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  1. #1
    ᴅ ɪ s ᴛ ɪ ɴ ᴄ ᴛ ɪ ᴏ ɴ ; rocketfox's Avatar
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    Arrow {--∂ιяgє oғ ναиαнєιмr [v.ιι]⋮cαѕт


    INT. CHECK | OOC | IC

    Woe be to you heroes and knights, for you who are condemned to fail. The bell strikes on your hour, don the white and the black and the blood of your foes, see the world for who she is.
    Where are your hopes and your dreams ; when naught remains in the sky.
    Where do the wails of the forsaken fall, when not on the feet of your king. Turn a blind eye, woe to you heroes and knights, for the despair of your end shall come upon your heart.
    Woe to you, the Goddess of a fallen city, for you have condemned your children with your love.













    Only players of Dirge Of Vanaheimr are permitted to post here -
    this thread is designed to hold all the main
    characters and their supporting NPCs.
    The main cast is listed in alphabetical order within their given category.
    Last edited by rocketfox; 12-11-2012 at 02:22 AM.


    ᴍʏ sʜᴏᴘ | ᴍʏ ɢᴀʟʟᴇʀʏ | ᴏɴᴇ&ᴏɴᴇ ᴄʜᴇᴄᴋ | ᴅɪʀɢᴇ ᴏғ ᴠᴀɴᴀʜᴇɪᴍᴇʀ | ᴇᴛᴇʀɴɪᴛᴀᴛᴇ

    「I ᴀᴍ ɴᴏᴛ ᴀ ғʀɪᴇɴᴅ ᴏғ ᴊᴜsᴛɪᴄᴇ, I ᴀᴍ ᴀɴ ᴇɴᴇᴍʏ ᴏғ ᴇᴠɪʟ」

  2. #2
    Nine-Tailed Firefox Lydyn's Avatar
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    Gender: Male
    Age: 27
    Race: Half-Elf
    Class Ranger Lord

    Languages: Common and very little elven.
    Occupation/Social Standing: Wandering Ranger; Though a rare breed indeed, the ranger is often seen as more of a myth than an actual profession or occupation. Thus rangers, when wanting to be seen and they mention their station in life, are meant with as much suspicion as they are with awe. Rangers are known stalkers and hunters of the woodlands and can be seen akin to the Varg in their prowess.
    Nicknames: N/A

    Affiliations: N/A
    Allies: N/A
    Lover(s): N/A
    Friend(s): N/A
    Acquaintance(s): N/A
    Enemies: N/A
    Nemesis: N/A

    Description
    A more slender build of a man that boasts lean muscles as opposed to ones that you'd imagine a warrior to adorn. His skin is far, slightly tanned from the exposure of sun, while his hair is a gaia brown that drops to his shoulder, sporting a trimmed beard. His eyes sparkle beautifully though as the clear water gaze sets upon the world with a less than optimistic glance.

    The man seems far more flexible and dexterous than strong, but has a healthy amount of strength to pull back the string of a longbow or wield two scimitars with practiced skilled.

    Biography

    Thunder crashed against the clouds above as they groaned, rolling lazily across the expanse of the darkening skies above, producing greys and dark blues as the distant sun threatened to set. Fall has fallen upon the great Isildier Forest as a small rabbit scurried along the earth to it's home, kicking up puffs of dirt and dead leaves. A small bird cooed softly as it hopped in short jumps along a branch. It had just returned from making a nest for it's soon hatched children, tilting her head to eye the coming storm. However, something else caught the attention of the small songbird as she hopped with worry, it's gaze falling to the forest's floor.

    Quickly and suddenly the small bird darted into a hole that the tree had unwillingly produced and barely poked it's beak out from it's hiding place, even going against her natural behavior to guard the small, defensiveness eggs. A giant paw pressed against a dead leaf, smothering it into ashes under it's weight. The creature had silver fur that shined in the setting sun, all four legs and shoulders bulging with obvious muscles that were far beyond comprehension and a snarl that could drive a man to cower in fear. It was a single Varg - a scout for it's pack - searching for whatever Varg searched for, whether it be food or blood.


    Andar was destined to be forever alone, it seemed. Born to unknown parents, he was left to the door of the Midgardr orphanage. With only a reason to be obligated to aid those in need, Andar went mostly unnoticed in his childhood years. He was quiet, he was kind, he was sweet, and he was ignored and unloved. Andar spent his life growing up learning to endure and to be satisfied with always being alone, often sneaking away to the nearby woods, though not so far deep to be called Isildier. He had a knack for exploring and learning as he soon found the hidden nooks and hideaway spots within the forest.

    The Varg shook itself free from the slight chill that penetrated the air and let out an irritated huff, creating a small cloud of steam-like vapors as the temperature began to drop, clouds looming ever-closer. It's keen eyes seemed to pierce the entire forest, it's sensitive hearing picking up the small burrowing of the rabbit nearby, and it's nose picking up scents that would run for leagues. The beast shifted under it's own weight before started to lazily pad forward, not sensing any threats in the immediate area.

    His teenage life was the turning point to this entire story and would set him on the course for grander things - things that he would never imagine but he was meant to be a part of. At the young age of fifteen, he was forced from his home and life, no one caring to pick up his expenses as the city had run out of funds for young adults. Thus, he was forced to work any jobs he could get his dirty hands on, barely keeping above the point where he had no money to claim to his name. This was until he met a beauty by the name of Valia Erox.

