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Fantasy Lost Echos CS

OOC
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Lore
Here

seasonedcat

bloodless
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Skin colour:
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hair colour:
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bio:
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Last edited:
Appearance:​
f444b240c812e0f0f908eea2a1ffa09c.jpg
Name: Yamil Aiza
Nickname: Yammy, Yam-a-bell, Yambellina, Yambone, Yamzy, Yam-Yam etc (All pet names by her father)
Age: 23
Gender: Female
Sexuality: Heterosexual
Nationality: Uskesh
Skin colour: Dark Caramel Skin
Eye colour: Gold Eyes
hair colour: White Hair
Outfit: In Image with a long asymmetrical hem, leggins and study leather boots
Personality: Cheerful, witty and with a sharp tongue, Yamil is a lively adventurer. The type of girl who's up for anything that doesn't piss her off or bore her to tears. Honest to a fault she can come off to be rude or stuck up. Often the fist to wander off or lag behind staring at something that interests her Yamil is curious and has an eye for shiny and cute things.

Not one for fighting she prefers to avoid combat which made her adept in maneuvering and stealth then swordsmanship. She can hold her own well enough but she prefers to play support. Though she often doesn't know when to stop in a conversation, occasionally letting out secrets or her inner thoughts. You'll often find her telling you how gross your wound is while she's tending to your wounds.

Likes:
Spicy food, gold, new locations, riding steeds, cuties and gems
Dislikes:
Cold places, Flirts, Invasions of personal space, Playboys and peaches
Fears:
Sheep, leaving Oggy (Organic Gold) alone
Weaknesses:
Empathetic vomiter, Clumsy when flustered, a bit lazy and not a morning person.
Strengths:
Analytical, adaptable, trained apothecary, action orientated, stealthy, has a swiss army critter.
Skills:
Apothecary- Yamil can make salves and medicine to help with wounds and has deep knowledge in medicine.
Thievery- Though not one to call it that, Yamil may have some skill in the sleight of hand and evading view from those she doesn't want to be seen by.
Swordsmanship -Nowhere near a master, Yamil can hold her own in a battle.
Weapons:
Organic Gold- a living creature made of gold taken from her paternal family in the Voclaeton Empire. It is formless and can detach to manipulate into weapons and shapes. It usually rests on her body and clothing.
Scimitar - A blade that will probably get eaten.
Daggers - A regular blade that is more a snack for the Organic gold than weapons

bio: Daughter to one of the five captain consults, Yamil has the same carefree attitude as her father since she was born. Often running off or hiding in his pack as the burly man went off on adventures, always giving her weary mother a scare.

1595655201369.pngWhen Yamil was seven years old she snuck into her father's caravan headed for Vocaleton. Arriving in her father's homeland she snuck in undetected among the cargo. Her father was entrusted with an old magic his father had given him called the Organic Gold he placed dit in the cargo for safe transport. Ever curious Yamil opened the ornate box and found the small golden light of the Organic Gold. Offering it a bit of her rations it instead ate her dagger and grew attached to Yamil. Watching as it changed its shape to any weapon and shape she spoke aloud Yamil was amazed by the discovery.

Wondering what else it could do, it suddenly spoke her name. Startling the girl, Yamil tumbled out of her hiding spot and was quickly caught by her extended family. Scolded to no end, she was grounded, but since the Organic gold had bonded to her, there was nothing they could do to separate the two.

Grounded by her father for a year and her mother adding two more years Yamil was forced to study and learn to be a proper lady. Though she only picked up a sharp tongue and a deep desire to leave. After finally being released from her groundings she begged to begin combat training and start apprenticing as an adventurer. After much begging and puppy dog eyes she was on her way to spending the rest of her schooling getting her ass handed to her by soldiers and learning survival skills by being left at random locations on her father's journeys.

Though in hindsight her training seemed to be akin to child abuse than training, Yamil loved it. Broken bones and all. It was from her constant injuries that she took an interest in medicine. Studying up to be a pretty good apothecary, selling some of her wares from time to time to make ends meet.

Growing up Yamil became a somewhat lazy but helpful adventurer. Working for high and middle class as she has some high price points she always delivers as long as the payment is good. She is often being employed to retrieve or transport items across the lands in exchange for payment.

Theme(optional):
Extra:
 
Last edited:
Name:
Adom Shejstaka

Nickname:
None

Age:
22

Gender:
Male

Sexuality:
Straight

Birthplace:
Zuspea

Nationality:
Zuspean/Voclaetonite

Current residence:
Askea

Appearance:
743B7827-8940-4A34-8F7F-63F747B0ED30.jpeg
Skin colour:

Light Caramel

Eye colour:
Orange

hair colour:
White

Outfit:
Not as eccentric as the one pictured. Instead it’s similar to the third option of male clothing for the Zuspean. A white coat with a grey skintight shirt underneath, black trousers, and sturdy steel toed working boots.

Personality:
Adom is a quiet fellow with little social skills. He hardly understands how to properly communicate or relate to anyone, instead feeling rather awkward and out of place in most social scenarios. While his social skills aren't well-developed, Adom’s intuition is quite acute. He's able to sense when someone is agitating a friend, making them sad, or feeling their joy visibly reflecting their emotions. Despite this however, no emotion can throw him off balance, as he’s always able to maintain his calm composure even under the greatest of stress.

Adom is a peaceful man who doesn't desire to fight except for those he cares about. He is, by nature, very kind-hearted, sentimental, and quite friendly once his trust is earned, as he greatly values all companionships he experiences.

Likes:
Exploring (especially the caves of his homeland), reading, the honor in battle, companionship, friends, the quiet, food, and strong drinks

Dislikes:
Sudden and loud noises, being touched without seeing who is touching him, braggarts, bullies/tyrants, the cold, and crowded areas.

Fears:
Abandonment, failure

Strengths:
Loyal, Trustworthy, and Brave

Weaknesses:
Can be easily fooled, given his impressionable behavior. Is easily confused sometimes.

Skills:
Stealth: Times are tough, and given many occasions where Adom has had to hide in plain sight, he’s developed a knack for stealthy behavior. Hiding the sound of footsteps, striking without being heard, and being discrete at all times. He’s no master thief, but one could most definitely compare him to a master Assassin.

Fighting Prowess: Due to rather extensive work in the mines of his homeland in his younger years, followed by the time up until the present day of working as an assassin, Adom has developed a strong and sturdy body that can take a lot of punishment and still keep trucking onwards. He’s been trained extensively in hand to hand combat, and has enough knowledge of grappling as far as how to move and control someone in a fight.

Knowledge of the Blade: In his personal time, Adom has trained with his personal weapon, gaining and understanding of its form, function, and use in battle. While it’s an odd selection, as you’ll soon see, he’s proficient and formidable in its use.

Weapon:
The Scythes of Terran:
C3E99C07-64F2-4C65-B70D-BBDAA12F455F.jpeg
As stated before, these blades are far from conventional to the average warrior. But Adom has favored their unique characteristics and versatility in battle. Not only this, but they were once also a handy tool for his work as a mercenary.

The scythes can be separated and held individually, which is normally how he will carry them on his back.

Hidden Blade: In the event a swift kill needs to be performed in silence, Adom opts to use a six inch blade concealed atop his right forarm. It’s razor sharp at all times, and can cut through most any material.

Bio:
Adom was orphaned at a young age, having been the product of a resident Zuspean and a traveling Voclaetonite. His father didn’t stick around long enough to find out what happened, and his mother gave him up as a means of preserving her own name and status. This left the boy stranded for many years, working as a servant in the vast mines located in Zuspea.

Many years went by as he worked to live, hardening his body with work and doing all he could to ensure his life be at a decent quality. When he didn’t have enough money, he’d often times steal from the local markets to get whatever he needed. Be it clothes or food. This would eventually be what would change his life.

After trying to pickpocket a stranger that was passing through his homeland, Adom would be caught red handed. He’d never been good at stealing, so it unfortunately was no surprise to the boy. At first, he thought his hand would be taken for sure, but the woman took pity on him. Instead they questioned who he was, where he was from, and why it was that a boy of his age was resorting to theft. Adom explained himself, with what little knowledge he had, which prompted a stroke of kindness from the woman.

She introduced herself as Ursa Shejstaka, and revealed that she was a mercenary who worked in the underground markets performing various quests and trials for people who payed enough. This fascinated Adom, and she could see the curiosity in his eyes. Ursa asked if Adom wanted to leave this place, and he revealed that he very much did.

So, she offered to take him, but only under the condition that he would be trained as an apprentice to her. With every reason to agree, Adom departed with her.

For years he would train in the art of stealth, and deceit. Learning how to kill and fight with a variety of weapons. As time would pass, the boy would would reveal an inherent prowess, and would begin aiding Ursa on her various missions to further excel in this new field.

During this time, the woman would teach him the importance of companionship, and to an extent love. This was because the Assassins and Mercenaries of the underground were a tight knit group, knowing of one another and having familial relations with one another. Sometimes they’d even go in missions and aid one another in combat. It was nice to finally have people he could count on and trust.

Adom felt accepted by them, and felt at peace with this new work he’d found himself a part of.

When the time came for him to depart on his own, he’d give a great praise of thanks to the woman who had taken him in and taught him in all she knew. She’d saved him from a life of poverty, and had acted like the mother he’d never had. Due to his apprenticeship under her, and the close bond they shared, he took her last name for the one he’d been missing all his life as a token of honor for what she’d done.

