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Fantasy Reclaiming the Throne CS

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Roleplay Availability
Subjects with a * next to it means that it is optional.

Character Template:

Name:

*Alias(s):

Age:

Appearance:
(Description or Face Claim; any style)

History:

Strengths:
(At least 2)

Weaknesses: (At least 2)

Weapons/Equipment: (If an evil sorcerer, just put what powers you have)

Personality:

*Extra:

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You are free to add more if you wish.
 
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Name: Athena Faleria

*Alias(s): Her Royal Majesty

Age: 36

History (First half based on Delilah Copperson's backstory from Dishonored): Athena was born as the illegitimate daughter of an upper-class noble. Fawning for her father's attention, she would ask him if she could participate in noble activites with her sisters, in hopes of finally assuming the role earned by her siblings, but her pleas were only met with deflection and postponement. One day, while playing together, her sister accidentally broke an item of immense value and framed Athena for its destruction when questioned. Consequently, Athena was whipped repeatedly and thrown out of the Nobility Quarters alongside her mother.

Left to struggle for survival in the unforgiving streets of the Slums, Athena and her mother would find themselves in debtor's prison, where her mother would meet her slow demise at the hands of a prison guard. With her mother's death, Athena was forced to work odd jobs until she was one day kidnapped by Duke Wyman Ademar. He became infatuated with her, much to the surprise of many; he even changed his will so that it all went to Athena. She then vanished, and Wyman went quiet.

In the silent underbelly of Strosa, Athena gathered allies, all despising the current royalty or disgruntled with their position. With her charm and charisma, she united them all under one cause; to usurp the throne for the rightful ruler of Manastisia. They ran attacks on lesser nobles, stealing supplies and resources, conspiring with known figures in hushed whispers.

Athena found out about another brewing coup, led by Lord Elliot Godfrey. They joined forces, and he became her second-in-command. Through methods rumored to use dark magic, the knights' quarters and armories were pillaged, leaving no survivors. The Inquisition ran rampant throughout the Nobility Quarters, and the City Watch stood by and counted their pay. At the castle, the Grand Guard allowed Athena, dressed in her royal clothes, and her allies to pass through. There was very little resistance, and the King and Queen's head was put up for all to see. Any who were still loyal to the old royals were beheaded, too. Now that Athena has claimed the throne, all that's left is to force the rest of the kingdom into submission, and find the missing prince.

Strengths:
Femme Fatale -
Athena has seduced many in royal positions, most notably Duke Wyman. This allowed her to gain a high position in power, and turn the Grand Guard and City Watch to her side.
Connections (Thanks to Lady Anna) - She has many spies and informants around, from merchants to skilled spies. If Strosa knows, she knows.
Quick-Learner - She adapts effectively to whatever most environments she's thrown in. She can learn how to survive within a day.

Weaknesses:
All Brains, No Brawn -
The least Athena can do is wield a knife in an effort to backstab people. She prefers not to dirty herself, using her subjects to fight.
Sharp Tongue - Having things not go her way made up most of her childhood, and even now it angers her. As the current Queen, she's grown fond of blaming others for her mistakes.

Personality: As a child, Athena was sweet and loving, having spent most of her days in Strosa's Nobility Quarters. Even after being cast out and denied her noble position, she was at least able to find solace in her mother's presence. Following her mother's death, however, Athena was deprived of any form of comfort and came to see the world as "marred and distorted", bringing about the power hungry visionary she is now.

Having seen and survived the worst the world could deal out, Athena became jaded by and dissatisfied with reality, with her primary goal becoming the induction of change. In order to climb from a point of neglect and filth, Athena will do whatever necessary to survive and ascend to the top. Using her uncanny allure and cunning to attract and manipulate those around her, she is able to rise to heights unimaginable by most. She seeks ultimately the alteration of reality in her image, motivated by her dismal upbringing and vindication against the world. She feels entitled to this right of change, thinking it to be her brand of "justice" and form of correcting the world's many flaws.

Weapons/Equipment: None; all her fighting power resides in the Grand Guard and the City Watch

*Extra: Athena trusts her allies enough to give them free reign when searching for the missing prince.
 
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Name: Lord Elliot Godfrey

*Alias(s): The Jeweled Crusader

Age: 45

History: Elliott was once a virtuous, loving noble. He married a beautiful woman named Sophie, and together they had two wonderful children, a boy and girl. He only wanted to see his family grow, and for him and his wife become grandparents until the day they passed of age. Elliott was called to deal with a brewing conflict in Manastisia, but when he returned home, he fell to his knees. His home was lit on fire, his kids were brutally slaughtered, and his wife dead and defiled. Pillaging his home were a squad of knights, loyal to a lesser noble which Elliott had denied an offer from. Distraught and furious, Lord Godfrey drew his sword and slaughtered the whole squad single-handedly. He salvaged what he could from the blaze, such as an amulet given by his wife, and buried his family. He would go on to attack the noble's compound, several loyal fighters and knights by his side. He burnt down the house, destroying everything the noble loved, just as he had done to Elliott. Then he made his death slow and agonizing until he passed out from the pain, decapitating his head and stringing it up for all to see. The king saw this as an act of crime, as Lord Godfrey should have told His Majesty of the noble's actions instead of acting on his own hands. After hearing what His Majesty had to say, Elliott began to blame his family's death on the royal family. Elliott hid in the shadows, donning his armor, amulet, and sword. He gathered hundreds of upset subjects and planned a coup against His Majesty.

However, the plan hit a wall, for the majority of them were only farmers with pitchforks. The best of the best protected the armory, who could put up a decent fight against Elliott alone. In that moment, Athena appeared, striking a deal with him. She was also starting up a coup, and the two joined forces She cleared out the armory, allowing Elliott to arm his men with the finest swords and armor. The new plan was to create chaos in the surrounding towns, forcing the knights in the castle to leave their posts to assist. Athena would then enter the castle with little resistance, and rolled the royals' heads. Now, Lord Godfrey has sworn his loyalty to Empress Athena Faleria, disposing those who wish to resist or disrupt the order.

Strengths:
Tanky -
Even without the armor, Elliot is extremely pain-resistant, walking through flames as they coursed through his body as he slaughtered his family's murderers. Arrows simply bounce off his armor.
Ruthless Leader - In charge of the Inquisition, his own little army, Elliot will not hesitate to kill, and neither would his underlings.
Skilled with the Blade - Having once served as a brave general for Manastisia, Elliot earned his alias in said war.

Weaknesses:
Muscle for Brains -
Elliot does not think tactically, preferring the 'set fire and pillage' technique.
Loyal to a Fault - He is willing to do anything for Queen Faleria.
Easily Anger-able - Elliot takes offense to anything directed at his family, and has executed people over that.

Personality: Elliott is fueled by vengeance, exerting his hate and anger to his enemies. He owes everything to Athena, sniffing out those still loyal to the former royals and leaving only mutilated bodies behind, their houses burning. He lost his heart long ago, replaced by an insatiable bloodlust. Elliott commands his army like a dictatorship, and would've done so with the kingdom if Athena hadn't taken the crown. He doesn't mind the new ruler, though; if anything, it's an improvement.

Weapons/Equipment:
Godfrey's Longsword -
Custom-made by a skilled blacksmith, Godfrey's sword has struck down foes of all kingdoms, and is said to never dull.
Crusader Armor - Excellent at repelling arrows and small daggers and swords.

*Extra: Athena has given Elliot complete freedom, so his executions are becoming daily in Strosa. His army of crusaders is called the Inquisition
 
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Name: She might´ve once had a name, but it is long forgotten

*Alias(s):
The Huntress

Age: 34

History:
The huntresses story does not really have a beginning. It´s unknown why she ended up in the forest. Who she was beforehand. She was merely a child when she ended up in the deadly environment. Pure survival instinct had her survive at first. But with time, she learned. She learned everything about this vicious place that she now calls her home. She learned how to live in unison with it.
She learned how to take down its inhabitants. But she never sought to dominate this realm. She wanted to live. Live in peace, in as much of it as was possible here, anyways. And with the years, she did a very good job at achieving that. Nature did not view her as an intruder, no she was becoming part of the echosystem.

It was when she was in her late teen years that she saw a large panther fight a wandermaw. The big predator was losing against the wandering plant, but the huntress stepped in, cutting down the vile plant and freeing the badly injured animal. In fear, it struck at her. Till this day she bears the claw´s scars on her back. But without fear, she still approached it. The panther stopped its attacks, soon letting the girl treat it. It realized that she meant good and when she had patched it up and sought to release it, it came back. Everyday, the panther came to her shack. She fed it, played with it, cuddled with it even. At some point, it just stayed. She named it Sarl. He became her best friend and partner.

The huntress has found many lost goods in her home. From an ancient sword, to an old note, containing a song and notes. While the old paper has fallen to dust by now, she learned the song and oftenly sings it to Sarl in the evenings. She might be the only one knowing it...

Every now and then, the huntress does leave her forest. Bringing things she has no use for to the city, trading them for things she cannot get in her own world. Metal objects are her most-sought goods, as she does not have the ressource in the woods. While she does have a rare mineral that is stronger than steel when forged, she has no way to work with it. though she keeps that metal to herself, only ever gave one piece of it to another person.

Recently, she has discovered another thing she enjoys to bring to the forest. Soft, warm cushions. An odd choice, surely, but she enjoys them greatly.

To those that don´t deal with her, the huntress is a myth. Hardly believable, that anybody could survive in an environment as deadly as the forbidden forest... Right?

Strengths:
I know where you´ve been
The huntress is a great tracker. Not only can she identify footprints, she can tell their age and quite an amount of information on their cause. Sometimes it almost seems like she can see the past from these things.

Silent Steps
A skilled hunter like her has to know how to be unseen and unheard. If she sneaks or hides, she becomes almost impossible to spot. Though the more unknown the environment is to her, the harder hiding gets.

Almost an Alchemist
The huntress knows a lot about herbs and plants. She can make a brew to save your life as easy as she can make one to take it. Be sure on what terms you are with her before taking her up on that drink offer.

If it kills, i can use it
The huntress has mastered most weapons she has access to. That includes her spear, bow and sword, as well as knives and handaxes. While she is not as experienced fighting warriors, she has fought the most vicious of beasts, hunting them regularly. She can hold herself against the most trained fighter, even if her methods might be unconventional.

Stay with me if you want to live
The huntress has lived all her life in the forbidden forest. She is the only person that can guide you through it safely.

Siren of the Woods
The huntress is a talented singer and guitarist . But who would ever hear her sing, anyways. Except for Sarl, maybe.

Weaknesses:
The hermit
Since the huntress was in the forest for all her life, except the few times she went to city to trade, she has almost no knowledge of the world around her home.