    Another shock of thunder sounded out against the backdrop of a storm as the great beast continued onward, bobbing it's head side to side in a scanning manner, ever aware of it's surroundings. They say you can't ambush the Varg, that you cannot escape their senses, Filtiarn's power coursing through their veins giving them omniscient-like awareness. As the storm draws nearer, a sudden rush of wind gushes through the forest, whirling about dead leaves in it's wake. It was sudden - the Varg scout had barely noticed it's arrival and in a growl of surprise, heaved it's entire body to the left. Too late - the arrow had pierced it's shoulder, causing the silvery wolf to cry out in pain, it's eyes widening in shock.

    Valia Erox was a lady of higher class, but that didn't seem to stop the strands of love forming between the two young adults, the young lady having the confidence to approach Andar and sparks when nearly visible when they were together. Andar even started to climb up in society as his lady to be pulled strings to get him a job as a hunter on the outskirts of the city.

    And with time, they confessed their love to one another. Beaming with joy, Andar was taking a stroll back into the city - the park - a place they agreed to meet for a meal. Fate was not kind to him however as he paused in horror, able to see the blood trickling down her neck and her clothes ripped to shreds. Wrought with grief, he ran back the way he came and kept going until he was in the heart of Isildier Forest. There he stayed for etching out a living for the next eleven years, vowing to protect others in Valia's memory.

    The scout shot it's intense glare towards the direction of the arrow and instantly saw a man. He was dressed in studded leathers, hands to his side as they held twin scimitars, his brown hair whipping gently into the playful breeze. His stare was piercing and dark as if glaring right into the Varg's soul. In that brief second, the Varg was instantly aware of the threat that the man possessed and growled low, arching it's back - no longer surprised, but instead feeling a deep, fiery anger for having it's senses bested somehow. The ranger hardly moved, twirling the scimitars in his hand as he stood his ground, watching the silver wolf start to circle him with a slightly noticeable limp from the arrow. Another soft gust of wind rolled through the forest carrying a single word to the scout's ears, "come."

    The taunt was not wasted as the Varg scout lunged forward with speed that was beyond the means of a normal wolf, causing the ranger to spread his right foot out to the side and prepare for the charge. As the silver beast approached to slow itself, Andar spent no time in the delay as his blade whipped out to meet the Varg, causing a small cut across it's chest to appear. The reply the scout gave was a massive slam into the tree behind the ranger, causing the man to groan as he weaved under the incoming row of teeth that would have no problem cutting a man's head off. As he slid under the sharp claws, he seemed to glide across the forest floor as if he was floating, leaving hardly a trace that he had been there at all. His twin blades wiped across the spot that the arrow hit, causing the massive wolf to cry out, giving Andar the chance to hop away a safe distance and survey the far more noticeable limp he had given the beast even in spite of his aching back.

    The Varg growled in anger as it started to half-limp towards him in a determined manner, causing the ranger to step back some as he readied his blades - he needed to be as aware and focused as he was able, knowing far too well that these wolves were quick and powerful. Though it was all over in a split second as the scout darted forth with it's gaping maw with full intention to grab something of the man with it's sharp teeth - and would've, if Andar hadn't slipped his blade inside and pushed with all his might, causing the tip to puncture the top of the beasts skull. In the one moment, the silver wolf had fallen limp upon the forest floor, though Andar had teeth marks all over his arms that were slowly dripping with blood. He stared at the scout before slowly taking out cotton bandages and weaved them around the new wounds, producing a soft scowl for a few moments.

    "The hunt hasn't ended.."


    Long Term Goal: To honor Valia's memory by playing the guardian role to others.

    Personality
    Andar is a quiet, confident man that can often come across as less so because of his less aggressive nature. However he is quick to stand for those who need protection and stands by this ideal with an unflinching loyalty. Though even as a warrior, he is an introvert, often keeping himself mostly closed off from others unless they find a way to get close to him. He is usually pessimistic about finding friends and even more so when it comes to love, though he endures.

    Personality Strengths: Incorruptible, determined, focused, caring, loyal
    Personality Weaknesses: Pessimistic, doubtful, depressed

    Skills
    Dual-Wield: Able to dual-wield two weapons as if ambidextrous.
    Trackless Step: Able to walk the wilds without leaving traceable tracks.
    Wilderness Stride: Can, at will, move a bit faster than others in the wilderness (around 10%).
    Nature Sense: Can strike more accurately as long as he's in the wilderness.
    Uncanny Dodge: Can use his dexterity to help dodge incoming attacks, even if caught off-guard.
    Craft Survival Gear: Able to take things from nature and make various tools with ease.
    Evasion: Normally someone can dodge certain spells with only partial damage (such as lightning, fireballs, etc.), but he may dodge with no damage every time, if successful.
    Deflect Arrows: His unnatural reflexes allows him to deflect a few arrows at a time with either his hands or blades.

    Supernatural Abilities
    Purity of Body: Through extreme training and living in the wilderness where illness is rampant - he has developed immunity to diseases and ordinary illnesses.

    Magic
    ∞ N/A ∞
    Will be moving to 12-hour shifts (7 days a week) until November. Posting will be slow!
    Also if I fall behind - send me a PM!





  3. #3
    Senior Member JamesTheAzn's Avatar
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    Auros Đrayvεn


    "I wish nothing but death upon the souls of the wicked.

    Male | Twenty Nine | Mann | The Fifth Sentinel

    Physical Description:
    Standing 6'3", Auros towers over the common folk of his village of Eluewyn. A bulky and muscular build, Auros is athletic and unbelievably strong due to his consistency in training and exercising. His shoulders are broad, his extremities are larger, results from their constant use and need for betterment of his general physical. He weighs approximately 203 pounds, which proves too light for this warrior built of speed and strength.