From that day forward, Adom had found his purpose. And as fate would see it, it would lead him into the unknown, guiding him along a set path to the present day.​
 
Last edited:
Appearance:​
f444b240c812e0f0f908eea2a1ffa09c.jpg
Name: Yamil Aiza
Nickname: Yammy, Yam-a-bell, Yambellina, Yambone, Yamzy, Yam-Yam etc (All pet names by her father)
Age: 23
Gender: Female
Sexuality: Heterosexual
Nationality: Uskesh
Skin colour: Dark Caramel Skin
Eye colour: Gold Eyes
hair colour: White Hair
Outfit: In Image with a long asymmetrical hem, leggins and study leather boots
Personality: Cheerful, witty and with a sharp tongue, Yamil is a lively adventurer. The type of girl who's up for anything that doesn't piss her off or bore her to tears. Honest to a fault she can come off to be rude or stuck up. Often the fist to wander off or lag behind staring at something that interests her Yamil is curious and has an eye for shiny and cute things.

Not one for fighting she prefers to avoid combat which made her adept in maneuvering and stealth then swordsmanship. She can hold her own well enough but she prefers to play support. Though she often doesn't know when to stop in a conversation, occasionally letting out secrets or her inner thoughts. You'll often find her telling you how gross your wound is while she's tending to your wounds.

Likes:
Spicy food, gold, new locations, riding steeds, cuties and gems
Dislikes:
Cold places, Flirts, Invasions of personal space, Playboys and peaches
Fears:
Sheep, leaving Oggy (Organic Gold) alone
Weaknesses:
Empathetic vomiter, Clumsy when flustered, a bit lazy and not a morning person.
Strengths:
Analytical, adaptable, trained apothecary, action orientated, stealthy, has a swiss army critter.
Skills:
Apothecary- Yamil can make salves and medicine to help with wounds and has deep knowledge in medicine.
Thievery- Though not one to call it that, Yamil may have some skill in the sleight of hand and evading view from those she doesn't want to be seen by.
Swordsmanship -Nowhere near a master, Yamil can hold her own in a battle.
Weapons:
Organic Gold- a living creature made of gold taken from her paternal family in the Voclaeton Empire. It is formless and can detach to manipulate into weapons and shapes. It usually rests on her body and clothing.
Scimitar - A blade that will probably get eaten.
Daggers - A regular blade that is more a snack for the Organic gold than weapons

bio: Daughter to one of the five captain consults, Yamil has the same carefree attitude as her father since she was born. Often running off or hiding in his pack as the burly man went off on adventures, always giving her weary mother a scare.

View attachment 760575When Yamil was seven years old she snuck into her father's caravan headed for Vocaleton. Arriving in her father's homeland she snuck in undetected among the cargo. Her father was entrusted with an old magic his father had given him called the Organic Gold he placed dit in the cargo for safe transport. Ever curious Yamil opened the ornate box and found the small golden light of the Organic Gold. Offering it a bit of her rations it instead ate her dagger and grew attached to Yamil. Watching as it changed its shape to any weapon and shape she spoke aloud Yamil was amazed by the discovery.

Wondering what else it could do, it suddenly spoke her name. Startling the girl, Yamil tumbled out of her hiding spot and was quickly caught by her extended family. Scolded to no end, she was grounded, but since the Organic gold had bonded to her, there was nothing they could do to separate the two.

Grounded by her father for a year and her mother adding two more years Yamil was forced to study and learn to be a proper lady. Though she only picked up a sharp tongue and a deep desire to leave. After finally being released from her groundings she begged to begin combat training and start apprenticing as an adventurer. After much begging and puppy dog eyes she was on her way to spending the rest of her schooling getting her ass handed to her by soldiers and learning survival skills by being left at random locations on her father's journeys.

Though in hindsight her training seemed to be akin to child abuse than training, Yamil loved it. Broken bones and all. It was from her constant injuries that she took an interest in medicine. Studying up to be a pretty good apothecary, selling some of her wares from time to time to make ends meet.

Growing up Yamil became a somewhat lazy but helpful adventurer. Working for high and middle class as she has some high price points she always delivers as long as the payment is good. She is often being employed to retrieve or transport items across the lands in exchange for payment.

Theme(optional):
Extra:
Accepted bbe :3
 
Name:
Adom Shejstaka

Nickname:
None

Age:
22

Gender:
Male

Sexuality:
Straight

Birthplace:
Voclaeton

Nationality:
Zuspean/Voclaetonite

Current residence:
Zespea

Appearance:
View attachment 761095
Skin colour:

Light Caramel

Eye colour:
Orange

hair colour:
White

Outfit:
Not as eccentric as the one pictured. Instead it’s similar to the third option of male clothing for the Zuspean. A white coat with a grey skintight shirt underneath, black trousers, and sturdy steel toed working boots.

Personality:
Adom is a quiet fellow with little social skills. He hardly understands how to properly communicate or relate to anyone, instead feeling rather awkward and out of place in most social scenarios. While his social skills aren't well-developed, Adom’s intuition is quite acute. He's able to sense when someone is agitating a friend, making them sad, or feeling their joy visibly reflecting their emotions. Despite this however, no emotion can throw him off balance, as he’s always able to maintain his calm composure even under the greatest of stress.

Adom is a peaceful man who doesn't desire to fight except for those he cares about. He is, by nature, very kind-hearted, sentimental, and quite friendly once his trust is earned, as he greatly values all companionships he experiences.

Likes:
Exploring (especially the caves of his homeland), reading, the honor in battle, companionship, friends, the quiet, food, and strong drinks

Dislikes:
Sudden and loud noises, being touched without seeing who is braggarts, bullies/tyrants, the cold, and crowded areas.

Fears:
Abandonment, failure

Strengths:
Loyal, Trustworthy, and Brave

Weaknesses:
Can be easily fooled, given his impressionable behavior. Is easily confused sometimes.

Skills:
Geokinesis: Adom is able to control all manner of storms, earth, and even gems. From simple levitation, the the controlling of size and shape. Any mineral of natural origin to the earth is at his disposal to control and use to his aid in battle and in work.

Fighting Prowess: Due to rather extensive work in the mines of his homeland all his life, Adom has developed a strong and sturdy body that can take a lot of punishment and still keep trucking onwards. While not a ruffian by any means, he’s had his fair share of scuffles, and understands the basics of hand to hand combat.

Knowledge of the Blade: In his personal time, Adom has trained with his personal weapon, gaining and understanding of its form, function, and use in battle. While it’s an odd selection, as you’ll soon see, he’s proficient and formidable in its use.

Weapon:
The Scythes of Terran:
View attachment 761104
As stated before, these blades are far from conventional to the average warrior. But Adom has favored their unique characteristics and versatility in battle. Not only this, but they’re also a handy tool for his work in the mines.

The scythes can be separated and held individually, which is normally how he will carry them on his back.

The heads of both contain a myriad of blue gems that span the curve, acting for both style and function. With the gems in place, Adom is able to throw his weapons and control them as he would any stone, in turn allowing them to return right back to his hands.

bio:
WIP

Theme(optional):

Check out lore page really quick, mb for not getting around to one of the big boi parts of it. Sorry :(
 
Name:
Adom Shejstaka

Nickname:
None

Age:
22

Gender:
Male

Sexuality:
Straight

Birthplace:
Zuspea

Nationality:
Zuspean/Voclaetonite

Current residence:
Askea

Appearance:
View attachment 761095
Skin colour:

Light Caramel

Eye colour:
Orange

hair colour:
White

Outfit:
Not as eccentric as the one pictured. Instead it’s similar to the third option of male clothing for the Zuspean. A white coat with a grey skintight shirt underneath, black trousers, and sturdy steel toed working boots.

Personality:
Adom is a quiet fellow with little social skills. He hardly understands how to properly communicate or relate to anyone, instead feeling rather awkward and out of place in most social scenarios. While his social skills aren't well-developed, Adom’s intuition is quite acute. He's able to sense when someone is agitating a friend, making them sad, or feeling their joy visibly reflecting their emotions. Despite this however, no emotion can throw him off balance, as he’s always able to maintain his calm composure even under the greatest of stress.

Adom is a peaceful man who doesn't desire to fight except for those he cares about. He is, by nature, very kind-hearted, sentimental, and quite friendly once his trust is earned, as he greatly values all companionships he experiences.

Likes:
Exploring (especially the caves of his homeland), reading, the honor in battle, companionship, friends, the quiet, food, and strong drinks

Dislikes:
Sudden and loud noises, being touched without seeing who is braggarts, bullies/tyrants, the cold, and crowded areas.

Fears:
Abandonment, failure

Strengths:
Loyal, Trustworthy, and Brave

Weaknesses:
Can be easily fooled, given his impressionable behavior. Is easily confused sometimes.

Skills:
Stealth: Times are tough, and given many occasions where Adom has had to hide in plain sight, he’s developed a knack for stealthy behavior. Hiding the sound of footsteps, striking without being heard, and being discrete at all times. He’s no master thief, but one could most definitely compare him to a master Assassin.

Fighting Prowess: Due to rather extensive work in the mines of his homeland in his younger years, followed by the time up until the present day of working as an assassin, Adom has developed a strong and sturdy body that can take a lot of punishment and still keep trucking onwards. He’s been trained extensively in hand to hand combat, and has enough knowledge of grappling as far as how to move and control someone in a fight.

Knowledge of the Blade: In his personal time, Adom has trained with his personal weapon, gaining and understanding of its form, function, and use in battle. While it’s an odd selection, as you’ll soon see, he’s proficient and formidable in its use.