Trees don´t talk...
The huntress hasn´t really had the opportunity to hone her social skills. As a result, her people skills are as you´d expect.

What rules?
Due to the fact that she never lived in the "civilized" world, she has no idea of their laws or manners. Her behaviour is oftenly regarded as weird or even wrong due to that. She also seems to struggle with authorities.

Weapons/Equipment:
It is to be noted that all her weapons are coated in potent poison. A hit, no matter where, could prove fatal without an antidote.

Rock Rhino Clothing
Made of Rock Rhino skin, the huntress has a quite unique outfit. While it doesn´t cover her whole, what it does cover is almost certainly save from any kind of attack.

Jagged Spear
This weapon is a masterpiece. It´s metal tip was crafted from a rare stone, found in the forbidden forest. A master-blacksmith created a fierce bladed spear tip out of it, that with its jagged form can cause the most brutal of injuries. It´s shaft is made from bulbhead wood, which proves to be sturdy enough to even block the strongest metal blade.

Old royal sword
This blade was crafted generations ago in a far away kingdom. It´s crest can only be found in the books of history and legends. It is a masterpiece and was, miraculously, not touched by the gear of time when the huntress found it in her home.

Trusty huntsman knife
This is quite the ordinary weapon, a knife used for various things, from killing, to skinning or cutting herbs and cooking. A multi purpose tool, always present with the huntress.

Clubvine Bow
Made of clubvine wood and giant spider silk, this bow has amazing flexibility. It´s arrows are made completely of bulbhead wood, which renderes them as dangerous as any full metal arrow, but due to their light weight, they are easier to carry.

Various herbs, potions, roots and supplies from the forbidden forest
Whatever your needs may be, chances are, the huntress has the thing for it.

Clubvine Guitar
A selfbuilt guitar, made of the same materials as her bow. A crude instrument, but one that can emit beautiful sounds if played right.
Personality:
The huntress is a unique person, that much is sure. She has never had the education of society, all she does know is self taught. She despises of the "civilized" world, as they think high of themselves, but can barely survive nature. She is very straight forward, never sugar coating her words, never really thinking about what her words cause either. She is a survivor and a strong woman, that hates to be told what to do. She has survived by herself in the most deadly environment, which lead to her questioning everything that happens around her. She is a very alert person, as any movement, anything could mean death in her eyes.

The huntress is a very passionate woman and protects what she truly loves. The forest. As deadly as it might be, it is her home and she holds it dear. Therefore, people that see their environment as purely a ressource, something they can dominate and just use as they please, disgust her. She is a fighter, never giving up and never staying down.

Extra:
Sarl
The huntress has a tamed panther by the name of Sarl. It is one of the giant panthers of the forbidden forest. She usually uses it as her mount. Sarl is just as loyal to the huntress as he is deadly.

The song
The song she has learned. This also acts as a voice claim for the huntress.
 
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Name: Bryce Percival Lionsclaw IV



*Alias(s): "Percy"



Age: 18



Appearance:

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History:
Bryce was born the only son of the Lionsclaw family, the sole heir of a dynasty dating back centuries. He spent his life preparing to take over the kingdom when the time came, spending hours pouring over books of history, tactics, and arithmetic, alongside his usual martial training, such as swordplay and horseback riding. While he did well in most subjects, he never excelled in being a warrior. He always preferred mental pursuits over the blade, and often beat his sparring opponents through cunning and strategy. He was never truly aware of the state of the kingdom, only knowing a few select things from courtiers. So when Athena made her move, the family was caught completely off guard. Bryce barely escaped the slaughter, grabbing only the family sword, a few personal belongings, and some travel supplies before fleeing the capital with a few trusted friends.



Strengths:

-Intelligent: Bryce is familiar with many subjects, from history to local customs, and always looks at problems from every angle.

-Compassionate: Bryce has a genuine love of other people, due to his sheltered upbringing, and still wants to help others as much as he can.



Weaknesses: (One for each strength)

-Poor Emotional Control: Bryce is prone to bouts of intense emotion, often becoming sullen and withdrawn, or flying into a blind date.

-Lack of Social Skills: Bryce is incredibly shy, and can often be very foot-in-mouth. He has trouble picking up on certain social queues, and has trouble properly expressing himself.





Weapons/Equipment:

Talon: The Lionsclaw family sword, this weapon has been passed down for generations, and has a long, deep history. The sword is a symbol of the Lionsclaw dynasty, of their rule and authority, and possessing it increases someone's chances of being declared a legitimate candidate for the throne.

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Personality: Bryce, due to his sheltered life, never had many friends, and as such, is extremely shy. He lacks a lot of charisma, and can be incredibly quiet at times. But he does have his own, earnest charm, and his intelligence usually gets him through things. While brave, he is barely a man, and lacks much experience in warfare. He's never even killed someone, and is afraid of even doing it. His intelligence can also make him overthink problems way too much, and he can often be very hard on himself. Though he hides this insecurity with humor, often making witty remarks when he's among friends.



*Extra:
 
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Name: Ewain Gregor

*Alias(s):

Age: 52

Appearance:
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History: Ewain has served the royal family since he was a small boy, starting off cleaning the kitchens and slowly rising to the position of cook, thanks in part to his dedication to the job, but mostly because he’s a bloody good cook. His parents served in the castle before him, so there is a fair amount of pride in continuing in service to the royal family. He has often neglected things outside of the castle walls, forgoing personal relationships in favor of devoting himself to doing the best job he can. He has thus found himself extremely attached the the royal family, in particular the prince, who he has watched grow over the years and never neglected to sneak snacks to. His entire life has been devoted to the castle and the royal family who rules within it, so when rebellion arose and threatened to destroy it all, Ewain was desperate to protect the young prince, no matter the cost.

Strengths: (At least 2)
I can make it work- Working in a kitchen for so long has given Ewain a variety of odd skills. Between minor repairs of ovens, to cleaning blood out of clothes, to preparing a feast for a king on short notice, he’s always got a possible solution to a problem.
Friend of the People- Ewain's kind disposition and support of the townsfolk over the years have led to him being rather well-liked by the commoners who know of him. He has a reputation of being fair in business and friendly to those he works with, and often gets along well with the commoners he meets when at market or enjoying a rare night off.
Manual labor- He's been hauling sacks of flour, carrying water buckets, butchering animals, and directing a kitchen for years. He may have a bit of a belly on him, but he’s no pushover and can land a decent uppercut if there’s need

Weaknesses: (At least 2)
A cook, not a killer: He may be strong and can hold his own in a fistfight in a tavern, but he’s never even laid a hand on a sword, much less learned how to use one. When it comes to trained soldiers and fighters, Ewain is just not capable of going toe to toe.
Not exactly the outdoors type: He’s 52 and has spent his entire life in the city. There’s never been any need to travel or go beyond the city walls. He knows how people work, but he knows next to nothing about surviving out in the wild and is not used to travel or even jogging for more than 3 minutes.

Weapons/Equipment:
Commoner’s clothes: Simple, lightweight, and durable. He doesn’t stand out in a crowd in them, which is probably a good thing.
Walking Stick: He grabbed the first thing he saw that could be used to protect himself. It just happened to be a blackthorn walking stick someone had left outside the kitchen door.

Personality: Personable and friendly, Ewain takes care of his people. He knows the value of a smile and a favor and employs both to help him in his work. He’s always been a hard worker, to the detriment of his social life. Down-to-earth and just an overall nice guy, he tries to take care of people the best he can, as long as those people are doing the same. His moral compass is rather strong and he never likes to feel like he’s tricking or misleading others. That sentiment also extended to those working under him in the kitchen, as he didn’t tolerate manipulative or cruel behavior among his underlings. He just really enjoys not being stabbed in the back by people he’s let into his life. While typically respectful and polite, when it comes to his ideals and morals, he’s not afraid to push back against those who disagree. He won’t curse you out or try to hurt you, but Ewain will absolutely pull a very impressive “disappointed father” impression, especially considering he’s not a father at all.

*Extra:


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Name: Lady Anna Kenning

*Alias(s):

Age: 26

Appearance: (Description or Face Claim; any style)
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History: The Kenning family are new money, merchants turned minor nobles in the city of Strosa. With a thriving company and a rather recent title, Anna Kenning’s parents were often off on one bit of business or another and, since she was little, Anna’s been tagging along. She learned various tricks of the trade, how to negotiate and gamble, how to read those around her, and when to go for the throat. She took to these lessons like a duck to water. Her parents never went any further though.
However, when Anna was about 18 years of age, she found herself courted by a young man claiming to be a nobleman from The Golden Dominion. Callin, her suitor, made grand claims of his own family’s wealth and stature and Anna’s parents were taken in by his charm. Anna, however, could see right through him. In secret one night, she quietly confronted him about his attempt to con her, threatening to have him arrested and executed. He quickly tried to talk her down, promising to disappear. She, however, had a better idea.
Their engagement was a front, a massive scam that had them enjoying engagement gifts and favors, and while there was no love, the two had entered a very lucrative partnership. Through Callin, Anna found herself entering a new and exciting business, becoming entangled in a seedy underworld that her parents had never dealt in before.
Within the next few years, Anna Kenning began to use her influence and money wisely, manipulating her competition through Callin’s criminal contacts and increasing her family’s stature in Manastisia. From an outside perspective, it just looked like they were extraordinarily lucky and skilled at taking advantage of said luck. In truth, Anna had her parents and their competition both dancing along to the song she was playing.
It was such a tragedy when her parents and husband disappeared a year ago. She still wears dark colors to mourn the loss of her family. No one ever discovered that she was behind the disappearance of their caravan and, considering the subsequent vanishing act of those she’d hired to do the deed, it’s unlikely anyone ever will.
Anna has ears in many places and she heard of the coup beginning to stir long before the bloodshed began. She could see the way things were turning out in Strosa and she moved to ensure her safety. She offered her services and loyalty to Athena and subsequently found herself safe and sound after the overthrow of the monarchs. Now she turns her attention to ensuring her security for the years to come.

Strengths: (At least 2)
The market has ears: Anna has established a vast network of merchants, mercenaries, and cutpurses that are more than willing to pass on whatever news reaches their ears, even beyond the nation's borders. She’s made it worth their while and there is often good money to be made or good knowledge to remember based in the reports they offer.
A Silver tongue: Anna’s skills lie in diplomacy. She twists her words and isn’t afraid to say whatever it takes to get what she needs out of a situation. Anna has talked her way into a few problems, true, but she’s talked her way out of many, many more. A businesswoman at heart, she’s always trying to make a better deal.
There’s nothing I’m not capable of: Anna has no qualms about doing what she deems necessary. She is responsible for the death of her family and (fake) husband, all because they were slowing her down and in her way. She will do whatever she needs to do to get rid of problems and is always trying to stay one step ahead of those who are impeding her goals.