    Personality:
    Gruff, Reclusive, Isolated, Reticent. These words describe who Auros is. Unfortunately for him, his village requires that he train a small group of men to become the next Sentinel in line if he were to be struck down. Simply a near impossible task, Auros performs his duty, unwillingly. His behavior and actions are strictly by the book meaning: He wont give a damn if you die or not, as long as the mission is completed. He is not selfish, for he expects the best out of everyone for everyone else's benefit. If it meant laying down his life for the arrival of tomorrow, so be it. However, the group that he is currently training shows no real signs of potential, thus causing him to worry a little bit more about his own life than the others that follow his.

    Class:
    Warrior. Skills and attributes intended for 'tanking' purposes.

    Skills/Powers:
    • Arms Master:Years and years of training and experimenting with different weapons has expanded Auros' knowledge of weaponry.
    • Dual Wield: Ability to wield two separate weapons. Equal skill and strength within each hand/arm.
    • Strength of a Sentry: Due to elongated exposure to combat, damage, and pain, Auros is able to withstand a great amount of harm and continue to fight.
    • Leadership: Auros' uncanny ability to lead his men, even in times of great adversity, is unfathomable.
    Long Term Goals:
    • Primary: Bring honor and glory to his name and village.
    • Secondary: To find the next Sentinel.
    • Tertiary: Travel the world.

    Bio:
    The village of Eluewyn is surrounded by a mountainous terrain with dense forests. Such an environment gives an advantage to those seeking to do harm upon the innocent. Rebels, raiders, nomads. Whatever you wished to call them, they performed unspeakable deeds upon the Eluewyn villagers. For some, this incited a bit of rage. Unable to receive any help from any outside forces to defend their home and their safety, the villagers had created a pool of money to purchase armor. With this armor, they bestowed upon the male who was deemed strongest by the village folk. This arbiter was now known as the Sentinel. The entirety of the village's fighting force was gathered into this one being, placing a great responsibility onto the shoulders of the unfortunate soul.

    The first four Sentinels were given their duty and title by way of democracy. Even if they didn't accept the title, they begrudgingly handled the dreadful task of guarding the village. For nearly 20 years, this village was somewhat safe. The Sentinel, thankfully, was armed with superior weaponry and armor. However, due to the inexperience in actual combat, they were all cut down in battle by far more ravenous creatures. It seemed as though the expected lifespan for a Sentinel only extended for five years after the first day of taking on the job. The villagers unwillingly brought up the topic after each and every death, knowing that someone they loved would someday strap on that metal curiass, adorn the two sheaths at their waist, and look at the world through that intimidating helmet.

    Born and raised in a small Mann village known as Eleuwyn, Auros was destined to follow in his father's footsteps as a commoner, plowing the vast wheat fields that covered the local landscape. Up until the age of five, he learned the simple trade of being a farmer. Harvest in the autumn as winter approaches and grow in the spring. This was the road that he would walk the rest of his life, until one fateful day. When Auros turned 18, he had witnessed the death of the Fourth Sentinel. His name is Drunn Vorir. Unfortunately for the young lad, Drunn was a great friend and mentor the the young Mann. Auros felt a pit in his stomach as the villagers reconvened once more to elect the next Sentinel. As the village elders discussed with one another, Auros felt a burning desire to avenge the death of his friend. Without hesitation, Auros volunteered. A hush fell over the mumbling crowd as they watched as Auros took the stage. Clad in the metallic armor that bore the crest of the Eleuwyn village, he became the Fifth Sentinel.

    Great remorse and sadness shook in the Drayven household. He reassured his parents that he would not suffer the curse that had befallen each and every one of his predecessors. Auros promised to find the next Sentinel before his life was over, so that he could die in a bed, with his loved ones at his sides, rather than the voracious beasts of the wilderness hunched over his lifeless body. Drayven excelled at his duty as Sentinel in his first year. It was as if he were destined to finally bring a golden age to the village. His ability to persuade as well as lead awarded him with a great deal of respect from the village, as well as the village elders.

    Unaware of the dangers that were laid upon the forest walls, Drayven, now 26, patrolled the fields, alone. Unfortunately, he was given the task of training a small group of men in hopes of finding the next Sentinel. With all due respect, Drayven despised the group. They were childish and mediocre swordsmen at best. They were not battle hardened like he was. He was a one man army that could stop a small force of interloping bandits. Alone. Bewildered by this task, he trained the group of men. As luck would have it, they were all struck down in a skirmish with raiders from the north, sending a shiver up and down Auros' spine. Although his abilities alone were unmatched, he knew that he would have to lead men into battle if he were to ever find his successor.

    Now twenty nine, Auros neared his prime. He was willing to take any volunteer to the far reaches of the wheat fields. Reluctantly, few took the responsibility and followed the great guard far away from their homes. Miles and miles away, Auros would lecture this small group of mere teenagers about battle, swordsmanship, defense, and respect. He emphasized respect for the art of fighting. His constant struggles and encounters with dangers have lead him to become a battle-hardened veteran and his ability to teach these young men have taken his leadership skill to great lengths. For his great strengths on the battlefield, Auros finds trouble dealing in social situations. The Fifth Sentinel has devoted his life to the battlefield.