Weapon:
The Scythes of Terran:
View attachment 761104
As stated before, these blades are far from conventional to the average warrior. But Adom has favored their unique characteristics and versatility in battle. Not only this, but they were once also a handy tool for his work as a mercenary.

The scythes can be separated and held individually, which is normally how he will carry them on his back.

Hidden Blade: In the event a swift kill needs to be performed in silence, Adom opts to use a six inch blade concealed atop his right forarm. It’s razor sharp at all times, and can cut through most any material.

Bio:
Adom was orphaned at a young age, having been the product of a resident Zuspean and a traveling Voclaetonite. His father didn’t stick around long enough to find out what happened, and his mother gave him up as a means of preserving her own name and status. This left the boy stranded for many years, working as a servant in the vast mines located in Zuspea.

Many years went by as he worked to live, hardening his body with work and doing all he could to ensure his life be at a decent quality. When he didn’t have enough money, he’d often times steal from the local markets to get whatever he needed. Be it clothes or food. This would eventually be what would change his life.

After trying to pickpocket a stranger that was passing through his homeland, Adom would be caught red handed. He’d never been good at stealing, so it unfortunately was no surprise to the boy. At first, he thought his hand would be taken for sure, but the woman took pity on him. Instead they questioned who he was, where he was from, and why it was that a boy of his age was resorting to theft. Adom explained himself, with what little knowledge he had, which prompted a stroke of kindness from the woman.

She introduced herself as Ursa Shejstaka, and revealed that she was a mercenary who worked in the underground markets performing various quests and trials for people who payed enough. This fascinated Adom, and she could see the curiosity in his eyes. Ursa asked if Adom wanted to leave this place, and he revealed that he very much did.

So, she offered to take him, but only under the condition that he would be trained as an apprentice to her. With every reason to agree, Adom departed with her.

For years he would train in the art of stealth, and deceit. Learning how to kill and fight with a variety of weapons. As time would pass, the boy would would reveal an inherent prowess, and would begin aiding Ursa on her various missions to further excel in this new field.

During this time, the woman would teach him the importance of companionship, and to an extent love. This was because the Assassins and Mercenaries of the underground were a tight knit group, knowing of one another and having familial relations with one another. Sometimes they’d even go in missions and aid one another in combat. It was nice to finally have people he could count on and trust.

Adom felt accepted by them, and felt at peace with this new work he’d found himself a part of.

When the time came for him to depart on his own, he’d give a great praise of thanks to the woman who had taken him in and taught him in all she knew. She’d saved him from a life of poverty, and had acted like the mother he’d never had. Due to his apprenticeship under her, and the close bond they shared, he took her last name for the one he’d been missing all his life as a token of honor for what she’d done.

From that day forward, Adom had found his purpose. And as fate would see it, it would lead him into the unknown, guiding him along a set path to the present day.​
Accepted ser edge lord! ;3
 
“No...I mustn't speak now...this turkey beckons me.”

Name: Zoden Gin Hail
Alias: "Hail" [] "Gentle Giant" [] “Bucket Head/Brain”
Age: 29
Gender: Male
Sexuality: Hetero
Nationality: Asekian

Appearance:
8D87D8BD-5709-4726-A7C7-689730B2F2CF.jpeg
9E95E9DE-11E5-4A61-8C1E-9DEDE8189EC8.jpeg
AC9C090A-7067-486D-9C06-90F499269152.jpeg
Skin color: Mud Brown
Eye color: Dark Blue
Height: 6, 2 "

Outfit:
- Usually consisting of his tough armor, thick bear-shaped fur, and steel helm
- Unless there is a VERY IMPortant reason why he shouldn't be wearing his armor, he won't wear anything else

Personality: Large bod, heavy armor, and an intimidating inventory are among the first few things people see upon encountering Zoden. However, despite his large mass and strength, he is a gentle giant. (A rather dull one at that) Though a rambunctious man-child, one minute, he’s making an utter master piece of a grand longsword, the next, he's either bewilderedly gazing at a small butterfly, or charging at a monster 3 times his size all on his own, whilst wailing his great-sword in air and screaming, "HUZZAH!!" Yet and still, he always manages to take care of himself; though not only himself, but others as well. He'll do anything for his kingdom, people, and friends. But do be careful, Zoden grows quickly fond of others, so you may find yourself in his circle sooner than you think. Making new friends is sometimes just as great as stomping on the biggest monsters. As a reliable companion, he’s always ready to bash some skulls, in order to protect those who cares about.

Likes:
- Warmth, it's why he's always got a bunch of fur on him
- Food is a true life source to him, he will eat everything and anything
- Friends, without his people to protect, serve, and company, he is nothing
- Zoden will never pass down a new challenge; he may not go through with it wisely, but he'll take it head on
- Cats, he'd own one if he could
Dislikes:
- Dishonesty: it's not only a crime, but a disgrace upon all who use its benefits
- Losing a battle, he dreads the mere thought of having to accept defeat
- Those who call the quits before the battle starts or ends, Cowards
- Waste of a good meal
- Being told “there’s nothing more you can do.” He will aggressively attempt to find a solution

Fears:
- Losing his people
- Dishonor, nothing comes before his honor to serve and protect
Weaknesses:
- Betrayal
- Paying attention (Quickly distracted)
- Reckless, if none of your instructions include the precise concept to NOT do anything loud, stupid, or unnecessary....well
- Dull, unfortunately, too much blood is used to power his biceps, so sometimes there's not enough to go to his head
Strengths:
- steadfast loyal, Zoden is a soldier, he follows commands without a second thought
- Intimidation, it's easy for him to make a striking first impression, especially, when he works his "Vadar Breaths" (Deep aggressive huffs that make him seem like a serial killer)
- Confidence, sometimes people may not always like him, whether it's criminals or maybe others who just fear him; he’s confident in who he is and let’s nothing ride his nerves
- The Tank, he can take hits, it's sometimes incredible how he manages to survive certain situations

Skills:
- The great sword: not many can weld a weapon that weighs their own, maybe even more
- Blacksmithing: Zoden is very skilled in making weaponry and understanding nature's elements
- Dancing, he’s a huge, armor tapped Goliath who can do the Charleston, how cooler of a friend can he be

Weapons:
- Dormere
D42238D6-4682-4C7E-9E00-4FC988EFA292.jpeg
The Great-sword that he will consistently carry around, even when told not to
- "Mahlik, and Silvia": His fist
- A few decent-sized daggers if all else fails

Background: Unfortunately, not much is known about Zoden's origins, not because he's shy, but simply because he even barely knows himself. All he'll say is that his family came from a native tribe that used to frolic across the plains of a land so beauiful, so peaceful, and theirs. During a time where magic was rushing through their veins, of course, he never speaks of the last part although. (Taken the fact that he values his life) Zoden barely remembers his childhood, and his guardians refuse to speak of the earlier days. He just claims that his life was just boring, though, some will mock him and say he was dropped as a child. Whatever the story, Zoden has only ever remembered living with his grandparents, who taught him how to be strong and confident, and when they couldn't take care of him, he returned the favor. Tending them until eventually, they passed. Without a purpose, and without a story, Zoden sought one out for himself, and became a soldier.

Battle after battle, he was always victorious, and soon enough, other allies wanted his aid as well. So then, was the start of his legacy, Zoden the Mercenary. He loved the thrill of war and battle, almost dangerously, as he sometimes forgot what he was fighting for, who he was fighting for, and why. It came to the fact that most days, he simply didn't know. For the longest time, he was lost, caught in a trance to blissfully serve a higher power. And in a way, he still is in that same trance.

Just recently, as the winds of war have calmed for a bit, he was reached out by a noble. He didn’t mind helping the lad out, and gaining a good bit of coin while doing so; he accepted the offer.



"HAH!!! SMELL MY VICTORY YOU BEAST!!!!"​
 
Last edited:
“No...I mustn't speak now...this turkey beckons me.”

Name: Zoden Gin Hail
Alias: "Hail" [] "Gentle Giant" [] “Bucket Head/Brain”
Age: 29
Gender: Male
Sexuality: Hetero
Nationality: Asekian

Appearance:
Skin color: Mud Brown
Eye color: Dark Blue
Height: 6, 2 "

Outfit:
- Usually consisting of his tough armor, thick fur, and steel helm
- Unless there is a VERY IMPortant reason why he shouldn't be wearing his armor, he won't wear anything else

Personality: Large bod, heavy armor, and an intimidating inventory are among the first few things people see upon encountering Zoden. However, despite his large mass and strength, he is a gentle giant. (A rather dull one at that) Though a rambunctious man-child, one minute, he’s making an utter master piece of a grand longsword, the next, he's either bewilderedly gazing at a small butterfly, or charging at a monster 3 times his size all on his own, whilst wailing his great-sword in air and screaming, "HUZZAH!!" Yet and still, he always manages to take care of himself; though not only himself, but others as well. He'll do anything for his kingdom, people, and friends. But do be careful, Zoden grows quickly fond of others, so you may find yourself in his circle sooner than you think. Making new friends is sometimes just as great as stomping on the biggest monsters. As a reliable companion, he’s always ready to bash some skulls, in order to protect those who cares about.