Weaknesses:
Self-preservation: Anna will always put her life first. No matter the situation, no matter the problem, if she ever deems that a situation is bad for her, she will get the hell out of there. Her loyalty is extremely limited and incredibly transactional. As long as something is good for her, she’s all for it. As soon as the tides begin to shift, however, she’s the first to move to a better position, no matter the issues it may cause for those around her.
This is why I hire guards: As a young noblewoman, combat training was not a priority. She is almost never armed, trusting in her wit and the guard to protect her.
A sucker for a pretty face: While Anna is typically not easily swayed or manipulated, she has a fondness for Athena that even she has trouble explaining, leading her to be a less careful than normal when it comes to protecting Athena’s right to the throne.

Weapons/Equipment:
She just has money: Listen, when you got a nice smuggling ring underground and a nice merchant company above ground, you tend to make bank. She has accumulated a nice personal treasury that she is more than happy to wield in exchange for information.
Jack: The closest thing she has to a weapon. Her bodyguard, Jack, is a stocky man, short and built like a brick. He keeps her safe when she’s out in the city. Skilled with a mace and fairly strong, not a fun guy to cross, but also not always present. If she’s in the Nobility Quarters or in the castle, chances are he’s out drinking and doing his own thing.

Personality:
Anna Kenning is calculated and careful. She seems quiet and polite at the outset, just a sweet young noblewoman who was widowed far too young, but that is more of a persona she puts on to keep people from pushing in too close. She is capable of great cruelty and, when her mask slips, you can see the arrogance and ambition that constantly bubbles below the surface. She always tries to remain three steps ahead of those around her and if she can get an advantage over someone else, she’ll gladly step on their back to do it. Wealth and power matter to her and she hoards what she has as closely as she can.

*Extra:
 
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Name: Miyoshi Ikage

*Alias(s):
The Viper, The Queen´s Demon

Age:
37

Appearance:

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History:
The Viper heritages from a country a bit further from the kingdom. It is an empire, however, the days of its glory have passed. The line of succession is so unclear, that it is almost constantly in civil war, each noble with even a hint of claim to the throne fighting against all the other competitors. It is due to those circumstances, that raid from other countries are just as regular. Villages, especially on the outer rims of the empire, have no support but the guards they train themselves. Therefore, all villagers oftenly are trained in combat to repell any attacks. The empire brings out some of the finest warriors, though the villages often still end up pillaged, simply due to the numbers of raiders.

Miyoshi Ikage was born in such an outer village. Life was never easy and the danger of war and raids alike was constantly present. But the smart girl managed to hide, while her parents fought, survivng each and every encounter. When she was old enough, she underwent combat training, showing more than just potential, but great talent. She quickly learned to fight and put a comptetition to even the more experienced fighters.

It was during one of the raids, when Miyoshi was in her late teens, that her parents died defending the village. The raiders came from a kingdom, they had been tasked by the royals to bring any supplies to the kingdom. Miyoshi swore vengance to the kingdom and its royal family, but had not yet the possibility to pursue it. She put her efforts to defending the village for the time being.

Miyoshi soon had a brilliant idea. She had all villagers carve scary masks for themselves. Using that and smoke bombs she had built, each time a raid would occur, the raiders would find a misty town full of demonic looking warriors, putting up a fierce battle. The thick mist made it hard to coordinate and so, raid after raid was repelled, until the village was becoming less and less of a target. Rumor had it, the people in it were no humans, but demons.

In her late twenties, Miyoshi started to journey towards the kingdom. Making a living as a bounty hunter and mercenary for the time being, she soon managed to get involved with the underground. Her plan of spilling royal blood was still standing, the urge for vengance strong. She found a woman named Athena, who´s resistance force she joined. The Viper, as she now was called, proved herself to be a valuable warrior and strategist, making great efforts in advising and assisting Athena in the setup and execution of her coup.

However, one royal had escaped. Miyoshi´s quest had not yet been fulfilled. Further, the queen wanted to keep the foreign warrior, as her skills were most useful. Throughout the ongoing inquistion, Miyoshi became the interrogator and part of the force assigned to finding the prince, working together with with Sir Godfrey to find any supporters of the old crown or helpers of the prince. She became known as The Queen´s Demon, along with the name Viper she had already made for herself.
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Strengths:
Exotic Combat Master
The way of the naginata and it´s combat, along with the martial arts Miyoshi uses are from a foreign land. She has mastered them and gains even more of an advantage due to her opponents struggling to read her style of fighting, even more so due to its tricky and feint-heavy way.

I will make you talk
Miyoshi is an interrogation specialist. She knows the ways of torture, knows exactly how much pain and injury a body and mind can sustain. Getting interrogated by her is a fate worse than death.

Proper Tactics
Miyoshi is a great strategist and advisor. Her word should never be taken lightly.
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Weaknesses:
Language Barrier
Miyoshi has another native tongue than the one spoken in these parts. She is mostly fluent in the local language, but some of the things she says may sound weird or not deliver the message they were meant to. She also struggles to understand idioms.

Glass Cannon
While Miyoshi is a force to be reckoned with, she wears little to no armor on her body. As hard as it is to hit her, when achieved, a single strike could suffice to decide the fight.
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Weapons/Equipment:
The Vipers Naginata
A foreign weapon. This bladed spear is made of strong material and beautifully ornamented.

The Vipers Mask
The mask of the Viper is made of wood. Masterfully carved and painted, it is a fearsome sight to behold. It has a snake or even draconic face and features a toothy grin, that can send chills down a persons back when staring at him. Even more so when worn by such a warrior as The Viper.

SAKE!
Miyoshi always carries a flask of a strange liquid with her, that she likes to drink. It seems to be alcoholic, but its taste and smell differ from any bevarage known in these parts.
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Personality:
Miyoshi is a ambitious woman. She is ruthless in her advance and will get rid of whoever and whatever is in the way of her achieving her goals. She is very intelligent and is very good at reading people, which assits her. Miyoshi is not shy to use that to manipulate or intimidate whoever she needs to. The woman shows sadistic tendencies, especially during her interrogations. Miyoshi surely does have a loving and sweet side. Somewhere. It just hasnt been discovered yet, not even by herself. The harsh reality of war she grew up with made her a hard, realistic and cold warrior.
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*Extra:

The Viper answers only to the queen and has been granted full authority to do whatever she deems necessary to find and eleminate the prince.

Theme Song

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Name: Tyler
*Alias(s):
Ty
Age:
29
Appearance:
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History: Tyler was born to....well, someone. Who that someone is, he can't say. Maybe a noble. Maybe a fellow destitute. He didn't know. And honestly, he didn't care. All that he knew was that he was alive in the here and now. From a young age Ty was alone, having no one to look out for him but himself. In the beginning he thought that meant there must be something wrong with him. Some reason that no one would want him. That if he could fix that, then a family would suddenly appear and want him and love him. And so for a time he tried to live an honest, hard working life. As honest and hard working as any child could anyway. Years of harsh reality changed that however, Ty one day realizing what he should have realized from the beginning: The world didn't care about how hard one worked or how hard you try. At the end of the day the only thing that matters is results. And if results is what the world wanted, results is what the world was going to get. Between the time he was 10 and now Tyler slowly taught himself how to lie, cheat and steal in order to survive in the dog eat dog world that was the city of Strosa.

He wanted more than anything to get out of the city, to see the world and make his own mark in it in some way. Which was hard to do when every day was a struggle just to survive. That's when he heard about it. The answer to all his problems. A whisper of a rumor that may or may not be true. A gathering of those that hated the current hierarchy and a plan to change everything. He even attended one of these meetings, where he not for the first time laid eyes on its leader, a woman who knew how to play on the fears and unpleasantness of those who barely survived in the slums. A woman he had crossed paths with from time to time and had even had some dealings with when they were growing up. At first he hadn't recognized her, but after listening to her speak he was sure it was her. The way she spoke. The way she carried herself. Athena. He never caught her last name, and in his opinion the less involved one got with other people the better. Despite this he couldn't help but think that maybe another time, another place he could have even seen himself developing a bit of a crush on the would be usurper.

Ultimately Ty decided against joining the planned coup. There had been those that had tried in the past and failed, and he was sure this one would be no different. The last time he saw her, at either the second or third meeting of the group of those who wished the kingdom to change, Ty left Athena with “Just don't forget us little people.” If she was indeed able to successfully pull something like this off, great! The kingdom could use a change of pace. If not, and that was a very likely if not, at least she tried. Which is more than what he could say.

Strengths:

Nimble
Silver Tongue
Dagger Proficiency

Weaknesses:
Can't read
Can be bought

Weapons/Equipment: Dagger x3

Personality:
He, like others that life had turned over and shat on their backside, lived his day to day life on the streets of Strosa's Slums and unlike the majority of the other slummers his nights prowling the Nobility Quarter. He ever only steals enough to take care of himself, not wanting others to think they can depend on him. Because at the end of the day Ty will look out only for himself even if it comes at the expense of another. He hates to admit it, but living this way makes him believe he is just as bad if not worse than the very nobility he steals from on a daily basis.
 
Name: Marius Dorian

*Alias(s): King's Keeper

Age: 51

Appearance:
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History: Born and raised the third son of a lowly noble, Marius was trained in combat, etiquette and pride. He had a natural aptitude for fighting, and seeing as he had no reason to expect to inherit his fathers title, he joined the army. All through his twenties and in the early parts of his thirties, Marius found himself rising in rank and fighting bandits, and by 36 he was placed in the Kings Guard, assigned to protecting the monarch. He became close with the King, the royal having become quite fond of Marius, and Marius soon found himself as the Kings main and most trusted guard. This position allowed him to meet plenty of nobility and people of importance, and eventually, when he was 41, Marius commanded the entire Kings Guard. Marius was close with the Prince, having taken a sort of "friendly uncle" demeanor with the boy, and enjoying the youthful energy he helped Marius keep.

Strengths: Skilled fighter in all types of weaponry, and well connected throughout the realm.

Weaknesses: Has a strict sense of honour, and will never break that code, meaning he gets in unneeded fights sometimes. He is also old, and while he still has bountiful energy most days, there are some days where old wounds and creaky bones means he can barely leave bed.

Weapons/Equipment: He has a sword, two daggers (one on his belt and one hidden in his boot, he keeps it there after a memorable ordeal with bandits), he also has a coin purse and the key to his room in the castle. He always wears a ruby ring on his left pinky, given to him by the King.

Personality: Kind, outgoing, honest, compassionate. Marius is the kind of guy to drink with his enemy after shaking the mans hand, he has a strict sense of pride, and all offences to his King and his name are swiftly avenged. His warm and fuzzy demeanor means that those he knows always are happy to help him, as they know the favor will be repaid twicefold.