    His first encounter with a Varg came one lonely night as Auros patrolled the northernmost portion of the wheat fields. An unusual rustle within the crop gave way for some curiosity to spout. Approaching ever so carefully, Drayven came face to face with a beast that he had never seen before. After a quick tussle within the growth, Auros managed to slay the beast with a quick draw of his secondary blade which impaled the dorsal region and pierced the lungs of the beast. Moments after the devastating blow, the Varg drowned in its own blood whilst it laid on the moist dirt. Auros felt an uneasy feeling in his chest. Almost resembling a wolf, these creatures would surely travel in packs just like their doppelgangers. The question was: Where did they come from?

  4. #4
    Sir Lucifer Lucielt's Avatar
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    Name: Baerdar Arsaljir

    Age: 26

    Gender: Male

    Race: Mann

    Physical Description: Baerdar is a tall and muscular creature with slightly long legs and broad shoulders; despite this he does not appear to be an overly large man. The hair upon his head is mostly unkempt and of an off-black shade. Dark grey eyes implant themselves upon his grey toned skin resulting in a very monotone appearance. As thought to encourage this Baerdar prefers to solely wear clothes of the color black, with the occasional exception when it is direly required.

    Personality: Baerdar is a very selfish person, he will never do an act that does not promote his self-gain and he is very unlikely to preform and act that end with him having the shorter stick. In fact there is a large chance he won’t help anyone even if they both get an equal amount of profit from the situation-he really does not like helping people. Another very prominent trait is Baerdar’s wrath, he is quick to anger at the slightest thing, even if ‘the slightest thing’ something very different from what someone else would normally anger over.

    While his anger is terribly his violence rivals that with the desire to engage in any physical combat that presents itself before him. He is also extremely impulsive and because of this he can sometimes come off as a bit less intelligent as he actually is. And while generally assertive he can also be very passive when it concerns something he has very little opinion on or when he sees it as something that will be a waste of his time in the end. He can also be incredibly lazy.

    Class: Warrior

    Occupation/Social Standing: Mercenary.

    Skills/Powers: Baerdar is a very strong man who trained himself also in the ways of strength and speed. For his prevalence in this though, he acquired not only terrible defense skill but slightly less than dazzling accuracy. He also has a very long endurance rate though, enabling him to at least keep up swinging for a while and his dodging skills aren’t too bad.
    +Strength, speed and high endurance
    -Terrible defense, recklessly attacking and lack in consistent accuracy.

    Long Term Goals: To rebuild his fallen kingdom and become the strongest warrior in the world, primarily in that order.

    Born on a late evening to a young couple who served as innkeepers in a small city called Berzeir he began his life in a very basic way, cleaning counters, sweeping floors and other things of that level. But this period of his life would not last for very long, when the boy was still young; his grandfather came to live at the end with the death of his beloved wife. And with him he brought the most glorious tales of a once existent kingdom known as Veigahr and how his grandfather had been the last ruler of this said kingdom but he had been wronged from it both from the inside and from the outside, thus resulting in its downfall.

    Baerdar loved the glorious stories he was told of his ancestry and to practice in weaponry, teaching himself everything he possibly could, watching guards train and occasionally joining in a spar or two with some other local fighting upstarts. He also had a terrible habit of getting into back alley brawls and ignoring his duties as the son of an innkeeper. By the time he was fourteen he took an interest in owning an actual blade, but because he had no money he began to try and make one. His failings were so many and so often that he lost count, but his desire to be a grand swords master would not allow him to stop and in two years he had achieved his goal and completed his first sword. But it was weak and broke in days. He started again, this time watching a smith for help, but even then he couldn’t make one.

    Desperation like an ever increasing poison in his veins he convinced a nearby smith to apprentice him, and so he watched as closely as a bird watches her prey, learning every possible secret of the trade. And one year before he reached score of years he had made a blade that he could call his own. There were several places that could have seen improvement but how could he care? Finally the second step to making his ultimate goal realized. But his plans to return his wronged kingdom to its glory could not proceed while he remained in his small home. So without much thought on the matter the young man left his village and headed in the direction of the capitol.

    The first week wasn’t so bad. When he had been leaving home he taken some of the inn’s money store and it was enough for him to get by. He got a lot more attention than he ever had before and this was both something he enjoyed and loathed. On one hand he was very fond of the female attention but soon he grew bored of the people, especially as they could not offer him any information relating to his beloved and lost Veigahr; not only that, he only found one person who seemed to have even heard the name before. And said individual was a doddering and shaky old man who couldn’t even stay awake for more than ten minutes even despite this nuisance Baerdar went to the trouble of listening to the old man only to hear him say that the name ‘sounded familiar.’ Had he been any more temperamental at that time he would have killed that man where he sat.

    But after the first week things became difficult. His money hadn’t lasted him even halfway to the capitol. He was now dead broke with only his sword and the clothes on his back. So he wandered from place to place, doing heavy jobs and killing local ‘monsters’ to earn his keep in various taverns or villages. Eventually from this he began to kill local bandits at times as well, his self-taught fighting ability was quite effective against untrained morons. But even still there were days when he was incapable of finding food or shelter and those were the days that he really began to hate the people who destroyed his kingdom.

    And some point in his life, shortly after his twenty-second birthdate he was offered money (not just boarding) for a very different job. This job would include him killing both the current magistrate of the village and his eldest son. More concerned with the money than anything he took the job and ended up killing both of his targets. A decaying old man and a more than a little stuck up noble child. How wonderful it had felt to have money again and from that point forward he spent his time doing more jobs of that kind. Things like joining a personal feud for money became very normal for him and he grew accustomed to the violence, even more he began to like it. When he finally reached the capitol he found himself not so broke and not so helpless. He was a man who had been hardened by the world and he was no longer going to let it shove him around. So he now waits in the capitol (unemployed) for something worthy of his time to come along.