Likes:
- Warmth, it's why he's always got a bunch of fur on him
- Food is a true life source to him, he will eat everything and anything
- Friends, without his people to protect, serve, and company, he is nothing
- Zoden will never pass down a new challenge; he may not go through with it wisely, but he'll take it head on
- Cats, he'd own one if he could
Dislikes:
- Dishonesty: it's not only a crime, but a disgrace upon all who use its benefits
- Losing a battle, he dreads the mere thought of having to accept defeat
- Those who call the quits before the battle starts or ends, Cowards
- Waste of a good meal
- Being told “there’s nothing more you can do.” He will aggressively attempt to find a solution

Fears:
- Losing his people
- Dishonor, nothing comes before his honor to serve and protect
Weaknesses:
- Betrayal
- Paying attention (Quickly distracted)
- Reckless, if none of your instructions include the precise concept to NOT do anything loud, stupid, or unnecessary....well
- Dull, unfortunately, too much blood is used to power his biceps, so sometimes there's not enough to go to his head
Strengths:
- steadfast loyal, Zoden is a soldier, he follows commands without a second thought
- Intimidation, it's easy for him to make a striking first impression, especially, when he works his "Vadar Breaths" (Deep aggressive huffs that make him seem like a serial killer)
- Confidence, sometimes people may not always like him, whether it's criminals or maybe others who just fear him; he’s confident in who he is and let’s nothing ride his nerves
- The Tank, he can take hits, it's sometimes incredibly how he manages to survive situations

Skills:
- The great sword: not many can weld a weapon that weighs their own, maybe even more
- Blacksmithing: Zoden is very skilled in making weaponry and understanding nature's elements
- Dancing, he’s a huge, armor tapped Goliath who can do the Charleston, how cooler of a friend can he be

Weapons:
- Dormere
The Great-sword that he will consistently carry around, even when told not to
- "Mahlik, and Silvia": His fist
- A few decent-sized daggers if all else fails

Background: Unfortunately, not much is known about Zoden's origins, not because he's shy, but simply because he even barely knows himself. All he'll say is that his family came from a native tribe that used to frolic across the plains of a land so beauiful, so peaceful, and theirs. During a time where magic was rushing through their veins, of course, he never speaks of the last part although. (Taken the fact that he values his life) Zoden barely remembers his childhood, and his guardians refuse to speak of the earlier days. He just claims that his life was just boring, though, some will mock him and say he was dropped as a child. Whatever the story, Zoden has only ever remembered living with his grandparents, who taught him how to be strong and confident, and when they couldn't take care of him, he returned the favor. Tending them until eventually, they passed. Without a purpose, and without a story, Zoden sought one out for himself, and became a soldier.

Battle after battle, he was always victorious, and soon enough, other allies wanted his aid as well. So then, was the start of his legacy, Zoden the Mercenary. He loved the thrill of war and battle, almost dangerously, as he sometimes forgot what he was fighting for, who he was fighting for, and why. It came to the fact that most days, he simply didn't know. For the longest time, he was lost, caught in a trance to blissfully serve a higher power. And in a way, he still is in that same trance.

Just recently, as the winds of war have calmed for a bit, he was reached out by a noble. He didn’t mind helping the lad out, and gaining a good bit of coin while doing so; he accepted the offer.



"HAH!!! SMELL MY VICTORY YOU BEAST!!!!"​

Accepted!
 
Name: Noviac

Nickname: Novi

Age: ????

Gender: Male

Sexuality: Asexual

Birthplace: ????

Nationality: ????

Height: 6’0

Appearance:
UkptZhBPAFAhvf0WNe5SHV8MjhVkaz9rxdPkXu6BTHdvgxVFo-ZkG87I4Mf8nBSOGr-Pce5wqcfE7j9Ehh9uq4RX5y2aZJ0v0Cl2x06LbXFJ9MttkAkCC4r6tzEdwNXOh1zr_-ZV

Skin colour: ????

Eye colour: if you look close enough, it almost seems black but is just very dark green.

Hair colour: N/A

Outfit: Always is seen wearing the same clothing with the mask and hat, he is always seen carrying his rifle and short sword, with multiple pouches, some hidden inside his coat.

Personality: Noviac is an interesting fellow, he doesn’t like having many opinions on things and doesn’t hold people in high regard because of their skills or positions, but more on their trust. Noviac isn’t the type to hold grudges, go out for revenge, or even save others, even if it benefits him (unless it’s part of a job in which case he is somewhat forced). He simply exists and he lives by that. He is sometimes witty and can go from optimist to pessimist while still sounding positive, but never trying to be too comedical. He goes around doing jobs so that he may always expand his smithing crafts or learn more, he never likes to hoard gold due to his obsession on punishing the greedy by sometimes placing traps with valuables or gold that do not belong to anyone and punishes whoever tries to take it. Noviac only lies whenever it gets him off the hook, to help out someone he truly trusts, or to fulfill a job, else he either doesn’t lie about anything or doesn’t say anything and kindly asks the person questioning to piss off.

Likes:
  • Hot and warm food
  • Smithing
  • Creating traps for the “greedy”
  • Messing with people
  • His clothing and his creations
Dislikes:
  • Greedy people
  • Coldness, especially cold food
  • Smartasses (even though he sometimes acts like one)
  • Close range fights
Fears:
  • Finally trusting someone only to be betrayed
  • Being controlled or used as a pawn
Weaknesses:
  • Cold temperature or just cold in general. Even with his clothing he is susceptible to the cold.
  • Fire, as it can light up the ammo and gunpowder he carries. Though he usually keeps it inside his coat
  • Trust issues
  • Lack of defense from his clothing.
  • Only has a shortsword for close quarters.
  • Inconsistent tracking skills
  • Rifle is very loud
  • Reload after each shot
Strengths:
  • Physically strong (mostly due to still being a smith)
  • Precise with many things, like smithing or shooting his rifle
  • Mentally tough and resilient
  • Pain tolerance
  • Heat tolerance
  • Surprisingly stealthy
  • Powerful Rifle
Skills:
  • Smithing
  • Marksmanship
  • Amateur Swordsmanship
  • Traping
  • Learning Tracker
Weapons:
  • Rifle: created by himself, it is sturdy and durable though it is quite heavy. It shoots one bullet at a time, though reloading isn’t too much of a lengthy process. The rifle currently has four different types of ammunition:
    • Basic: Simple and reliable, they are easy to make and he carries around many
    • Bleeding: with spikes and thorns on it, when it hits a target it causes the target to bleed and also gets stuck on the person, making removal even more painful and dangerous, however it is less effective against armored opponents.
    • Piercing: Extra effective against armored targets, these bullets are heavier and require a longer time to make, they are able to pierce through most armors. It tends to also over penetrate causing the bullet to sometimes ricochet off. Firing the bullet also causes the most amount of recoil and leaves him most vulnerable.
    • Explosive: Very dangerous to carry around and usually only carries a handful. The bullets are filled with gunpowder and explode on impact. The explosion isn’t too big but can sometimes cause fires.
  • Shortsword: Simple but effective, when all else fails or when the enemy gets too close for comfort.
jQiSrXrOmKeBxjjLJBMb5-s-1E_dMX963Z54NF6l9y9n_ld3jq3t8HH4dVSu4zaJJ2U88g1tUj32fMLLP89S-Znm4LLhRWET21X_1_wgiWIH84NcPIF-iK0wfvXZuurKj1ijWB9f


Bio:
Noviac doesn’t talk about his past, and wants to keep his past mostly secretive. He doesn’t seem to work for anyone in particular and doesn’t seem to have any opinions on politics. The fact that he is never seen without his clothing and masks doesn’t help with identifying where he is from. The most that is known about him is that he is surprisingly passionate with smithing and spends most of his time repairing and building new equipment for himself, while the rest is spent as a mercenary. His trust issues and incredible distaste for the greedy is also a secret and whenever brought up he ends up going extremely quiet, possibly suggesting traumatic events relating to those things.

Theme(optional):
 
Name: Noviac

Nickname: Novi

Age: ????

Gender: Male

Sexuality: Asexual

Birthplace: ????

Nationality: ????

Height: 6’0

Appearance:
UkptZhBPAFAhvf0WNe5SHV8MjhVkaz9rxdPkXu6BTHdvgxVFo-ZkG87I4Mf8nBSOGr-Pce5wqcfE7j9Ehh9uq4RX5y2aZJ0v0Cl2x06LbXFJ9MttkAkCC4r6tzEdwNXOh1zr_-ZV

Skin colour: ????

Eye colour: if you look close enough, it almost seems black but is just very dark green.

Hair colour: N/A

Outfit: Always is seen wearing the same clothing with the mask and hat, he is always seen carrying his rifle and short sword, with multiple pouches, some hidden inside his coat.

Personality: Noviac is an interesting fellow, he doesn’t like having many opinions on things and doesn’t hold people in high regard because of their skills or positions, but more on their trust. Noviac isn’t the type to hold grudges, go out for revenge, or even save others, even if it benefits him (unless it’s part of a job in which case he is somewhat forced). He simply exists and he lives by that. He is sometimes witty and can go from optimist to pessimist while still sounding positive, but never trying to be too comedical. He goes around doing jobs so that he may always expand his smithing crafts or learn more, he never likes to hoard gold due to his obsession on punishing the greedy by sometimes placing traps with valuables or gold that do not belong to anyone and punishes whoever tries to take it. Noviac only lies whenever it gets him off the hook, to help out someone he truly trusts, or to fulfill a job, else he either doesn’t lie about anything or doesn’t say anything and kindly asks the person questioning to piss off.