*Extra: He is a widower, his wife having died from the fever three years ago. They had no children.
 

original.jpgName:
Payton Nyx
Age: 20
History:
Payton was one of several children, born into nobility via both of her parents. She was educated by the best; in language, arts, and literature as well as dancing. Few of the children showed promise - and Payton was one of them that shone in her mothers eye. From day one she was taught the ways of being proper by her mother, and how to follow along with the crowd by her father.
As high members of the court, their political affiliations changed faster than a moving tide - but at the end of the day they did not swear themselves to anybody - but everyone has to play games once in awhile to secure their status. With the rise of the new Queen, they sunk to the floor in order to protect themselves and their family. When things began to settle down, Payton's mother offered her up as a lady in waiting to the Queen. Along with her status came the obligation to report any gossip to her parents - who made a promise to the new Royal Family that Payton would not be a disappointment, and pledged their loyalty to the crown. They hope her position will land her in a place of royal standing herself one day.
Strengths: Social intelligence, prudence, writing.
Weaknesses:
Spoiled, practical.
Weapons/Equipment: A few personal items and her journal.
Personality: All she has known during her existence is the court and everything that surrounds it. Taught to be prim and proper, Payton is known for keeping her distance during heated debates, and not speaking out unless allowed to - and when she is she is smart with her words. What's on the outside is a far contrast to what is going on in her head - though being in her position it is best not to speak her mind, though she does have some opinions that others may not agree with.
*Extra: She keeps her journal hidden, and writes in it almost every night, and enjoys walks outside in the dark when everything is calm.



*Extra:
 
WIP

Name: Alabaster Moon-Sight

*Alias(s): Ala

Age: 20 years old

Appearance:
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History:
Alabaster comes from a clan located far to the north of the country, deep in a dark and seemingly "corrupted" woods. As it turns out, that corruption was simply the result of this clan of dark sorcerers. A group that started only as a few, but has gathered more members largely by kidnapping those who show magical prowess from surrounding villages. While not everyone in this clan is a sorcerer, they all thrive under the twisted magics that those who are gifted have. Ally was one of the kidnapped children, "raised" by a non-sorcerous woman within the clan. Once she was old enough to talk, she began training under one of the leaders of the clan. Ally was a prodigy of sorts- unusually powerful in her magic, though her choice of magic was even more important. Divination sorcery was incredibly rare, and incredibly useful. Ally began to be paired off with other sorcerers in-training who were skilled in more combat magic, and was used to aid in raids on local villages. Ally even suspects that one of her assignments had something to do with the lead up to the coup at the castle- unbeknownst to her, of course. Shortly before the coup took place, Ally was wracked with horrible visions of the events to come and disobeyed her master and clan in order to travel to the castle and attempt to prevent the coming tragedy. She would, of course, be too late.

Strengths:
  • Are we sure about this? - Alabaster was always too sensitive for the clan she grew up in. She has a level of compassion that she never experienced in life, and tends to be a bit of a moral compass for those around her. Of course, her perception of right and wrong has been significantly twisted by her upbringing.

  • Deception is my perception - Alabaster is a pretty talented liar. It's a skill that she was actually trained in, and was raised in. Manipulated from birth, it became second nature to her.

  • I've got a plan - While Alabaster isn't necessarily the most intelligent person- she only learned to read and write a few years ago -she has quite a lot of street smarts. Er, wood smarts. She's resourceful, and quick to make decisions when they need to be made.

Weaknesses:
  • Is it really that bad? - While Alabaster is a fundamentally good person who largely wants what is best for others, there is no denying that she can be . . . weird in what she thinks is the norm and what it actually is. Her social graces are hardly graceful, and she can struggle in common conversation.

  • A taste of my own medicine - Ally is a great liar. She isn't the great at discerning when others are lying. She isn't necessarily trustful- she just can't always tell if someone is mistrustful.

  • Hunter or Prey - She's a dark sorcerer. People don't like her kind of people. Alabaster is always one misstep away from being found out and likely put to an immediate end.

  • A Bad Right Hook and a Bad Left Hook - Look. Ally isn't a fighter. She can run and climb and hide and sort of wave a spear around threateningly. But when it comes to actual extended combat, Alabaster is likely to fail.
Weapons/Equipment:
Moonsong Spear - A spear that was specially made by her clan, Alabaster's spear is partly hollow, allowing the blood of downed enemies or sacrifices to remain within the blade and staff to be used as a part of her dark magics. The blade itself- a perfectly polished crystal that resembles moonstone -serves as a sort of focus or crystal ball for Alabaster's divination.

Dark Magic
  • Shadow Travel: the sorcerer collapses into the ground into a circular shadow and is able to traverse all surfaces at high speeds, rising out when stopping.
  • Pull: can be used to pull objects and people from afar
The Moon-Sight: Alabaster earned her name within her clan after showing an unusually high talent for divination related dark magic.
  • Dark Vision: see creatures and people through walls.
  • Knowing: By touching an object and meditating on it, the sorcerer can see events that occurred within a 10ft radius around the object in the recent past. More time into the past takes more meditation; up to a week ago.
  • Shade Projection: Provided an image (painting or magical) or vivid description of a location, the sorcerer is able to view the location and what is occurring there in the moment. The further away the location, the less clear the image. The sorcerer is blind and deaf while using this ability. Beings in the observed location may notice an extra shadow that does not belong.
  • Embed: The sorcerer is able to give an image, memory or thought to another being's mind. The sorcerer must be touching the target to do this.
  • Telepathy: The sorcerer can speak into another being's mind, no touch required. Sustaining telepathy that can occur from both sorcerer and target and back can get tiring quickly.
  • Moon Sight: Alabaster's signature ability; these complex visions of things to occur in the future usually come while she sleeps. They can range from very accurate and vivid to confusing jumbles of words and lights.

Personality:
Ally is rather soft spoken, though not shy. She has trouble articulating what exactly she means at all times, and is particularly bad at making small talk in any normal way. She simply delves head first into trauma and "Oh, what's your mother's name? I never had a mother, but I bet yours was real nice!" She has very little tact, it seems, in common ways. Yet she seems quick to pick up on what makes a person tick and uses it to lie like the best rogue you've met. Alabaster is usually far more confident when she's playing a role as a part of a complex lie. She doesn't really know herself, who she is, outside of the roles her clan placed on her. Ally is no doubt naive, and is attempting to discern her own identity beyond the gloom, gore, and abuse of her home. She has a rather morbid sense of humor, though she does try her best to make light of situations. She is also very nice despite her occasionally odd ways of portraying it- she overwhelmingly does not enjoy hurting people or doing things that would lead to harm, be it physical or emotional. As a result of who she is and knowing how people treat dark sorcerers, Ally is also rather anxious, acutely aware that at any moment she could end up dead. While she wouldn't consider herself noble, she does desire to let people see that not all dark sorcerers are necessarily bad.


----

Name: Hermes Demeter

*Alias(s): The Silver Blight

Age: 29 years old

Appearance:
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History:

Strengths:
(At least 2)

Weaknesses: (At least 2)

Weapons/Equipment: (If an evil sorcerer, just put what powers you have)

Personality:

*Extra:
 
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Bermund
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Overview
Name
Bermund Franklin Foster
Alias:
Beastmaster Bermund, Lord Foster
Age
36
Height
5'7
Weight
154 lbs


Weaponry
Bone Club
A primitive club fashioned from the baculum of a walrus, a relic from the first of his many expeditions across the sea. A leather grip and loop fashioned from cattle hide adorns the rear of the weapon.

Steel Dagger
A reasonably sized steel dagger with a curved blade. A hilt constructed of mahogany wood clamps upon a robust steel blade. A smooth oak wood sheath fashioned to his belt with cattle hide leather secures the blade in place when not in use.


Demeanor
Strengths
Husbandy: Over the years, Bermund has aquired a unique ability built upon his experiences within the trade
Stalwart: Bermund is loyal, reliable, and hardworking to whatever goal he has set himself upon
Inquisitive: Bermund is always searching for more, which eventually lead to his many expeditions he has undertaken

Weaknesses
Stubborn: Bermund is not easily persuaded against his own motivations and desires, making negotiation tricky
Impudent: Left to his own devices without authority, Bermund is impudent, often over-estimating his own abilities
Irritable: Bermund is easily irritable, having a short fuse on most subjects outside of his own control and manipulation

Personality
Bermund is an odd man to say the least. He never stays in one place for long, using the accumulated wealth of his forefathers to fund his many expeditions across the sea in search of his bounty. Bermund always had loved discovery, finding something new, and the unique forms of the many inhabitants of this world fascinate him to no end, which began his career in the exporting of exotic pets to satisfy his curiosity and pockets at the same time. Bermund never ceased his expeditions across the sea, always finding ways to finish his voyages. However, Bermund is a stubborn man, hardened by many years of misfortune and naive action, only focusing on the end goal of his work, which has worked. However, that eventually lead to his cocky behavior, carrying too much burden on his shoulders for a single man, leaving him swamped with labor and documents. This eventually cascaded into irritable behavior when things don't go as planned and on time. All these factors morphing together lead to the man, known as Bermund Franklin Foster.