    Name pronunciations are as follows: Baerdar (Bey’uhr-dar); Arsaljir (ARH-sal-jeer); Berzeir (Behr-zyer); Veigahr (Veyg-AHR)

  5. #5
    On hiatus(I WILL RETURN!) icmasticc's Avatar
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    Cielfann "Ciel" Eyarianne/Twenty-Five/Female/Woodland Elf

    Physical Description:
    Ciel is a woman of light stature at 5'6 and 115 lbs. However, do not let such numbers deceive you. Her body is tight with elongated muscle and slight definition, curves apparent but proportional, while her limbs are slightly longer than average. The blue hue of her complexion confirms her Woodland heritage while silvery ice-colored eyes bore holes into the points they gaze upon. Her hair is composed of natural white coloring, a rare condition consisting of pigmentation of every color melding together to create something truly unique. With skin soft and facial structure even softer, the femininity of this Elven lady is safely confirmed. Her attire switches between battle and casual affairs.

    During battle, Ciel dons Elven armor crafted of a composite of many sturdy materials. It was specially smithed to follow the natural contours of her body, even accentuating her proportions a bit while still providing an admirable level of protection. The armor itself is split into two parts; a torso and a lower half. It is composed of composite metal attached to a cloth under-skin, allowing for freedom of movement and a small level of comfort. The arms are plated as well as the hips and greaves of the lower half. The rest, while single plate, is reinforced with an extra layer which provides extra protection at the cost of adding more weight. Though, overall, the armor is more lightweight than most, a testament to the craftsmanship of the Elven race. While Ciel herself is slender and long, the armor even mimics this appearance to a certain extent, with the torso adding a bit more bulk than normal, while the lower half is almost as narrow as the woman's actual limbs. Interestingly enough, Ciel declines to wear a helmet of any type.

    During casual affairs, Ciel prefers to remain nimble, and unrestricted. Her clothing normally consists of cloth outfits composed of light fabrics that allow the body underneath to breathe. No matter what is worn though, the outfits are always fitting on the Elven woman and her shirts usually allow the abdomen to be shown off. This is Ciel's level of comfort, and she cares not for the opinions of those who might have problems with her preferences. Her attire usually allows her to be her quickest while hunting or otherwise, and is ideal for a relaxing day off, as even lightweight armor can become a nuisance to wear so often.

    Personality:
    As her portrait would suggest, Ciel is a high strung sort of woman. She's not grave or overtly serious, more like cold in her speech and a bit arrogant in her actions. She is known for her short patience and tends to get an attitude rather quickly. However, this anger isn't the blind rage type; her is anger is of a quiet nature, ignoring the perpetrator of annoyance as if they were dead when she becomes upset with them. On the other hand, one could also say that her persona is the product of a battle-hardened individual, one who has slain many and knows nothing other volatile emotions and harsh, but true conversation. Despite even that though, sarcasm is a staple of Ciel's dialogue, and she's not afraid to speak her mind to whoever she feels in whatever moment. Contrasting to other battle-hardened soldiers, Ciel is actually pretty sociable. She is not a loner by any means, and would rather talk down to you than not talk to you at all. She is infinitely offense in her language, but one can always tell that her intentions err on the side of honest behind the vicious vulgarity. It is also her leadership qualities that garner her respect from some of her peers; though not an alpha rider, her tendency to take charge during tense situations has earned her some capacity of admirability. Unafraid of most situations and unashamed of all her actions, Ciel is the epitome of an individual who controls her own life and not the other way around.

    Class:
    Rogue/Warrior
    -While Ciel's form of combat focuses on speed and stealth, her unique chained glaive weapons allow to fight in outright combat with others. The chains on the dual glaives allow the over-sized shurikens to be wielded like whip-type weapons, but the chains can be retracted if Ciel wishes to use the glaives alone, in close range battle. However, outright combat is a last resort, as Ciel is a rogue first; as such, she carries a lone dagger, and relies on stealth and finesse for most situations if she help it.

    Occupation/Social Standing:
    Beta Varg

    Skills:

    Stealth
    -Being a Rogue before a Warrior, Ciel often relies on her stealth for situations where she can help it. Raised in the woods surrounding Midgardr, the Elven woman learned how to quiet the steps of her feet and move silently throughout bush or otherwise. More of a hunter's skill rather than something enhanced by technology, Ciel can sometimes seem like a master of getting in undetected.

    Knowledge of Traps
    -Raised as a hunter, Ciel has a vast knowledge of different types of traps and trapping mechanisms. This allows her to avoid falling into them and she can also warn her comrades of such things as they come across them. Despite her knowledge though, she does not lay traps herself; she finds this to be useless.

    Weapon proficiency
    -Ciel is a master of the weapons she carries; dual, chained glaives, and a lone dagger. Without her weapons though, she falls short as she has no knowledge or experience with anything else, save for a bow which she highly detests. Also, she has no real knowledge of organized unarmed combat.

    Hunter's Skill
    -While not actually a skill and more akin to highly tuned attributes, Ciel can be pretty nimble on her feet. It's not so much her running speed, rather her agility, tuned awareness, and stamina. She possesses a healthy amount of endurance that can allow her to escape situations if she can catch an opening and bolt. She can also track people and animals, disguise herself to blend in where needed(though she is not invisible), and use nature and her environment to deduce her location or travel to a new one.