Likes:
  • Hot and warm food
  • Smithing
  • Creating traps for the “greedy”
  • Messing with people
  • His clothing and his creations
Dislikes:
  • Greedy people
  • Coldness, especially cold food
  • Smartasses (even though he sometimes acts like one)
  • Close range fights
Fears:
  • Finally trusting someone only to be betrayed
  • Being controlled or used as a pawn
Weaknesses:
  • Cold temperature or just cold in general. Even with his clothing he is susceptible to the cold.
  • Fire, as it can light up the ammo and gunpowder he carries. Though he usually keeps it inside his coat
  • Trust issues
  • Lack of defense from his clothing.
  • Only has a shortsword for close quarters.
  • Inconsistent tracking skills
  • Rifle is very loud
  • Reload after each shot
Strengths:
  • Physically strong (mostly due to still being a smith)
  • Precise with many things, like smithing or shooting his rifle
  • Mentally tough and resilient
  • Pain tolerance
  • Heat tolerance
  • Surprisingly stealthy
  • Powerful Rifle
Skills:
  • Smithing
  • Marksmanship
  • Amateur Swordsmanship
  • Traping
  • Learning Tracker
Weapons:
  • Rifle: created by himself, it is sturdy and durable though it is quite heavy. It shoots one bullet at a time, though reloading isn’t too much of a lengthy process. The rifle currently has four different types of ammunition:
    • Basic: Simple and reliable, they are easy to make and he carries around many
    • Bleeding: with spikes and thorns on it, when it hits a target it causes the target to bleed and also gets stuck on the person, making removal even more painful and dangerous, however it is less effective against armored opponents.
    • Piercing: Extra effective against armored targets, these bullets are heavier and require a longer time to make, they are able to pierce through most armors. It tends to also over penetrate causing the bullet to sometimes ricochet off. Firing the bullet also causes the most amount of recoil and leaves him most vulnerable.
    • Explosive: Very dangerous to carry around and usually only carries a handful. The bullets are filled with gunpowder and explode on impact. The explosion isn’t too big but can sometimes cause fires.
  • Shortsword: Simple but effective, when all else fails or when the enemy gets too close for comfort.
jQiSrXrOmKeBxjjLJBMb5-s-1E_dMX963Z54NF6l9y9n_ld3jq3t8HH4dVSu4zaJJ2U88g1tUj32fMLLP89S-Znm4LLhRWET21X_1_wgiWIH84NcPIF-iK0wfvXZuurKj1ijWB9f


Bio:
Noviac doesn’t talk about his past, and wants to keep his past mostly secretive. He doesn’t seem to work for anyone in particular and doesn’t seem to have any opinions on politics. The fact that he is never seen without his clothing and masks doesn’t help with identifying where he is from. The most that is known about him is that he is surprisingly passionate with smithing and spends most of his time repairing and building new equipment for himself, while the rest is spent as a mercenary. His trust issues and incredible distaste for the greedy is also a secret and whenever brought up he ends up going extremely quiet, possibly suggesting traumatic events relating to those things.

Theme(optional):

Accepted boo!
 

  • e3b9217c7e67f8891d2ff7ba7a0a4fe3.jpg
    Name: Hiroto Eboshi
    Nickname: Hiro, Otty, Jinso
    Age: 32
    Gender: Female
    Sexuality: Ace
    Birthplace: Trena
    Nationality: Trenish (Trena)
    Current residence: the road less traveled.

    Appearance: Like all Trenish people, Hiroto has gold-tinged skin and sharp, dark eyes. Her black hair is half-shaved and swept to the side. She likes fancy things, especially accessories tied to the various snuffed cultures. Keeping to her roots, she wears a hooded cloak with a patterned hem and a furred hood. There is a single, thin scar above her left eye (though the eye does not seem to be blind). There are several tattoos on her body, though one was burned quite badly, perhaps deliberately, and the design is lost in the scarred flesh.
    Skin colour: Yellow-cream
    Eye colour: Dark brown
    Hair colour: Black
    Outfit: everything in the picture, with the addition of a hooded cloak

    Personality: At first, Hiroto's personality can be hard to pin down. She is a smooth talker, preferring to talk her way out of conflicts but can also be crass and has a habit of teasing and playfully insulting those around her, which can be taken the wrong way (much to her amusement). On the opposite side, she doesn't get upset over her own insults and carries an unshakable air of laid-back swagger that can be expected of a seasoned smuggler, something that she is unafraid to boast about. If something goes wrong she usually dusts herself off, and laughs about it. As she likes to say "getting too old for this shit". She is the sort to think on her feet, and is unafraid to take risks for greater rewards.

    While she can sometimes seem like she doesn't care too much, Hiroto will do her best to keep those around her away from harm and makes sure they aren't too down in the dumps. It can sometimes seem like she is just in this business for the gold, but really she cares deeply about the people she deals with and is careful to ensure that their identities remain unknown to the empire. Her role as smuggler of magic and culture is something she takes very seriously and believes that it is essential to keeping these cultures alive. Even though she can seem relaxed, when she is on duty Hiroto is highly keen and watchful. While she does her best to be good and spare lives when she can, she will bend her morals in defense of the greater good. In many ways she has gone soft since her drug smuggling days, but in others you can see the steel beneath the surface has hardly rusted.

    Likes: Fancy pants, money, her boys, racing and going fast, spicy food, fireworks (her favourite thing to smuggle), open air, wind in her hair, mountain peaks, seeing an eagle dive, music, crowded and lively places, festivals, the roar of thunder, thrill of adrenaline.
    Dislikes: staying in place too long, alcohol + drugs, long villainous dialogues, being in a cramped space, nobles, anything related to the empire
    Fears: deep water (she can't swim)
    Weaknesses: risk taker, thrill seeker, has a grudge against the empire (automatically doesn't like anyone from there), has a bad shoulder which inhibits close combat
    Strengths: street smarts, knows secret routes and smuggler tricks, pretty good at avoiding detection, animal handling, WORGS,
    Skills: blending into crowds, navigation, worg racing, cart/sled handling and maintenance, basic survival, animal handling, basic lock picking, can speak most languages, plant and drug identification/usage, playing the lute, not too shabby at singing, torture, blackmail, intimidation, a network of contacts
    Weapons: 'Gus' Augustine (her trusty crossbow) and a dagger.

    Bio: Years ago, Hiroto was a quite successful member of a drug smuggling operation that ran from Trena to Volclaeton. For years she provided illegal herbs and other drugs, especially to the noblemen and women of the city, smuggling what laws couldn't allow, but what money could. Its not something she's particularly proud of, and she did a lot of things she'd rather forget. From those days she saw more Volclaeton nobility than she cared for in a lifetime, and developed a proper distaste for them. It was amazing how much elitism and xenophobia you could fit into one people all because of some stupid magic. She grew quite resentful and it was clear that they didn't like a member of the 'lesser races' much either.

    Unfortunately the money was good, so Hiroto abstained from biting the hand that fed her and stomached her less than savory clients in favour of golden coins and luxuries. As she liked to say: sometimes you have to work with people you wouldn't eat with. That is, until her business was overturned. To this day she isn't quite sure if it was the client, or one of her smuggler friends that ratted her out (she likes to believe the former), but what she does remember was that she was much too drunk on Varagon wine to remember the bust very well. Drugs probably didn't help either.

    She woke up in the makeshift cell with a splitting headache and a couple of eyes staring at her. It smelt very strongly of dog and vomit (of her own doing) and when her eyes adjusted she realized she was in the nobleman's kennels. See, in the circle of Volclaeton elite a favourite sport is the racing (and betting) of worgs, a species of wild (and now quite endangered) canine from Trena. This is of course is considered unlawful, as they are a nonnative and savage species from a lesser country, but that never stopped the Volclaetons.

    Hiroto saw the worgs, no longer as fierce and majestic as they should be. They had whip scars, were caged, and highly malnourished. Maybe it was the hangover making her sentimental, but in a way it struck her as symbolic of her own culture; shackled and exploited for the amusement of the Volclaetons. At that moment Hiroto decided two things. She didn't want to smuggle for the empire anymore… and she really needed to stop drinking so much. Sheesh her head hurt.

    She broke out of the cell by pretending to be dead, then knocking out the guard rather sloppily as he came in to check. Of course, he didn't have the key to the kennels so she had to improvise. The hangover may have made her a lot more grumpy, but she ended up sneaking into the nobleman's bedchambers and threatening to shoot off his magic stick with a crossbow bolt if he didn't hand over the key. After that she fled the city with the worgs and didn't look back.

    She didn't give up her life as a smuggler, but nowadays she is pedaling the right stuff; culture. Hiroto smuggles artifacts, magic items, fugitives, and cultural items that the empire would rather erase. She makes her deliveries anywhere she is needed, creating a secret network throughout the imperial colonies. This has gone on for several years, and for the first time in her life she feels like she is finally fighting the good fight.

    Theme:
 

  • e3b9217c7e67f8891d2ff7ba7a0a4fe3.jpg
    Name: Hiroto Eboshi
    Nickname: Hiro, Otty, Jinso
    Age: 32
    Gender: Female
    Sexuality: Ace
    Birthplace: Trena
    Nationality: Trenish (Trena)
    Current residence: the road less traveled.