Biography
Bermund is no ordinary man, that is for certain. He is not born of Manastisia, Garondor, the Duchy, the Dominion, or the Principality. He was born upon the isle of Cælos, far north from where any of those other countries lay. A land said to harbor the largest livestock, of goat and sheep the size of cattle. Bermund’s father was a nobleman of Manastisian blood, of whom had sailed upon Cælos. His father’s family had made regular travels to the land, selling the gargantuan quantities of milk, flesh, and wool, which made them some of the wealthiest men. One year, his father had given in to the more… carnal vices of the isle. Bermund then was born a bastard to a nobleman from Manastisia and a harlot of Cælos. Despite his untimely and unexpected birth, he was adored by both his parents, most notably his father. Bermund lived with his parents on Cælos for a good decade. However, within those years, his mother had contracted and had succumbed to consumption.
Bermund’s father was most devastated by the passing of his lover, and it was grief that pushed him back to sea, for the isle of Cælos itself had only made the heartache worse. Bermund and his father sailed by ship for two months before reaching Manastisia. Bermund’s father had owned estate in the town of Strosa, so that’s where they went. His father’s property was vast, going up to a weald of small trees which lead to a wild bramble. Bermund spent a fair portion of his youth reading encyclopedias and almanacs from the Penrith Library on a variety of subjects, most valued for him where books on the wild world. He’d spend days reading out in the back garden, all the while peering into the forest beyond, and every now and then, he’d see some silhouette crawl through the underbrush, prance among the trees, or run through briar. His father had gradually recovered through the years over the grief, but grew more distant from Bermund, but made certain to bestow his affection upon him all the same. Bermund’s father died from influenza five years after they made their trip back to Manastisia.
After the death of his father, Bermund, at fifteen, sold his father’s estate for all it was worth, and as the sole living member of the Foster family, he inherited all the wealth that had accumulated over generations. He moved further from the heart of Strosa, down to the shore of a great river that connected the capital to the sea. He bought a reasonably large house that sat among a low bluff that rested over coarse clay and sand. His property extended to the breast of the Forbidden Forest. He’d heard tales of travellers that have gone in, but never come out, leaving only footprints as a memorial. Bermund of course never believed these tall tales for himself, and planned on venturing into the verdant greenery one day, when he deemed himself ready. For seven years, he kept the wealth of his family secure, all while working among the docks, loading and unloading ships that had come to the nearby port, routine after routine.
So when Bermund was twenty-one, not having the grand flowing beard he has present, but a patch of wire-like hairs, he thought he was ready for a venture to the forest that had oh so daunted him. He spent the money he had made working in the port on all the gear he could think of, jerked meat, rope, leather gloves, various tools, thick boots, a woolen cloak, and any other sort of knick-knack. His first steps into the forest came with them a sense of mystery, as the leaves crunched underneath his weight. He got lost within three hours. He’d trekked among the briar and bramble for a decent time before coming across a flurry of small, winged creatures that at the time he took as faeries. As it had been early in the morning when Bermund departed, and the small creatures glowed as if they were stars within the great woodland. He followed them for a time, passing a small glen of trees that looked like gargantuan candle holders, topped with glowing blue fruit. Soon, Bermund had come across a field of thin, thread-like vines. Not knowing what they were but cautious, he tossed a portion of jerked beef into the span, of which was seized to what appeared to be the trunk of a tree, but with a vile maw upon the top.
He slinked away after that encounter. Bermund ventured further into the grove, and discovered a pool of water held within large roots of a tree. He’d unclothed and bathed while he stopped, and refilled his water jars. While in the process of adorning his cloak and boots, he viewed a spider the size of a wolf venturing near. Bermund drew a small dagger, thrusting it towards the arachnid atrocity. Naught happened when he had attempted a stab, as the dagger was swat away by a pair of spiked limbs. At that moment, he felt a whizz of air across his face, and an arrow and pierced through the armor of the spider. He saw the pale blue blood of the beast run down the cracked wound. He turned around and locked eyes with a figure not fifteen yards away. He doesn’t remember much after such a greeting, but he knows for certain he’d seen a woman. He stayed with the forest dame in a nestled shack among a clearing in the forest. He spent a couple days in the shelter, teaching his host how to read and write the best he could manage. Soon after thought, he had business to attend to, and after reaching the breast of the forest, he’d said his farewells to the elusive lady. After departing, he’d ended up with a charm formed of stone, beech, and bone within the palm of his hand at the breast of the forest that led to his property.
Shaken from such an event, Bermund dared not enter the forest again in his life. He kept the gifted talisman, putting it within a locked box. Bermund moved his interest to that of the sea, remembering the voyage that he and his father had gone on such a long time ago. He spent a good fortune purchasing a schooner, and hiring a small motley crew of ten. The maiden voyage took them to a cold northern strait. The crew took land on a small island, among snow and ice, there rest the long dead skeleton of what seemed to be a giant tusked seal. Bermund picked a bone from the body as a souvenir before setting sail back to Manastisia. This tradition of collecting souvenirs grew and grew as the continued voyaging. Eventually, sailing further south brought more fertile lands for collecting. This began Bermund’s career in the trade of exotic species. His business grew as the rich and wealthy readily funded his voyages, up to the point where he had enough money to purchase a great clipper ship, which brought with it fast travel and more storage. And that’s how the Bermund that is here today, came into being.
 
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Name: Alyssia Celine de Valeria Lionsclaw

Alias(s): Allie, Princess, Grand Duchess, Little Lioness

Age: 18

Appearance: Alyssia is something of a conundrum. Standing at a modest height barely surpassing 7 spans, she leans halfway toward petite in some regards, while stout in the others. Fair of skin with hair like spun gold, freckles dot her nose and cheeks like the first snowfall of winter upon autumn grasses. She is neither frail nor soft, but supple with lean muscle earned through equestrian interests and martial extracurriculars her father would find unbecoming for a lady of her breeding. Wide in the hips and firm in the limbs, she often hides beneath dresses of the latest, modest fashion. She believes she has little to flaunt with a deep neckline, so endeavors to be proper and practical. Alyssia has eyes like an oceanic storm, brilliant and bright, though in the wake of such tragedy, they have taken on a listless distance. Her right eyebrow is split with a faint scar, faded to near non-existence over time, marking her first real folly on horseback. Her mother and maids have waxed eloquent on the unsightly lack of symmetry, developing a habit of hiding her face behind the flaxen curtains of her waist-length hair, the excesses of which she often ties into a thick braid or bun.

History: For a time, all was perfect. Growing up within the walls of palaces and seasonal manors, Alyssia never knew want nor hardship beyond the lofty expectations of her parents and tutors. In some fields, she excelled greater than others. Ever since she a tottering little thing in ringlet curls, she'd adored horses, and took to the saddle as if she was born to it, though not without a rocky start. What possessed a little girl of four to clamber upon the largest and most cantankerous warhorse in the stables remains up for debate, but the black-maned beast tore through the muster yard of the guard and into the gardens, each thundering gallop nearly bucking the Little Lioness from its back. Charging through a grove of apple trees in the midst of summer, a low-hanging branch caught Alyssia on the brow, unseating her sure as a jousting lance. Court physicians fretted that she may have broken her neck or knocked herself simple, but by the grace of the gods, Alyssia awoke the next day with a splitting headache and a scar to remind her of her foolishness.

After such an event, Alyssia's father insisted upon a more controlled environment for her to learn "proper skills and crafts accordant to her gender and station". For a time, it worked. Alyssia played the obedient and dutiful daughter, pouring over history, economics and politics; attending court to be seen and not heard. Observing the ever-changing political environment and the differences between nobility, military, and mercantile council. With each day, she grew increasingly restless, feeling like she had to crawl out of her skin - this facade that was not her genuine self. In this time, Alyssia's only real companion and confidant was her little brother, Aebram. Together, they would play at the sword and put on shadow-plays mocking the fools of court. She would sit her little brother upon her lap and recite the grand epics like Hector the Wolf King, The Ballad of Morgdha the Red Queen, and The Knights of the Seas and Stars by the hearth-fire. They would enact these grand tales as their favorite characters until Aebram tuckered himself out or the nannies nipped their fun in the bud.

When she entered her twelfth year, Alyssia took advantage of this ongoing ritual. Aebram, Goddess bless him, always equated Alyssia to Morgdha, the warrior-queen of old. Over time, it got to her head. Alyssia's honorary uncle, Captain of the guard, was always of a more agreeable sort than her father, took little convincing in order to start teaching Alyssia how to fight. So began another ritual: every night after Alyssia tucked little Aebram in, she would sneak from her quarters to drill with "Uncle Marius" on the art of combat and warfare. She would not rely on some empty-suited suitor or languid armchair general for the defense of herself, her nation, or her baby brother. Inside Marius' drill school, Alyssia ceased to be a princess, and it was such liberation!

Everything was right and good, and Alyssia was happy so long as the suitors remained utterly lacking. As she blossomed from the willowy girl into her womanhood, the expectant conversations became commonplace. Courtship, marriage, and dynasty. They proved to be great fuel in her evening training with Marius, where he warned against the addictive and poisonous power of rage... but then the world fall apart. The acrid stink of blood on the air, little Aebram's broken body in her hands, mother and father in spreading scarlet pools, hands outstretched to touch one last time, but never able to reach when it mattered. In the mad dash to escape, she took Talon from her father's cooling corpse, as well as his signet. It made her sick, blinded her with stinging tears, but they were the symbols of the Lionsclaw legitimacy. So long as she bore them, regardless of their burden, Alyssia would return. She would have her retribution...

Strengths:
Highly Educated: Alyssia has been a lifelong recipient of some of the finest education one can endure. As such, she has an extensive breadth of academia at her command, including fluency in five languages, debate, military tactics, politics, economics, history, and theater.

Born to the Saddle: Alyssia is well versed in the equestrian arts, though doesn't know the first practical thing about jousting.

Precocious: Alyssia expresses a maturity and wisdom beyond her years, and is quick to learn from teachers and personal experience.

Compassionate: Be they a creature on four legs or two, Alyssia cannot abide suffering if she can provide some relief or aid. She has a particular weakness for hounds, horses, and mothers, and young children.

Secret Student: Almost every night for nearly a decade, Alyssia was trained to fight in secret. What she may lack in physical might, Alyssia makes up for in skill. While still a student by any stretch, her ability in martial arts remains almost entirely unknown, making her easily underestimated.

Weaknesses:
Vendetta: Alyssia hates the usurper and her allies. The wounds are still fresh, and the iron of hatred is still hot. She would see the pretender-queen suffer as she has suffered. It spits in the face of her beliefs, but she doesn't care.

Harsh Reality: Alyssia has only ever experience the outside world through tomes and the ramblings of court, which she has taken as a guide to the harsh reality of the world beyond the palace.

Trauma: The pain of loss is fresh. No matter how many times she washes her hands, Alyssia feels Aebram's blood between her fingers. Sleep is hard to come by, her personage is guarded and distant, receeding into her own head when she gets the chance.

Stubborn: Once she sets her mind to something, it'll take hell and high water to dissuade her.

Dark Passenger: Hitherto unseen by all except Marius Dorian, Alyssia possesses an alarming capacity for rage. It is a black and terrible thing, slithering beneath the surface of the Princess' poise and calm like an asp. It is the opposite of her compassion, supping itself on all her hurts and woes.

Weapons/Equipment:
ForTheClan9.JPG


Talon: The Lionsclaw family sword, this weapon has been passed down for generations, and has a long, deep history. The sword is a symbol of the Lionsclaw dynasty, of their rule and authority, and possessing it increases someone's chances of being declared a legitimate candidate for the throne. A hand-and-a-half sword of crucible steel, but otherwise humble in make. The history of Talon stretched back to the origin of the Lionsclaw name, and is as mired in fable as Alyssia's progenitors.

Personality: An innocent soul by even the shortest stretch of the imagination. Whatever horrors and inconsistencies of the world her parents have so meticulously guarded her have come through as only the barest of hints and glances. She knows there are things worse than what she could imagine, but as stated before she can not imagine them. Innocence aside, she is a kind, generous, energetic girl with a near-indomitable will. Honor, tradition, and some ideals of the Chivalric code are held dearly in her heart and she will those concepts to her reign when ascends the throne...

