of Terrowen, a sprawling city where nobility and commonfolk live encompassed by a vast forest. At its center, the royal castle dominates the skyline—an architectural marvel of towering walls and intricate stonework, so finely carved it resembles lace. Its blue-shingled rooftops shimmer beneath the sun, reflecting the vast expanse of the sky.

Surrounding the castle, eccentric gardens bloom in wild beauty, filled with oversized blossoms and exotic flora. Outside the fortress gates, manor estates house lesser lords who reside beyond the castle walls. To the other side, the village hums with life—cozy and compact, its narrow streets lined with bustling market stalls where merchants peddle wares from across the land.

A wide river flows southward, its ancient stone bridge linking the capital to the farmlands beyond. This river is the lifeblood of the region, feeding the fertile fields that stretch toward the horizon. Beyond the city’s reach, dense forests encircle Solmere, providing timber, pelts, and game. The western woods are well-trodden hunting grounds, but to the east lies the legendary Eastwood—a vast, untamed wilderness spanning over half the continent. As it stretches east, its heart grows darker, where ancient trees twist together and formidable beasts roam. It is a hunter’s paradise but a fool’s grave for the unprepared.

A great road extends from the river’s bridge, weaving westward toward Terrowen’s lesser cities, farming hamlets, and hunting villages. Only a handful of true cities dot the kingdom, all lying westward, while to the east, the road curves carefully south, skirting the edge of the Eastwood before leading into the distant water country.

DALL·E 2025-02-27 22.38.03 - A grand medieval kingdom with a single majestic castle, nestl
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