    Appearance: Like all Trenish people, Hiroto has gold-tinged skin and sharp, dark eyes. Her black hair is half-shaved and swept to the side. She likes fancy things, especially accessories tied to the various snuffed cultures. Keeping to her roots, she wears a hooded cloak with a patterned hem and a furred hood. There is a single, thin scar above her left eye (though the eye does not seem to be blind). There are several tattoos on her body, though one was burned quite badly, perhaps deliberately, and the design is lost in the scarred flesh.
    Skin colour: Yellow-cream
    Eye colour: Dark brown
    Hair colour: Black
    Outfit: everything in the picture, with the addition of a hooded cloak

    Personality: At first, Hiroto's personality can be hard to pin down. She is a smooth talker, preferring to talk her way out of conflicts but can also be crass and has a habit of teasing and playfully insulting those around her, which can be taken the wrong way (much to her amusement). On the opposite side, she doesn't get upset over her own insults and carries an unshakable air of laid-back swagger that can be expected of a seasoned smuggler, something that she is unafraid to boast about. If something goes wrong she usually dusts herself off, and laughs about it. As she likes to say "getting too old for this shit". She is the sort to think on her feet, and is unafraid to take risks for greater rewards.

    While she can sometimes seem like she doesn't care too much, Hiroto will do her best to keep those around her away from harm and makes sure they aren't too down in the dumps. It can sometimes seem like she is just in this business for the gold, but really she cares deeply about the people she deals with and is careful to ensure that their identities remain unknown to the empire. Her role as smuggler of magic and culture is something she takes very seriously and believes that it is essential to keeping these cultures alive. Even though she can seem relaxed, when she is on duty Hiroto is highly keen and watchful. While she does her best to be good and spare lives when she can, she will bend her morals in defense of the greater good. In many ways she has gone soft since her drug smuggling days, but in others you can see the steel beneath the surface has hardly rusted.

    Likes: Fancy pants, money, her boys, racing and going fast, spicy food, fireworks (her favourite thing to smuggle), open air, wind in her hair, mountain peaks, seeing an eagle dive, music, crowded and lively places, festivals, the roar of thunder, thrill of adrenaline.
    Dislikes: staying in place too long, alcohol + drugs, long villainous dialogues, being in a cramped space, nobles, anything related to the empire
    Fears: deep water (she can't swim)
    Weaknesses: risk taker, thrill seeker, has a grudge against the empire (automatically doesn't like anyone from there), has a bad shoulder which inhibits close combat
    Strengths: street smarts, knows secret routes and smuggler tricks, pretty good at avoiding detection, animal handling, WORGS,
    Skills: blending into crowds, navigation, worg racing, cart/sled handling and maintenance, basic survival, animal handling, basic lock picking, can speak most languages, plant and drug identification/usage, playing the lute, not too shabby at singing, torture, blackmail, intimidation, a network of contacts
    Weapons: 'Gus' Augustine (her trusty crossbow) and a dagger.

    Bio: Years ago, Hiroto was a quite successful member of a drug smuggling operation that ran from Trena to Volclaeton. For years she provided illegal herbs and other drugs, especially to the noblemen and women of the city, smuggling what laws couldn't allow, but what money could. Its not something she's particularly proud of, and she did a lot of things she'd rather forget. From those days she saw more Volclaeton nobility than she cared for in a lifetime, and developed a proper distaste for them. It was amazing how much elitism and xenophobia you could fit into one people all because of some stupid magic. She grew quite resentful and it was clear that they didn't like a member of the 'lesser races' much either.

    Unfortunately the money was good, so Hiroto abstained from biting the hand that fed her and stomached her less than savory clients in favour of golden coins and luxuries. As she liked to say: sometimes you have to work with people you wouldn't eat with. That is, until her business was overturned. To this day she isn't quite sure if it was the client, or one of her smuggler friends that ratted her out (she likes to believe the former), but what she does remember was that she was much too drunk on Varagon wine to remember the bust very well. Drugs probably didn't help either.

    She woke up in the makeshift cell with a splitting headache and a couple of eyes staring at her. It smelt very strongly of dog and vomit (of her own doing) and when her eyes adjusted she realized she was in the nobleman's kennels. See, in the circle of Volclaeton elite a favourite sport is the racing (and betting) of worgs, a species of wild (and now quite endangered) canine from Trena. This is of course is considered unlawful, as they are a nonnative and savage species from a lesser country, but that never stopped the Volclaetons.

    Hiroto saw the worgs, no longer as fierce and majestic as they should be. They had whip scars, were caged, and highly malnourished. Maybe it was the hangover making her sentimental, but in a way it struck her as symbolic of her own culture; shackled and exploited for the amusement of the Volclaetons. At that moment Hiroto decided two things. She didn't want to smuggle for the empire anymore… and she really needed to stop drinking so much. Sheesh her head hurt.

    She broke out of the cell by pretending to be dead, then knocking out the guard rather sloppily as he came in to check. Of course, he didn't have the key to the kennels so she had to improvise. The hangover may have made her a lot more grumpy, but she ended up sneaking into the nobleman's bedchambers and threatening to shoot off his magic stick with a crossbow bolt if he didn't hand over the key. After that she fled the city with the worgs and didn't look back.

    She didn't give up her life as a smuggler, but nowadays she is pedaling the right stuff; culture. Hiroto smuggles artifacts, magic items, fugitives, and cultural items that the empire would rather erase. She makes her deliveries anywhere she is needed, creating a secret network throughout the imperial colonies. This has gone on for several years, and for the first time in her life she feels like she is finally fighting the good fight.

    Theme:

Accepted!
 

cd33e7a16dfcc95497b1065772fd4dcd.jpg
Theme:



Name: Esbjorn Kunim
Nickname: The Giant of Aprines, Bjorn
Age: 30
Height: 6'8
Gender: Male
Sexuality: Heterosexual
Birthplace: Aprines
Nationality: Aprinean

Appearance: Esbjorn appears to be a proudly stood man with a well-disciplined, arguably scary looking face. Like most Aprineans, he has very dark eyes and brown hair. Matching the color of his hair, he has a thick, well-kept boxed beard that further exemplifies his facial features quite nicely. On his face appear to be multiple faded, though the age of said scars seem to imply that they have been earned over the course of many years. Esbjorn's entire outfit is incredibly dark, wearing a large, black collared coat and trousers for warmth, along with heavy boots. Contrasting with the overall very pitch-black outfit, he dons a light colored scarf that he wears around his neck. Under the entire outfit he wears a very light armor.


Personality: With an intimidating demeanor, Esbjorn can be considered hard to immediately approach if you lack the courage. Esbjorn, of course, is well aware of this, finding it to be comical. While he can back up his bark with a ravenous bite, he is actually quite jovial to those who aren't outright considered an enemy. Even so, he is not overtly exuberant and would definitely be considered as a very stoic, logical man. He is not one to turn away from others, though, as he greatly enjoys company. His way of life back at home has made him consider anyone who is close to him, related or not, as his family. The only thing that he seeks in the long term is to help his family - in this case, the nation of Aprines - be restored to its former glory, to gain independence from the sickening rule of the Voclaeton empire. Thus, he has big plans for the future, but isn't sure just yet how he would execute them. Esbjorn is very reflective and thinks a lot to himself. Even if he's not a philosopher, he believes that reflecting on oneself and considering if decisions you've made in the past were the right ones is very healthy for the mind.

Esbjorn holds disdain for anyone hailing from Voclaeton, for obvious reasons. After learning and indulging in his own country's history and the horrors that the Voclaeton empire has committed, he has garnered a burning hatred that has festered within him. Esbjorn is an honorable man, but he personally looks to end the lives of the Voclaeton government officials who perpetuate Voclaeton's rule. Esbjorn understands that the people of the country could be considered to be "brainwashed" by their leaders, but he has come to terms with the fact that he wouldn't hesitate to kill them as well if they got in his way on the field of battle. He quite enjoys fighting and has sparred with his brothers and sisters on many occasions. As mentioned, he is an honorable fighter and believes that underhanded tactics on the field of battle are unnecessary and do not deserve respect.

Likes:
  • The thrill of battle.
  • The cold.
  • His family, both literally and figuratively.
  • Caving in the faces of corrupt Voclaeton officials.
  • His homeland.
  • Tea. He loves tea.
  • Reading. Due to his thirst for knowledge, he reads quite frequently.
Dislikes:
  • Voclaetons, or anyone who defends their cause.
  • Warmer climates.
  • Using weapons.
Fears:
  • Not living to see the day that the empire finally falls.
  • Losing loved ones, or anyone particularly close.
Weaknesses:
  • Is not one for ranged combat at all.
  • Wears little armor.
  • Overthinks things.
Strengths:
  • Physically, he is both very agile and strong. He's specifically trained himself to be able to fight without the use of weapons.
  • His overthinking can work as a strength, as well, as he doesn't charge headfirst into fights.

Skills: As a fighter, Esbjorn is excellent when it comes to close-quarters combat, hand-to-hand or not. He is also very open when it comes to fights - stealth is not an option. Along with this, he also makes a mean cup of tea. Though, not many know this.

Weapons: Weapons? His body is the weapon. Esbjorn does, however, have a pair of brass knuckles that he's always wearing. Along with these, he wears plated metal armor on his forearms under his clothing, as to allow him to block or parry when necessary Overall, though, his weapons are his arms and legs.

Bio: Ah, the Aprines! Land of a proud, hardy people who flourish in the frigid temperatures. Esbjorn, having been raised here, is no different from the rest. His family rested within a decently sized village, hailing from a lineage of warriors turned hunters, due to current conditions. While his family had explained to him that the Voclaeton empire was corrupt, he wanted to know more. Eventually, his father finally gave in to Esbjorn's curiosity, deciding the boy should know the entire truth. The fate of not only their own nation, but what the Voclaeton empire had done to all nations of the world. Thus, his father sent him the the village elder to seek answers, as he would be better prepared to explain. Once Esbjorn was able to get into contact with the elder, all of the questions he wanted answered were finally within his grasp. What the Voclaeton Empire truly was, their lies, their oppression, what they've done to their beautiful nation. Not only was Esbjorn's own immediate family from a lineage of warriors, but the entire village had a history of being directly involved in the fighting with the Voclaeton empire hundreds of years ago. With said information having been passed down multiple generations, not a single soul in the village believed in the many lies that the Voclaeton empire spewed.