    Powers:
    -Ciel has no powers to speak of, forsaking magic from a young age and vowing against it again after joining Filtiarn.

    Long Term Goals:
    -Ciel wishes to see the ultimate success of Filtiarn and the Varg's blood campaign. She also plans to do everything in her power to ensure that success, no matter the cost.

    Bio:
    -Raised in the forests surrounding Midgardr, Cielfann Eyarianne is a proud Woodland elf. She knows no city of origin, but calls the trees and brush surrounding, her home. The blue-skinned, Elven female was born to parents who are originally from the trade city of Araheir. Her native clan of elves were a hunting faction, everyone utilizing the bow and arrow with expert marksmanship. Besides that though, Ciel's father was a craftsman by trade and was often gone between the forests and the city of Araheir, crafting armor and weapons and going to sell them for profit. As such, it was the girl's mother who taught her the ways of hunting. She began as a young child, having to learn the basics of stalking prey. She started with small game and relatively easy animals to track, those that left clearly visible prints or had strict patterns that were casually memorized. As the girl progressed, she learned how to use the trees of the wilderness to her advantage, her lightweight frame allowing her to silently slip across branches and tail ground beasts from above. Next came the muffling of footsteps against any type of terrain. In addition to the forests, she often traveled with her father for this part, learning to move silently across whatever ground she was approached with, as the duo would go by foot to Araheir and back. During this time, she also was able to see more of the world beyond the forests, taking in knowledge and sights, and learning to navigate using the stars and nature around her. This exploration was probably the most exciting part of her life.

    When she grew older, in her early teens, her father took to teaching the girl about traps. Since he was a craftsmen by trade, he was often contracted to construct different types of traps for neighboring elves and other customers in general. Ciel learned how they worked and what to look out for on her hunts, often getting caught in the traps she learned about as her first days of learning were filled with mistakes. Finally, after what seemed an eternity, she was taught to use the Elven bow and arrow. However, this was the first time a deviation would occur. Ciel would spot a unique set of weapons in her father's workroom, and he would explain that they were originally created for Mann soldier, but he had decided upon something more traditional; they were chained glaives. Certain elves used the glaive weapon in addition to the bow and arrow and Ciel practically begged to learn how to use something so unique and different to her clan. Not seeing a problem, her father taught her the basic usage of a glaive without the chain and some uses with it. He explained that he couldn't help her master it, because it was a weapon that required the individual style of the user to be prevalent in its use. As she practiced with the bow as mandated, Ciel also relentlessly trained with her new toys. The length of the chains allowed for long, snapping, whip-like strikes and the retraction of the chains gave her a bit of creative control over its movement.

    When the girl turned eighteen, her clan was attacked by the Varg in the forests of Isildier. An annual group hunt was raided by Filtiarn himself, looking for slaves or devoted servants. While her parents were able to escape, Ciel herself was captured effortlessly. She spent two years as a slave of sorts, being traded around or generally toyed with. A drunken rider forgetting his dagger was all the girl needed to cause a massive scene one night however. She mercilessly slayed the guards posted to her, but rather than be slaughtered, something about her attitude seemed enticing. When pressed, she revealed that she found satisfaction in violence, and cared more about being the victor than anything else. With that mindset, she was easily swayed into following Filtiarn's goals, as she would rather be on the winning side, than no side at all. Over the next five years, Ciel became a Varg Rider and was often allowed to participate in raids where she again, mercilessly slaughtered her targets with no remorse. This attitude shift ironed out the traits of her persona and the battle-hardened, somewhat col Elven rogue was born. Just a year preceding the present, Ciel became a Beta Varg, placed in charge of a small group of Delta Varg Riders. She also came to know of two other Varg Riders within the employ of Filtiarn; Earwen and her loyal Delta, Kaelynn. Presently, Ciel is doing everything in her power to ensure the victory of Filtiarn and his armies.

    Nothing can stop the power of the human will!


  6. #6
    Code Dragon Soaring Dragon's Avatar
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    ∂ιяgє oғ ναиαнєιмr [v.ιι] Character - Drea Athuis

    Drea Athuis
    Twenty-Two / Female / Lorkin [wolf] / Beta Varg

    «Personality»
    Sarcastic
    Ever a tool of highly educated ladies, Drea has come to put an emphasis on this contradiction of word and action. It is mainly used to distance herself from those she interacts with as it is a type of intimidation -- a coping mechanism forged in the constant rejection she's faced. After coming into the influence of the Varg, it has become one of her main sources of amusement. The general lack of intelligence surrounding her has made it all the more easier. However, she still has enough manners to know when she's gone too far.

    Pessimistic
    Things have never really gone her way, at least not for long. During her stay in Laharl, there was always some sort of nuisance to deal with; be it the fearful rumors of the bored or something entirely more sinister. They made her strong, but they also made her view the world in a glass-half-empty sort of way (or in some cases, completely empty). Her family was supportive, but she could tell that even they had doubts. They found the passion her very existence could inspire in the minds of the Lorkin, especially lupine Lorkin, terrifying. It seemed her lot in life to be forever shrouded in danger.