But that was before her world fell apart.

Alyssia now sits at a precipice. She has been wounded to her very core by the cruelty and ambition of others, and a time will come where she must make a choice. Does the idealist die? Will the bright blossom of innocence whither to hard and unfeeling steel? Time and circumstance alone will tell how the trauma of the coup galvanizes within her.

Extra:
-Alyssia carries her father's signet ring on a chain around her neck, her fingers still to slender for a proper fit.
---
 
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Character Sheet Completion

Name:
Ashley Maundrell

Aliases:
Ashe, White Rose

Age:
26

Appearance:
full

Height: 5' 3"
Weight: 110 lbs (Pre-Pregnancy), 140 lbs (Current)
Eye Color: Ice Blue
Hair Color: Snow White
Face Claim:
Weiss Schnee (RWBY)
595550.jpg

History:
Ashley was born into one of the Military Families in Strosa, the Maundrells and is the youngest of four, having two older brothers and one older sister. Her Father was a Captain in the Grand Guard and her Mother is a Lady In Waiting for the Queen. Compared to her siblings, Ashley was more of a free-spirit and trouble maker and didn't really enjoy conforming to the standards of society. Because of her Father's reasonably high position, the Maundrell Family was able to live a comfortable lifestyle. Her Two Brothers would join the Kingdom's Military in hopes of following in their Father's Footsteps, while her Sister eloped with a lover before Ashley reached her teenage years. Ashley was different and early on her Father saw that she was skilled with a Bow and began training her how to use it. Unfortunately, Ashley fell in with the wrong crowd and went the opposite direction of her Father and Brothers. In particular, she found herself in the local Thieves Guild. Over the years, they began training her to become a Rogue, a Warrior of the Shadows.

Once she had reached adulthood, Ashley began committing her own supposed misdeeds from stealing gold and jewelry to engaging in mischievous behavior...all while continuing to evade capture by the Guards, but more often then not, flirted her way out of being arrested. Though most of the gold she stole, she would give to the less fortunate and the poor. Whatever jewelry she stole, she sold it to local fences. When Lord Elliot Godfrey staged a coup against the King and the new Empress came into power, the Thieves Guild took advantage of the chaos to loot from the deceased nobles. Ashley did too until she watched her Mother get beheaded by the new Empress. Her Father was made an example by Godfrey for his refusal to defect. Her Brothers on the other hand, willingly defected to the dark side. Not long after the take-over, the Thieves Guild went into hiding as well. Ashley didn't and continued to make life difficult for the City Watch.

Unfortunately, she tried her luck too much and things got a little out of hand. Now Ashley is expecting. Unfortunately for her, being a thief and being pregnant don't exactly mix...

Strengths:
  • Superhuman Accuracy
  • Focused
  • Master Archer
  • Compassion
Weaknesses:
  • Poor Close Range Combat Proficiency
  • Daredevil
  • Allergic to Seawater

Weapons/Equipment:
  • Longbow and Quiver
  • Leather Gauntlets
  • Royal Dress
  • Cloak
  • Boots

Personality:
Ashley is a Deceptive and Cunning individual, traits that she had picked up during her time as a member of the local Thieves Guild. For as long as she can remember, Ashley refused to live by Society's rules and more often then not, enjoyed going against them and living life her own way. Despite her Deception and Cunning, Ashley is not necessarily a bad person, as she cares for the well-being of others and refuses to harm people who don't deserve it, especially when it comes to animals and children, or even the elderly. As a result, she is rather resentful of the Noble and Wealthy as they seem to care little about what goes on in their city. From people living in the streets, the filth that the poor live in and the wealth-hoarding that they seem to share, Ashley is resentful of it all.

With a child on the way due to her carelessness, Ashley is scared and worried that she won't be a good mother due to the path she has chosen in life, but is nonetheless willing to try.

Extra:
-Pregnant out of wedlock - Due to give birth in four to six weeks (At Debut, she will be 36 Weeks into her pregnancy)
maternity-shoot_0912.jpg
-Wears both her parents' wedding rings in the form of a pendent
-Expecting a Baby Girl and planning to name her Lillian
 
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Name: Falko Roschenberg, better known by his aliases.

Alias(s): Innominat, No one, the vagrant

Age: 29

Appearance: Falko rarely wears armor, usually preferring the comfort of furs and leather to keep warm outside at night. His clothing is always dirty, sometimes wet, as he refuses to take shelter from the rain. His blade is usually cleaned off of blood and dirt, but not always, and it is rarely as sharp as it should be. He is tall and has a low voice that carries from his diaphragm. Falko usually goes weeks on end without shaving, and grows out a beard to medium length. His hair is bundled in a disorderly topknot so he does not need to cut it.

History: Falko was born the son of an executioner, in short, an automatic pariah. Falko's father was simultaneously one of the richest men in town due to his well compensated line of work, and not allowed to live near anyone else due to the "dirtiness" of his profession. A former mercenary who could not find work in the peaceful reign of the old king, Falko's father had settled down. Falko grew up with no one but his father, who was bored from loneliness and often beat Falko up or trained him in swordsmanship to pass the time - he told his son that both activities were supposed to "toughen him up". At 14, Falko entered into the tourney of the local lord, restarted after a long hiatus due to lack of funds. Not prestigious, it was only attended by guardsmen, commoners, and a single knight. Falko managed to win against this paltry competition, causing a scandal because of his family background. Under threat of being fired, Falko's father agreed to put an end to his son's practice sessions and prevent him from fighting in a tourney again. Falko did not agree, however, he was hooked - winning made him feel omnipotent, and he loved the thrill, the adrenaline, and the pressure of a fight. After a heated argument, Falko walked into the woods, almost starving to death before he learned what he could and could not eat.

Without money from his father to pay the entrance fee for tourneys, Falko was only able to practice by challenging armed travelers to duels. Most refused, not wanting to inconvenience themselves, or thinking it worthless to beat a teenager in rags. So, Falko soon turned to attacking them without permission. He was severely wounded several times, but got better and better. Moreover, he was unencumbered by forms, by techniques, and by a style, developing his own which was unorthodox and a hard counter to the prevailing tactics of the time. Against unarmored opponents, Falko found that fights were over with a single well-timed, well-distanced slash, usually involving a quick evasive step. Against armored opponents, he realized the only way to beat them was to close the distance, lock blades, and wrestle them to the ground before stabbing them through the gaps in their armor with a dagger.

In a short while, Falko became a fugitive in his county, and was pursued by the guard. Initially, he welcomed the "extra practice", but soon the response was overwhelming, with the Count himself leading the hunting party. Retreating to a neighboring county, Falko was unable to use his name. Always true to himself, he refused to invent one, and simply started calling himself "no one". When this didn't satisfy, he used Innominat, the ancient tongue's version of "unnamed". In Falko's eyes, he was on a quest to master the art of fighting and smash the "false styles" of swordplay that developed through practice with wooden swords and in tournaments with rules. In the eyes of the rest of the world, he was a deranged serial killer. As his notoriety grew, so too did the size of the parties seeking to kill him and the quality of knights wanting to duel him. This worked to his advantage, as the world was essentially constantly increasing the "difficulty level" of his training.

By the time of the coup, "Innominat" had become somewhat of a mythical figure in certain parts of the country. Dozens of knights had claimed to have "killed Innominat", and almost as many had murdered their enemies and blamed it on "Innominat". Several impostors also appeared around the country, opening schools of swordsmanship and claiming that they, "the real Innominat", had retired. Eventually, wise and educated men started to doubt if Innominat really existed. This situation was inevitable due to Falko's lack of identity, the impossibility of a single man killing so many opponents (leading to theories that Innominat was multiple people) and the apparent lack of motive in his crimes. None of this bothered Falko.

Falko had no role in planning the coup but was recruited in its last stages. The well connected Lord Elliot Godfrey had managed to track down the real Innominat and made him an offer he couldn't refuse. The hardest part about finding trained knights to fight was getting into their castles without being overwhelmed by numerous guards at once. Lord Godfrey proposed a way to lock them outside the castle, and a chance to fight members of the royal guard. Few knew him by his real name, and most of the conspirators called him "vagrant" for his disheveled appearance.

Strengths:

Sword Saint - It is hard to find a rival for Falko with his main weapon - the two handed longsword. While his skills are limited to that weapon, his dagger, and his bare hands, in these areas Falko is a true master. Developed in a series of "life and death" fights of increasing difficulty (due to the chief flaw of law enforcement - it always commits resources proportional to the threat, thus giving the criminal a chance to learn gradually), his style is both unconventional and elegant. It involves a lot of "shortcuts" such as throws, half-swording, wrist locks (only after weapons lock), sweeps, sword throws, and aggressive draws. Falko's dexterity has reached a point where he can cut straw four times before it hits the ground, and even kill sparrows in mid air.

Survival skills - Countless treks for forty miles or more in rain and snow, years of sleeping outdoors, and numerous wounds have greatly improved Falko's endurance and tolerance of discomfort. In the wild, he knows exactly what to eat, is fast and adept enough to hunt game with his sword and dagger (though sometimes by throwing them), and how to use ingredients readily available to heal.

Crafty - Bedtime stories about Innominat glorify him more than the reality. In truth, Falko almost never won a fight fairly. Most of his fights against enemies without full plate armor ended in seconds - Falko would lunge and draw his sword in a slash, directly into the enemy's face. Against armored opponents, the fight usually ended with the locking of swords, and Falko either throwing his enemy to the ground and stabbing him with his dagger, or stabbing him with his dagger while standing in lock. One of his favorite tricks is to put the sun in his enemy's eyes. Against multiple opponents, Falko has a number of gimmicks, like parrying with his roundel, using a body under his control (via throws and joint locks) as a shield, and very precise, short sidesteps that allow him to barely evade blows.

Savant - Falko is smart and even a little charismatic in his own way. Despite living as a vagabond his entire life with only minimal social contact (mostly with one night stands and men he'd argue with before killing them), all those long hikes alone gave him plenty of time to think deeply about the meaning of life. Living under constant threat alone, he was forced to rely on inner strength and find a way to handle the stress of his life. For a serial killer, Falko is unusually peppy, motivational, and good at reassuring people.

Weaknesses:

Limited - Falko refuses to fight with anything but a two handed longsword (one handed is unacceptable), a dagger, and his body, because they "feel natural". He has no throwing knives (the range of a roundel dagger or sword is very short) and basically has no "ranged attack". It's almost impossible to penetrate armor by swinging a sword; his only hope against an armored foe is grappling and stabbing, but it's almost impossible to do this against multiple opponents unless they are spread out. Falko is a master of 1 trade but a jack of nothing else, and only excels in a specific kind of fight.