He wanted to know how to fight. Not just to hunt, to fight. Luckily, warriors within the village still existed, which jump-started what he would do next. After turning 20, he decided that he would leave the village. Having trained in combat for a few years at this point, he had come up with a small goal for himself. With a warm goodbye to his parents and the rest of his numerous brothers and sisters within the village, he had left, but not without taking a small band of warriors with him. They had heard his plan, they knew what they were getting into. Esbjorn began seeking out sympathizers or officials of the Voclaeton empire, to silence them. Be it small outposts or an minor official who had decided to make the Aprines their home, Esbjorn seeked them out to put an end to them. It was risky. Of course, being labelled a "criminal" by the empire didn't mean much to him. He wanted to drive them out of his homeland, little by little, doing whatever it took. Even if it would take an eternity, he didn't care. Years and years passed by, the amount of people following his cause was growing, they were able to cover more ground and take on riskier strongholds in an attempt to weaken the Voclaeton empire's grasp on the nation. It has been years at this point, Esbjorn's spirit unwavering. He knows to completely remove the Voclaeton empire from his own nation, it would mean that the empire itself would need to fall. Realistically, there's no way that he would even come close to being a threat with the current little rebellion he has wandering the tundra of the Aprines, but that won't stop Esbjorn from dreaming that one day he'll be able to see the empire crumble to the ground.

Having been approached by a noble, Esbjorn had accepted once the reward had been mentioned. Such a reward could be put towards his cause. Thus, he left his homeland, his many followers - his brothers and sisters - staying behind.
 

View attachment 765904
Theme:



Name: Esbjorn Kunim
Nickname: The Giant of Aprines, Bjorn
Age: 30
Height: 6'8
Gender: Male
Sexuality: Heterosexual
Birthplace: Aprines
Nationality: Aprinean

Appearance: Esbjorn appears to be a proudly stood man with a well-disciplined, arguably scary looking face. Like most Aprineans, he has very dark eyes and brown hair. Matching the color of his hair, he has a thick, well-kept boxed beard that further exemplifies his facial features quite nicely. On his face appear to be multiple faded, though the age of said scars seem to imply that they have been earned over the course of many years. Esbjorn's entire outfit is incredibly dark, wearing a large, black collared coat and trousers for warmth, along with heavy boots. Contrasting with the overall very pitch-black outfit, he dons a light colored scarf that he wears around his neck. Under the entire outfit he wears a very light armor.


Personality: With an intimidating demeanor, Esbjorn can be considered hard to immediately approach if you lack the courage. Esbjorn, of course, is well aware of this, finding it to be comical. While he can back up his bark with a ravenous bite, he is actually quite jovial to those who aren't outright considered an enemy. Even so, he is not overtly exuberant and would definitely be considered as a very stoic, logical man. He is not one to turn away from others, though, as he greatly enjoys company. His way of life back at home has made him consider anyone who is close to him, related or not, as his family. The only thing that he seeks in the long term is to help his family - in this case, the nation of Aprines - be restored to its former glory, to gain independence from the sickening rule of the Voclaeton empire. Thus, he has big plans for the future, but isn't sure just yet how he would execute them. Esbjorn is very reflective and thinks a lot to himself. Even if he's not a philosopher, he believes that reflecting on oneself and considering if decisions you've made in the past were the right ones is very healthy for the mind.

Esbjorn holds disdain for anyone hailing from Voclaeton, for obvious reasons. After learning and indulging in his own country's history and the horrors that the Voclaeton empire has committed, he has garnered a burning hatred that has festered within him. Esbjorn is an honorable man, but he personally looks to end the lives of the Voclaeton government officials who perpetuate Voclaeton's rule. Esbjorn understands that the people of the country could be considered to be "brainwashed" by their leaders, but he has come to terms with the fact that he wouldn't hesitate to kill them as well if they got in his way on the field of battle. He quite enjoys fighting and has sparred with his brothers and sisters on many occasions. As mentioned, he is an honorable fighter and believes that underhanded tactics on the field of battle are unnecessary and do not deserve respect.

Likes:
  • The thrill of battle.
  • The cold.
  • His family, both literally and figuratively.
  • Caving in the faces of corrupt Voclaeton officials.
  • His homeland.
  • Tea. He loves tea.
  • Reading. Due to his thirst for knowledge, he reads quite frequently.
Dislikes:
  • Voclaetons, or anyone who defends their cause.
  • Warmer climates.
  • Using weapons.
Fears:
  • Not living to see the day that the empire finally falls.
  • Losing loved ones, or anyone particularly close.
Weaknesses:
  • Is not one for ranged combat at all.
  • Wears little armor.
  • Overthinks things.
Strengths:
  • Physically, he is both very agile and strong. He's specifically trained himself to be able to fight without the use of weapons.
  • His overthinking can work as a strength, as well, as he doesn't charge headfirst into fights.

Skills: As a fighter, Esbjorn is excellent when it comes to close-quarters combat, hand-to-hand or not. He is also very open when it comes to fights - stealth is not an option. Along with this, he also makes a mean cup of tea. Though, not many know this.

Weapons: Weapons? His body is the weapon. Esbjorn does, however, have a pair of brass knuckles that he's always wearing. Along with these, he wears plated metal armor on his forearms under his clothing, as to allow him to block or parry when necessary Overall, though, his weapons are his arms and legs.

Bio: Ah, the Aprines! Land of a proud, hardy people who flourish in the frigid temperatures. Esbjorn, having been raised here, is no different from the rest. His family rested within a decently sized village, hailing from a lineage of warriors turned hunters, due to current conditions. While his family had explained to him that the Voclaeton empire was corrupt, he wanted to know more. Eventually, his father finally gave in to Esbjorn's curiosity, deciding the boy should know the entire truth. The fate of not only their own nation, but what the Voclaeton empire had done to all nations of the world. Thus, his father sent him the the village elder to seek answers, as he would be better prepared to explain. Once Esbjorn was able to get into contact with the elder, all of the questions he wanted answered were finally within his grasp. What the Voclaeton Empire truly was, their lies, their oppression, what they've done to their beautiful nation. Not only was Esbjorn's own immediate family from a lineage of warriors, but the entire village had a history of being directly involved in the fighting with the Voclaeton empire hundreds of years ago. With said information having been passed down multiple generations, not a single soul in the village believed in the many lies that the Voclaeton empire spewed.

He wanted to know how to fight. Not just to hunt, to fight. Luckily, warriors within the village still existed, which jump-started what he would do next. After turning 20, he decided that he would leave the village. Having trained in combat for a few years at this point, he had come up with a small goal for himself. With a warm goodbye to his parents and the rest of his numerous brothers and sisters within the village, he had left, but not without taking a small band of warriors with him. They had heard his plan, they knew what they were getting into. Esbjorn began seeking out sympathizers or officials of the Voclaeton empire, to silence them. Be it small outposts or an minor official who had decided to make the Aprines their home, Esbjorn seeked them out to put an end to them. It was risky. Of course, being labelled a "criminal" by the empire didn't mean much to him. He wanted to drive them out of his homeland, little by little, doing whatever it took. Even if it would take an eternity, he didn't care. Years and years passed by, the amount of people following his cause was growing, they were able to cover more ground and take on riskier strongholds in an attempt to weaken the Voclaeton empire's grasp on the nation. It has been years at this point, Esbjorn's spirit unwavering. He knows to completely remove the Voclaeton empire from his own nation, it would mean that the empire itself would need to fall. Realistically, there's no way that he would even come close to being a threat with the current little rebellion he has wandering the tundra of the Aprines, but that won't stop Esbjorn from dreaming that one day he'll be able to see the empire crumble to the ground.

Having been approached by a noble, Esbjorn had accepted once the reward had been mentioned. Such a reward could be put towards his cause. Thus, he left his homeland, his many followers - his brothers and sisters - staying behind.

accepted!
 
Appearance:​
Artemis.jpg
Name: Artemis Faldani
Nickname: Art, Arty, Fali. The last mostly is what her fellow hunters call her.
Age: 26
Gender: Female
Sexuality: Bisexual
Nationality: Trenish
Height: 5'7"
Skin colour: Pale as the moon
Eye colour: Dark Blue Eyes
hair colour: Jet Black Hair
Outfit: In image
Personality: A quiet and giving girl, Artemis lives her life by the idea of the Nameless, almost never taking more than what she needs to survive. She has a motherly heart, caring for others no matter their race or creed. Although she doesn't take kindly to the empire, she wouldn't leave one of its citizens to die. Her belief is that of balance. And that is her biggest grief with the Voclaeton empire. They purge everything that isn't within their belief and create imbalance. She is a woman that believes in diplomatic solutions before violence.

That doesn't mean she's against violence. As a skilled huntress, she knows that sometimes violence is the only answer. It is during these times that people see how fierce she can be. She is calculated, cold, and merciless when on a hunt. She uses her knowledge to her advantage and takes down prey exploiting everything she knows. She is the apex predator.

Likes:
Tea
Peaceful Music
Animals of all kinds
Archery Practice
Gardening
Her fellow hunters

Dislikes:
Stand-offish people
Those that would kill the helpless
People that live in excess
Voclaeton empire's purge of religion
Her father and brothers

Fears:
Her mother being executed
The loss of nature and the Nameless
Being captured by the Voclaens.