    Arrogant
    By the time she was old enough to defend herself, she had made her first kill. It was her innocence that disarmed her wold-have-been killer and a strange coincidence that led to his broken neck. She does not remember much about the incident, but there was always a familiar presence in the back of her mind. She figured one of the gods had taken pity on her and blessed her life with their protection. That assertion was gradually chipped away as devout followers of various gods pitted themselves against her. That isn't to say she was untouchable, however. There were times when she was beaten near-death and left for dead or where, by shear luck, she illuded or dispatched her pursuers. She found that her "protection" was greatest the nearer she was to the woods and so she believed it was a god (or goddess) of nature that protected her. It wasn't until her first meeting with Filtiarn that she realized who her true protector has always been. The reason behind it is still a mystery to her, but perhaps there was some chink in his rage. A weakness barely suspected. Maybe, but alas, it is not her or our secret to know.

    Meticulous
    Because of the constant danger she faced throughout her life, she developed into an individual whose life depended on her attention to detail. A stranger in the neighborhood, the whisperings of the homeless, or even a misplaced cup of sugar could all point to a potential assassination attempt. Even once she had left the city, she retained that meticulous nature in her hunting. Like the lupine ancestors before her, she learned to leave no trace of her kills. When she made fires they were always small and lasted just as long as they were needed. Afterwards ashes were scattered and her scent masked by various scent-masking products (or, if that was not available or practical, simple dirt and the scent of the forest.

    «Skills»
    Senses
    Much like her sister, Talanna, Drea has the acute senses of a wolf. This does not mean she can hear or see any farther than a Mann. Her eyes are better at picking up motion than detail and her ears can pinpoint direction precisely as well as hear higher and lower registers. Her sense of smell, however, is vastly superior (to Mann at least) in distinction as well as distance.

    Stealth
    As a product of her meticulous nature, she has developed more skill in the art of stealth and camouflage as she continued on the path of the hunter as well as her unusual childhood. She knows how to mask her scent, use her black fur to blend into the shadows, and has mastered the art of not stepping on twigs.

    Tracking
    She has the senses needed to track, but no extensive training. Any knowledge she has gained in her four years of hunting is a product of trial & error. Like any canine, she can recognize an individual by scent and can track the trail of that scent. She can also predict where an attack may come from and, in a lesser sense, where "prey" might run to. However, her tracking is more instinctual than logical and dependent on her emotions.

    Culture
    She knows Common as well as simple phrases in most other languages. Because of her training with the Caoin, she has also learned the rudimentary differences in most major cultures. This training was deemed necessary by her father in order to help negate her negative reputation. This knowledge, however has not been put to much use of late and may be outdated and rough around the edges.

    Archery
    During her time in the courts of Laharl, she was taught the rudaments of archery with a variety of bows, including the crossbow. When she graduated, her brother gave her a solidly constructed, hand-crafted crossbow of polished wood and burnished metal. The metal had come from one of her more distant cousins who owned a smithy on the opposite side of town. After years of use and wear there are now multiple dents and scrapes across both metal and wood. The original bolts have been long spent and the polish has dulled, but the accuracy and power of the crossbow has remained.

    Close Combat
    Although she had gleaned basic close combat knowledge from experiance, it wasn't until she joined the Varg that she gained extensive knowledge on the subject. Even if she wanted to, it was hard for her not learn a bit of the natural tactics of the Varg. In some cases, she was forced to use her guile and newfound knowledge to assert her position in the pack. What I am referring to is not the Mann-like combat of fist and holds. No, I'm referring to the more ancient combat of tooth and claw.

    «Class/Occupation»
    Social
    Despite the high-born status of her mother, Drea has always been a social outcast in the Lorkin community. She would most likely face prejudice from other races as well. This is especially the case for Mann as they have had the heaviest casualty rate and, in general, are quick to jump to conclusions. Within the Varg, however, she is seen as a Beta of Filtiarn's pack, in essence his "daughter" and second-in-command.

    Class
    With her aptitude in range and stealth, she would most likely be considered a "ranger". With the exception of her red eyes, however, she could quite easily be mistaken for small Varg warrior if caught without her ranged weaponry.

    Occupation
    Drea is first and foremost a Beta Varg, although she has more influence over the lesser Varg than most.

    «Long-Term Goals»
    Her foremost goal is to follow the role fate seems to have set for her: the harbinger of Filtiarn's return. She has forsaken her attempts at normalcy although she has yet to test that against her older ties; namingly her blood relatives and a certain coyote.

    «Biography»
    The Beginning
    Drea Athuis was born to Burwin and Eleyna (Caoin) Athuis on a moonless mid-spring night not long after her white-furred twin brother, Asmodeus. Her jet-black fur, long and thick like that of her father's, came as a shock not only to her parents, but to the entire lupine community. The existence of the last black lupine had long passed living memory and only in the oldest of texts were they mentioned. Many had been prosecuted as reminders of Filtiarn, the Lord of the Varg. Even during the relatively peaceful days in which she was born, where the Varg are but a myth to frighten young pups, such reminders were seen as bad luck. Some saw her as a sign of cracks in Filtiarn's cage, the black night seeping through to taint the young. The missing moon, more than anything, heightened these fears.

    Her eyes, however, were a bright blue that conveyed an innocence that all young lorkin share. She was but a babe, what harm could she possibly cause? So it came to be that the dark whispers of her birth were stayed by the pleads of her family and the elders who, although old, knew not the terror of those olden days. Some rumors may have reached the ears of the Lorkin king, but only vaguely. They were folly, only suppositions of the overenthusiastic and zealous. As she grew, her eyes turned redder and redder. Alarm grew within the family as all knew what red eyes meant. They are the mark of a Varg, and of a great evil that tore a once proud and united province asunder. It wasn't hard to conceal the young pup from prying eyes, but some grew suspicious of the seclusion nonetheless.