Unprotected - While Falko doesn't hate armor, he walks long distances and it makes no sense to wear it. He has a light leather cuirass, but that doesn't even hold against direct stabs from swords and spears, and often doesn't even protect against arrows. He doesn't have a helmet (it's hard to breath) and no shield (it would stop him from grappling).

The Devil Himself - Falko's deeds are so horrible that many people doubt such a prolific serial killer even exists. Falko's ability to recruit help (without compromising his integrity and coming up with a fake name - which he won't), are basically zero, not that he ever wanted any. Since he has killed literal hundreds of people, there are hundreds more people who have a blood feud with him and are actively seeking his death.

All in - Every fight for Falko is life and death as a matter of principle. So far, Falko's life has worked out in such a way that his enemies were always of slightly increasing difficulty. If he has to face the entire Princess's party, this "continuity" will be broken, but his philosophy and past experience would advise him to stay in the fight even if he is entirely unsupported. Once he's at a disadvantage, Falko will continue attacking until he brings about his own death.

Weapons/Equipment - Scales - a very well made set of leather armor, which Falko stole from his 39th kill and has been wearing ever since.

Furball - Falko's coat made of the skin of a bear he killed himself (yes, he gave it a name).

Icicle - Falko's sword, which has a blue hilt. He took it off the corpse of one of the knights he killed in the coup, as it was exceptionally durable and well made. He forgot what the name was, so he named it the first thing that came to mind.

Windpipe - This roundel dagger does bear its original name. It belonged to the master of a thieves' guild (gang), so named because the gang leader used it to slit the windpipes of his captured enemies. It came into Falko's possession when he decided the gang would make excellent practice of a fight against multiple opponents.

Personality: Based on Innominat's legend, it would be easy to picture him as a raging madman. A madman he might be, but raging he definitely is not. Falko oozes an almost frightening serenity at all times. He seems perfectly content at every waking moment of his life. This is only possible because of the way he sees the world.

Falko's main positive quality is his integrity. Throughout his life, he has remained uncompromisingly true to himself, and his one love - fighting with the sword. Having grown up away from society (due to his father's "dirty" profession), he always looked at it from the outside, and saw other people as "collectively brainwashed". They hated his father, for example, because he killed people - and yet they cheered when he did it, and they hailed soldiers who killed as heroes. Through rumors, media, and the teachings of Church and King, people were made to believe contradictory things. After he walked into the woods, Falko soon came to believe that people lived their best in the state of nature, free of society's brainwashing.

Falko won his first fights by grappling, which depended on a mix of throwing an enemy with centripetal force and rotating around them. Through this experience, he decided that the only constant in life was centrifugal force - a constant but cyclical change - and it was pointless to try to hold fixed concepts, except for one - the point around which the cycle revolved. So, in the study of any subject, he had to find the center, the "essence", and ignore everything else. For him, the "essence" of his life was what he wanted to do - master the sword, and everything else was extra.

He looked at the era's martial arts through the same lens. Knights on the whole trained well and a single knight without armor could beat half a dozen untrained opponents. However, their training was limited by their loss of the "essence" of fighting - a life and death contest. Tournaments, while realistic, involved the losing knight surrendering right before his enemy's killing blow. The problem was this killing blow was the hardest and most important part. Against armor, it meant stabbing in a few small gaps between plate, like in the armpits or the inside of the elbows. Against unarmored opponents, it meant a perfectly timed strike around the enemy's guard. Basically, knights didn't train the most important thing in combat because they had turned it into "play" with wooden swords and surrenders. War, in Falko's mind, also added "confusion" to fighting. In war, a good soldier was the person who "held the line", not the person who killed the most. The side that fled first, lost. This meant "veteran" fighters were overly concerned about protecting themselves, which was no way to win a fight alone.

In Falko's mind, the only real practice were life and death fights. The adrenaline rush from enough of these led him to another conclusion - that the "essence" of life, the centerpoint around which all the chaos rotated, was its contrast with death. In other words, only the people that regularly risked death truly appreciated life. This fit in with the rest of his beliefs, and removed any remorse he had about killing - Falko decided that most people, since they were "safe" day to day, were not truly alive.

Besides his constant drive to seek out challenging fights and win, Falko holds no other goals in mind. A body can only practice for a few hours per day, so Falko does have free time. He usually spends this bathing before going into a nearby town (if there is one), having drinks and finding a one night stand. However, all these things come to an end the second he spots someone "worth picking a fight with". For Falko, the quest to master the blade through "life and death" practice trumps all.
 
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Tannia Duellona
The Traitor Hero
Age: 35
Height: 5'10"
Weight: 147 lbs

History:
Anyone who is someone has most likely heard of Tannia Duellona, Traitor Hero of Balkeskal. How she was the only woman to become captain of the King's Dragon Guard: who led only 100 men against the Sorcerer King that terrorized the northern kingdom and claimed an impossible victory, but was twisted by his dark magics in his final moments. How she turned against her king, stirring the people towards rebellion, only to be stopped by the rest of the knights. Driven from the kingdom she became a mercenary, taking any job no matter how big or vile, from simple banditry to assisting another revolution. There are many tales of her exploits across the continent and Tannia has heard them all, and she hates every single one.

What the stories don't mention is how her king was content to let the people on the border suffer: how she and a handful of knights went against orders to protect them and upon returning were branded traitors and forced to flee for their lives. The tales failed to recount the good she did in her days as a sell-sword, only telling of the evil she was tricked into committing and some that never even happened.

After nearly ten years of wandering the world Tannia finally set foot on Manastisia soil, but tales of her "evil" deeds had arrived long before her making it difficult for her to find honest work. One day however, after having declined a suspicious job, Tannia stumbled upon a carriage that was under attack. In spite of her dislike of nobility she just couldn't abandon the woman and her two children and fought off the assassins. To her surprise though she hadn't rescued just any noble but the Queen herself and the young Princess Alyssia and Prince Aebram. When the King heard of this he summoned her and, despite the rumor surrounding her, sought to confer the title Knight of Manastisia to her. Tannia however declined the honor, instead requesting a small dividend and smithy somewhere quite as she was weary from a life of fighting.

Her request granted, Tannia spent the next six years living relatively peacefully. While she still took the occasional sell-sword job to keep her sword arm from getting rusty, it was never anything too serious as she was content to live out the rest of her days as a smith. That was until a month ago when Athena Faleria stepped into her shop with a job for the "Traitor Hero". Tannia of course, not believing anything would come of the woman's attempt at rebellion, politely declined... with her middle finger. However she soon came to regret not taking Athena more seriously when news of the king and queen's death came as Tannia had never forgotten the kindness and mercy the royal family had shown her.


Strengths:
- Veteran Warrior
- Deceptive Strength
- Berserker's Rage:

Weaknesses:
- Blunt & Abrasive
- Berserker's Price


Weapons/Equipment:

"Eagle Wing" Sword & "Eagle Eye" Ring
The Traitor Hero's signature weapon: a massive 7-foot claymore weighing 20 pound that was ripped from the clutches of the Sorcerer King himself after his defeat at Tannia's hands. The true value of this blade however comes from the enchantment placed on both it and its partnered ring causing the sword to become practically weightless when they are touching. The ring itself is bound to her and as long as she is alive can not be removed, not even by herself.

Dragon Guard Armor
An extremely sturdy suit of armor entrusted to only the most elite knights of the Balkeskal kingdom.

Personality:
Tannia may once have had the grace and decorum that one would expect of a noble knight, but over a decade of being villanized and taken advantage of has left her hurt and angry with the world. Grumpy and fowl mouthed she no longer gives a damn about what others think about her and does whatever the hell she wants. After all, everyone already thinks she's a villain. However underneath the rough exterior a knight's heart still beats, and while the code of chivalry may no long guide her every action, she has never once forsaken it.

*Extra:
 
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Character Completion


Name:
Alicia Maundrell

Alias(s):
Alice, Black Rose

Age:
27

Appearance:
Blake.Belladonna.full.1959912.jpg
Height: 5' 6"
Weight: 105 lbs.
Eye Color: Yellow
Hair Color: Black
Face Claim: Blake Belladonna (RWBY)


History:
Alicia was born into the Maundrell Family who is known for their connections to the Nobility and the Military. While her Father was a Military Commander, her Mother was a Lady In Waiting to the Queen of Strosa. Due to the high positions of her parents, Alicia and her siblings were able to live out comfortable lives. Even then, the elder Maundrell daughter came to despise the noble lifestyle, especially once she saw how selfish and self-absorbed much of the nobility were and more so when Ashley showed her what life was like in the slums. Sadly, her parents could care less about the outside world; her Father living out his retirement and her Mother gracefully serving the Queen. Then her Brothers carried on the Maundrell Family Tradition and enlisted into the Military like their Father before them.

Once she was seventeen, Alicia left her Family in hopes of building her own life and believing that she should be free to choose her own destiny. For the next ten years, she would find herself going down a dark path; one of a killer, an assassin...a blade for hire. Though who taught her how to kill, how to fight, praised her for her speed and agility, which was unparalleled and unmatched by other students and pupils.

Ten Years later, now at twenty-seven, Alicia made a name for herself as a notorious assassin. Upon her return to Strosa, it would seem that Destiny had other plans for her. Not only was her old home now torn by a hostile take-over, but she is going to be an Aunt.

Strengths:
  • Master Swordsman
  • Inhumane Speed
  • Peak Agility & Reflexes
  • Fast Reaction Time
Weaknesses:
  • Self-Loathing
  • Aloof - Has trouble interacting with others
  • Has a hard time expressing her feelings
  • Has trouble against armored opponents
Weapons/Equipment:
-Sword
-Throwing Knives
-Leather Armor

Personality:
Unlike her younger sister, Alicia is the loner and the black sheep of the Maundrell Family. For as long as she could remember, she hated the lavish and semi-royal lifestyle that her family led, believing it to be pretentious and even despising lack of care for the rest of society. Refusing to be associated with selfish souls, Alicia's hatred eventually led her to denounce her nobility. With her attitude towards the Nobility, Alicia is hinted to be empathetic and shows compassion for the needy and those who are not as fortunate. Despite her Sympathies, she is unable to help them as she is not in a position to and this sadly created the habit of her being self-loathing.

In Contrast of Ashley, who is a Cunning and Deceptive Thief, Alicia went down the path of an Assassin, displaying Ruthlessness and Sadism towards her targets.