Weaknesses:
Not physically strong in comparison to many others
Uses violence as a last resort, pacifist
Quickly can spiral if her thoughts become darkened

Strengths:
Vigilant, Master Marksman, Stealthy, Agile, Strategic, Herbal Knowledge
Skills:
Tracking- Artemis has made her living as a hunter of monster and beast alike. She can track almost any creature across miles, so long as the weather doesn't completely ruin the trail.
Marksman- Art has been trained since an early age to shoot a bow. She can accurately shoot her bow at a target within 150 meters.
Survivalist- Artemis holds a vast knowledge on edible herbs and grasses from around the seven continents that can be used in a pinch. She also knows how to skin and dissect many animals and monsters to use as much of them as possible.
Diplomat- Artemis' voice is as soothing to listen to as a mother's would be to her child. She often can make her way out of fights without having to actually fight.
Weapons:
Relic Bow- A mystical bestowed upon her by what she believes to be one of the nameless. The frame is made from a malleable rock found within the ravine Trena is located in. It's string is made up of hair from one of the monsters of the wild. She carries several dozen strands in her bag, just in case they snap.
Epic Bow.png
Credit for the art to Epic-Soldier on deviant art
Hunting Knives- A pair of knives used for skinning and gutting prey. They can also be used to cut throats or stab people, but nowhere near as effective as proper daggers.
Fists/Feet- Artemis has been trained to fight without his bow if needed. Though he sees little point in this as she doesn't ever fight people and monsters will easily kill an unarmed woman.

Bio:
Artemis was born into a very traditional family within Trena. Her mother a priestess and her father a hunters. She was the fourth child and the first daughter. Everyone expected her to become a priestess like her mother and it seemed to head that way as she seemed enthralled by the study of the Nameless from a young age. However, time would show that her faith would also come with a change in her role.

When she was eight, Artemis joined her mother in going to one of the shrines in the woods. Shortly after they left their offering and started home, Artemis remembered she forgot to ask for certain blessings towards her brothers and fathers. She hurried back, leaving her mother behind. When she arrived at the shrine, Artemis swore she saw one of the Nameless. It was a beautiful being and as she approached, the Nameless seemed to enjoy the young girl's presence. It didn't flee and merely observed before moving from the altar to reveal a bow made of stone. It was a stone found in Trena, but nobody had seen something like this. The Nameless, as she swears it to be, motioned to the bow and then vanished within the dead woods around the shrine.

When Artemis returned to her mother with the bow, she told her mother all the details. Her mother, being a priestess, took it in stride believing full well that the girl had been given a gift that would allow Artemis the power to protect her siblings just like the blessing she wanted. Her father, however, didn't approve. His daughter was too delicate to be out hunting monsters with her siblings. And after three days of arguing, Artemis was told by her mother to train with other hunters. Artemis took the challenge and dove into training.

She trained as best she could with the best outside of her family. And at fourteen she was allowed to hunt with a team. Despite training to be a hunter, she kept up with her studies into the Nameless and the way to live as a priestess. It was through these two studies that she began her pacifist lifestyle and only hunting enough for the people to survive. She even found one monster in particular that provided long hairs that could be used as a bow string. During her hunts she began to study more and more of the monsters, along with the vegetation. Eventually, many hunter teams brought her along for how versatile and skilled she was.

It wasn't all sunshine, feasts and fun within the hunters. Often clashes of opinions came about and Artemis had to calm them down. As a potential priestess, her words often came down motherly and soothed the fights. By the time she was twenty she was respected enough that even her father welcomed her back into their home. After finally returning home, Artemis retired from group hunting and began hunting on her own and only to provide for herself and her mother. It was the way of balance and the Nameless.

When Artemis was approached by a mysterious noble who spoke of her being a valuable asset in the transport of certain items. Artemis didn't want to partake in the business at first, but the idea of her mother's beliefs being reported to the Empire crossed her mind and she agreed to partake. Maybe this was a chance from the Nameless to rebalance the world?

Theme(optional):
Extra:
 
Appearance:​
View attachment 765935
Name: Artemis Faldani
Nickname: Art, Arty, Fali. The last mostly is what her fellow hunters call her.
Age: 26
Gender: Female
Sexuality: Bisexual
Nationality: Trenish
Height: 5'7"
Skin colour: Pale as the moon
Eye colour: Dark Blue Eyes
hair colour: Jet Black Hair
Outfit: In image
Personality: A quiet and giving girl, Artemis lives her life by the idea of the Nameless, almost never taking more than what she needs to survive. She has a motherly heart, caring for others no matter their race or creed. Although she doesn't take kindly to the empire, she wouldn't leave one of its citizens to die. Her belief is that of balance. And that is her biggest grief with the Voclaeton empire. They purge everything that isn't within their belief and create imbalance. She is a woman that believes in diplomatic solutions before violence.

That doesn't mean she's against violence. As a skilled huntress, she knows that sometimes violence is the only answer. It is during these times that people see how fierce she can be. She is calculated, cold, and merciless when on a hunt. She uses her knowledge to her advantage and takes down prey exploiting everything she knows. She is the apex predator.

Likes:
Tea
Peaceful Music
Animals of all kinds
Archery Practice
Gardening
Her fellow hunters

Dislikes:
Stand-offish people
Those that would kill the helpless
People that live in excess
Voclaeton empire's purge of religion
Her father and brothers

Fears:
Her mother being executed
The loss of nature and the Nameless
Being captured by the Voclaens.

Weaknesses:
Not physically strong in comparison to many others
Uses violence as a last resort, pacifist
Quickly can spiral if her thoughts become darkened

Strengths:
Vigilant, Master Marksman, Stealthy, Agile, Strategic, Herbal Knowledge
Skills:
Tracking- Artemis has made her living as a hunter of monster and beast alike. She can track almost any creature across miles, so long as the weather doesn't completely ruin the trail.
Marksman- Art has been trained since an early age to shoot a bow. She can accurately shoot her bow at a target within 150 meters.
Survivalist- Artemis holds a vast knowledge on edible herbs and grasses from around the seven continents that can be used in a pinch. She also knows how to skin and dissect many animals and monsters to use as much of them as possible.
Diplomat- Artemis' voice is as soothing to listen to as a mother's would be to her child. She often can make her way out of fights without having to actually fight.
Weapons:
Relic Bow- A mystical bestowed upon her by what she believes to be one of the nameless. The frame is made from a malleable rock found within the ravine Trena is located in. It's string is made up of hair from one of the monsters of the wild. She carries several dozen strands in her bag, just in case they snap.
View attachment 765939
Credit for the art to Epic-Soldier on deviant art
Hunting Knives- A pair of knives used for skinning and gutting prey. They can also be used to cut throats or stab people, but nowhere near as effective as proper daggers.
Fists/Feet- Artemis has been trained to fight without his bow if needed. Though he sees little point in this as she doesn't ever fight people and monsters will easily kill an unarmed woman.

Bio:
Artemis was born into a very traditional family within Trena. Her mother a priestess and her father a hunters. She was the fourth child and the first daughter. Everyone expected her to become a priestess like her mother and it seemed to head that way as she seemed enthralled by the study of the Nameless from a young age. However, time would show that her faith would also come with a change in her role.

When she was eight, Artemis joined her mother in going to one of the shrines in the woods. Shortly after they left their offering and started home, Artemis remembered she forgot to ask for certain blessings towards her brothers and fathers. She hurried back, leaving her mother behind. When she arrived at the shrine, Artemis swore she saw one of the Nameless. It was a beautiful being and as she approached, the Nameless seemed to enjoy the young girl's presence. It didn't flee and merely observed before moving from the altar to reveal a bow made of stone. It was a stone found in Trena, but nobody had seen something like this. The Nameless, as she swears it to be, motioned to the bow and then vanished within the dead woods around the shrine.

When Artemis returned to her mother with the bow, she told her mother all the details. Her mother, being a priestess, took it in stride believing full well that the girl had been given a gift that would allow Artemis the power to protect her siblings just like the blessing she wanted. Her father, however, didn't approve. His daughter was too delicate to be out hunting monsters with her siblings. And after three days of arguing, Artemis was told by her mother to train with other hunters. Artemis took the challenge and dove into training.

She trained as best she could with the best outside of her family. And at fourteen she was allowed to hunt with a team. Despite training to be a hunter, she kept up with her studies into the Nameless and the way to live as a priestess. It was through these two studies that she began her pacifist lifestyle and only hunting enough for the people to survive. She even found one monster in particular that provided long hairs that could be used as a bow string. During her hunts she began to study more and more of the monsters, along with the vegetation. Eventually, many hunter teams brought her along for how versatile and skilled she was.

It wasn't all sunshine, feasts and fun within the hunters. Often clashes of opinions came about and Artemis had to calm them down. As a potential priestess, her words often came down motherly and soothed the fights. By the time she was twenty she was respected enough that even her father welcomed her back into their home. After finally returning home, Artemis retired from group hunting and began hunting on her own and only to provide for herself and her mother. It was the way of balance and the Nameless.

When Artemis was approached by a mysterious noble who spoke of her being a valuable asset in the transport of certain items. Artemis didn't want to partake in the business at first, but the idea of her mother's beliefs being reported to the Empire crossed her mind and she agreed to partake. Maybe this was a chance from the Nameless to rebalance the world?

Theme(optional):
Extra:
Accepted! :>
 

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