*Extra:
-Away from Family for too long
-Ashley is the only one in her Family she cares about
-Hasn't spoken with her Brothers since running away from home
 
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Character Template:

Name:

Varen Destrion (True last name) Zhou (Given last name)

Alias(s):
Skoltus

Age:
21

Appearance:
Varen when he's about his 'normal' life:
1583660664770.png
When he's dealing with others as 'Skoltus:'
1583660695791.png

History:
Varen was born as an experiment. No, seriously. His father was a sorcerer, who was experimenting with newly discovered texts about dark magic. His father eventually found a way of producing a child that would be ignored by everyone. A perfect tool to steal, murder, and spy. So Varen's father, ever the hedonist, managed to seduce a prostitute, and claim the child. The prostitute? Her dead body was found shortly after Varen was weaned. At that point onwards, Varen was the subject of constant experiments, and eventually, training. At least, until he was nine. Then, his father was assassinated- whether by his jealous brother, a noble, the prostitute's family, or a rival sorcerer, Varen doesn't know. Nor does he care.

Varen's uncle then took him up. Varen knows its only because he was useful. His uncle was a drunk, who often raged at everyone around him, and blamed his troubles at anyone who got close enough. You see, Varen suspects that his father- and uncle- were once nobles. At least, until Varen's father dropped from the scene, and his uncle squandered all the wealth. While technically still a noble, Varen's uncle was only so in name. Varen wasn't even considered to be given that title, being a bastard son. But enough about status.

Varen's uncle hated, despised, and feared Varen. Varen was a child of hell, an unnatural changeling; yet however Varen's uncle hated him, Varen was useful. So Varen's uncle managed to save and scrape enough money and favors to get Varen a teacher in the dark arts. The only person that Varen truly knew was kind to him was his aunt. While it was clear that she was hesitant- and even slightly fearful- around him, she always made sure that he was fed well, treated whenever his uncle had one of his rages at him, and even taught him how to read and write. ...And even how to cook.

This arrangement wouldn't last for long; when Varen was twelve, the royal family decided enough was enough, and attempted to evict his uncle out of the house. His uncle, bitter and defiant to the end, set the manor on fire. Varen can only thank his aunt for his survival. She woke him up, and managed to get him moving out of the house before it burned to the ground. Unfortunately, she couldn't escape- Varen's uncle was crazed.

Varen managed to crawl to the outskirts of Penrith, before finally collapsing. There, an immigrant from the east found him- actually noticed him- and took him in. Thus began Varen's strange new life. The immigrant's name was Li Jie Zhou; he was, ironically enough, a chef for a restaurant, as well as a master swordsman. How fortuitous. Li Jie raised and trained Varen for seven years, until a western disease finally took his life. Varen still doesn't know all of the man's associates, or why he came to the west. However, Li Jie is one of the few people that Varen reveres, and is one of the very few things that Varen remembers fondly.

Of course, Varen didn't only learn sword skills and cooking. He also met a watchmaker by the name of Hans Rossi. Varen was fascinated by the intricacies of the various watches, and Rossi noticed. Well, with pointers from Li Jie- had Li Jie not pointed out Varen, Hans wouldn't have noticed Varen at all. But once Hands did notice Varen, he kept his awareness on him, and managed to convince Li Jie to let Varen be his apprentice. So Varen's days were full of learning how to make watches, how to cook, and how to sword fight. And of course, his daily sneaking out and attempting to get better at stealth. Oh, and making sure to get sweets from Alice's bakery. One of the few places Varen ever shows some slight enthusiasm to go to, and he's always practically begging Alice to teach him how to make sweets.

Eventually, Hans had to move back to his own home a scant year after Li Jie died, as news came that his sister was crippled. So, he entrusted his watchmaking business to Varen, and set off. Varen still gets letters from Hans periodically, and always makes sure to send letters back. Li Jie's resturant had failed, due to both a paranoia of sickness over the food, and the fact that the restaurant simply couldn't replace Li Jie. So, Varen finally started his adulthood.

Of course, watchmaking wasn't the only thing he had been doing. When Varen was around seventeen years old, he began cultivating contacts and informants. He realized he had a knack for such cloak and dagger activities, and began putting them to good use. By the time Hans left town, there were few things that didn't pass Varen's- or rather, Skoltus' ears. Skoltus' presence throughout the entire town is shadowy. Many of the townsfolk are convinced he doesn't exist, and those who do often speak his name in whispers, for fear of reprisal. Of course, that isn't going to happen, but Varen/Skoltus isn't going to discourage that line of thinking.

A mere two years in watchmaking, and the coup happened. Despite what happened when he was young, all Varen heard was respect for the royal family from both Li Jie and Hans. So, naturally, Varen had that same respect. And when the impostor's forces began moving in to Penrith, Skoltus quietly began undermining them. Reports of bandits were always slightly off; shipments of weapons, supplies, and soldiers came slightly later than they should; soldiers could never pinpoint people with certain crimes. It was also around this time that Skoltus began extending his influence into the surrounding bandits- he made sure they were kept in line, and organized enough to cause general misery for Athena's soldiers, but shadowy enough to keep any mention of himself- well, most mentions- away from soldier's hearing.

As of right now, he's living a fairly decent middle-class life, making watches, cooking excellent foods, organizing small acts of defiance against Athena, and attempting to learn more of the dark arts- at least, the dark arts that don't involve anything too insidious.

Strengths:
Cloak and Dagger- Varen's greatest strength; he's a spymaster, an infiltrator, and a manipulator. He enjoys planning out potential heists, and outsmarting opponents.
Fighter- Despite his focus on stealth and intrigue, Varen is also a decent swordsman. While not the greatest, he knows enough to hold himself in battle for a fair while. He's also a bit familiar with Eastern sword techniques, though he's only well versed in using a Jian sword, and only heard of the curved katana.
Tinkerer- One of Varen's main interests, aside from cooking. He's a decent watchmaker, and the few people who know about his business praise his artistic attention to detail, as well as sturdy watches.
Cooking- Another of his hobbies, Varen is an excellent cook, with a penchant to using spices on his main dishes. Very few people know this, as he only entertains a few guests; he's good enough that he could be a master chef.

Weaknesses:
Pathological Liar- Or at least, always cryptic. Varen recognizes this weakness, and he hates it, but he always lies to others, even if it's on petty matters, about his personal life. He's very truthful and concise when discussing business, but it takes a great deal of effort to actually tell the truth to someone.
Psychopath?- A definite uncertainty. Varen experiences emotions at a far lesser intensity than regular people; as such, he tends to not find anything wrong with slitting people's throat, or threatening their entire livelihoods with a blackmail. That being said, Varen isn't emotionless; he can care for people and things, such as Alice, an eldery baker who's actually better than him at making sweets. It just takes some time.
Inner Conflict- Varen is excellent at hiding, but sometimes, he gets these moments where he doesn't want to hide, or be ignored; during such times, he attempts to make a scene; more often than not, it either leads to a complete failure, or attention in the bad way.
Ordinary- Both a blessing and a curse- While Varen can be very charismatic, it normally requires a hefty effort from him, as not only he has to lower his natural field, but he also has to get past the fact that he's so... ordinary looking.

Weapons/Equipment:
Magicks:
I am not here-
Varen projects a small field, about seven, seven and a half, feet in radius, that removes his presence from anyone who is in the circle. Anyone outside of this circle can still perceive Varen; however, Varen also projects a field of (minor) darkness that's twice as large as his absentia field. This oftentimes helps him sneak around places that he ought not be in. The field has a set intensity- enough where people naturally ignore him, but if he causes any noticeable movement or noises, people notice him. He can strengthen the field, but that requires concentration. It also requires concentration to weaken the field as well.
I shall remove myself from your presence- Varen can also teleport through shadows- as long as he's in darkness (excluding his own shadow, and he can't teleport in his own aura of darkness by itself. He needs natural darkness, or someone else's shadow (though that's extremely hard to pull off.).) He can only teleport within line of sight, to other places of darkness.
I see you from the darkness- Varen has darkvision- as in, he can see in the dark, though only in black, greys, and whites.

Skills:
Bladework-
Varen is a skilled swordsman, though not a master. He largely uses either a rapier or a shortsword, and is focused on dueling arts, or backstabbing.
Stealth- Varen capitalizes on his natural abilities, and decided to learn how to move stealthily. He's also skilled in arts such as lock-picking, assassination, and parkour.
Master of information- Varen maintains a sizable network of informants and spies, though he has arranged it where only a few informants ever see his face.
Ranged- Varen is an excellent knife thrower, and exotically enough, shurikens as well. They work well with his stealth, and he's deadly up to medium ranges.

Equipment:
Rapier-cane-
Varen uses this primarily as a self defense measure. He's never had to use it in public, but he's a cautious man. Basically, a rapier with a hilt and sheathe designed to look like a cane; the blade is slightly shorter than the standard, but aside from that, its deadly in its own right.
Shortsword- Skoltus uses a shortsword as a primary fighting weapon. It's small, easily concealable, but sturdy enough to at least stand blows from swords, and agile enough to deflect blows from polearms.
Throwing knives and Shurikens- No matter what, Varen carries these on his person at all times, no matter his persona. These are VERY concealable. Like with his rapier, Varen hasn't had a need to use them in public, but Skoltus, on the other hand, has used these plenty of times. And has always ensured to retrieve the thrown instruments later.
Satchel of tools- To break in, to parkour, to do all these nefarious things, Varen has small compact satchels of lock picking tools, climbing instruments, and a few poisons.

Personality:
Varen is a very quiet individual, who prefers listening over speaking. It's very common for him to stay in the background, and to scheme about his next move. He seems unnerving to most people who notice him, as he seems almost entirely without emotion; his face doesn't change expression very often, and is most often a blank lazy look. Behind this face, however, is a mind that's always noticing things and planning what to do next. He enjoys outwitting and bringing opponents to their knees, almost sadistically so; furthermore, he treats many encounters as chess games- almost thoughtfully flippant.

Despite these psychopathic traits, he can form bonds with people, and those who he does become friends with find that their words impact him greatly; it's due to Alice complaining about Varen's lying that made him aware of his flaw and attempt to change it. Most friends will find him ever the listener, and while he may not say much, he's shown to have an excellent head for compromises, and can even be goaded into showing support for someone... even if such support seems a bit stilted. Furthermore, he shows a limit of his brutality- for example, he hates using sacrifices for dark magic, and actively refuses to do such rituals. Consider it a...practical ruthlessness.

Varen is a forgettable person, even without his absentia field. Yes, his face is slightly sharp and hawk-like, but all in all, most people simply glance over him. While Varen is mostly fine with this, there are times where he gets tired of not being noticed and acts up; most of the time, such acts involve vandalism or starting fights. Such acts either fail spectacularly (and humorously.) or draw the wrong kind of attention, as is expected. This also leads to hitches in his constant planning, as he puts himself most often as a non-factor, but then makes himself a factor.

*Extra:
 
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