    It was the young voice of Drea's older sister Talanna that broke the frightening spell of those reddening eyes. Indeed, as the color of the young lupine's eyes stabilized they were the same shade as her older sister's: a rich amber. Outside the family, however, amber eyes could seem red with no other shades to compare to. Thus it was that they took to clothing her in a bright red. Surely with such a vibrant shade to contrast her eyes, they would see that she was not the red-eyed Varg others claimed she was. If only this was true.

    First Attack
    Not three moons after the twins' birth, a figure stole into their small home on the edge of the city. The intent and identity of the individual has never been widely known. The official story is an attempted burglary, but most figure it was an attempt on Drea's life. There were even whispers of a Varg cult, hell bent on stealing the young pup from her family and teaching her the "Way of the Varg" or some such nonsense. Whatever the reason was, however, it was surely that event that triggered the Althuis family's move to the middle ranks of the city, closer to the homes of the Caoin family.

    As the years passed and time ran on, Drea began seeking attention, as is natural in most young pups. Within her immediate family there was always love to go around, but outside their perfectly normal middle-class house, she found that few would acknowledge her existence. Other children would play with her and seem to be unaffected by her abnormality... as long as their parents were not there the pull them away. This was to persist throughout her life. One of those unfortunate series of closed doors that shunned her to the path she currently treads.

    Of Cults and Assasins
    Late in Drea's fifth year, her family began hearing rumors of groups from both lower and higher in the city that had taken the dark symbolism of their little cub's birth to heart. In a week they started noticing outsiders in the neighborhood. These weren't just Lorkins from other parts of the city. No, they had a menacing aura about them and seemed to put a little too much effort into not being observed. As these strangers had come and gone, Drea's mother, Eleyna, had appealed to her family to help keep watch over the house. The family acknowledged Drea, if only because they had to, but this was a thing of honor. So, it came to be that Drea would sometimes see glimpses of one of her uncles walking down the street at night and think them gallant knights.

    Months later there was another attack on the Athuis house. Unlike the previous attempt in the lower city, the Caoin family was there to witness and impede the attempt. The Caoin are a proud bunch, loyal to their family and in most cases brutally honest. Thus the securing of Drea's life came as a grave burden to many of the clan. Some decided the burden was too much to bare and left for the distant port of Rybalk. To their credit, they spoke not a word of the child to others. They knew what panic might ensue if it was suggested, especially in the presence of Mann, as there were rumors of Varg activity in other Mann settlements. That wasn't to say that word didn't get out, but you would be sure a Caoin did not breathe a word of it.

    As more years passed by, Drea became aware of how odd others behaved around her. She almost thought it normal as her sister did not seem to have any friends either. All it would take is one glance at Drea and most adults would find reasons to do other things. Yet, if her brother was in a room, they would find less reason to glance her way. Some would stay longer and some would even unknowingly answer her, because they only heard her voice. A fairly normal voice, but it somehow had a quality to it that made you want to listen. It was subtle and quite easy to deny, but even those who wished to ignore her seemed to remember her words long after their meeting. Maybe it was the strong associations and symbolism that surrounded her. Perhaps there was some power truth in the odd coincidences surrounding her birth. Whatever it was, it served to throw even more suspicion on her identity.

    Education
    When the time came for the twin's schooling, their father was stoutly against exposing Drea to such a security risk. Such a socially drenched place would surely not be needed when so many feared to look at the poor girl, let alone treat her with equality. Her mother, however, would not have the good name of her bloodline shamed. A fine education could be afforded and she would not have her little girl labeled an outcast. She deserved every chance at normalcy and grace her family could give her. So it was that Drea was enrolled in the boarding school that her older sister had so despised.

    She threw herself into her studies, spending hours and hours on proper etiquette and table manners. She learned all things deemed appropriate for women to learn. She was not by any means the best, however, as she was exposed to her older sister's mannerisms. She also had many tutoring sessions with members of the Caoin family. They taught her how to defend herself, detect poisons, how to read and write, and, most importantly, how to think for herself. Many of these sessions were demanded by her father, who was determined that his little girl would be ready for the prejudice and violence that surrounded her. By the time she had completed her schooling, she had become a well-mannered young lady. She gained friends and made enemies, but in all she felt she was enriched because of it.

    A Double-Edged Sword
    It was not long after the completion of her studies that the Enthsamor and Caoin families agreed upon yet another suit for her older sister, Talanna. She had seen many a Lorkin wrung through the torment that was her sister's courtships, but most were younger sons of lesser families. Thus it was that Liekos' suit came as a complete surprise. She had heard the gossip and rumors and secretly agreed that the match most certainly could not work. Someone so steeped in politics surely needed a good wife to keep his house while he was away, not an adventurous young woman with such an obvious disdain for womanly work. As the suit continued, she became even more sure of her initial assumption. If her sister ever found a mate, it would be of her own choosing and more than likely quite by accident.

    A curious thing happened, however, when by chance they met in the otherwise deserted home of her parents. Her father was gone to Rybalk to fix some noble's something or other and class was in session, so her mother was away. Liekos had, of course, came to find Talanna, who had hours past already left for the forest to gather some herb or another. Drea was not to concerned with the details of her family's coming and goings. She could take care of herself and knew exactly what to do if she found herself in peril. The peril of love, however, was unknown and caught them both off-guard. Later, she realized it was folly as both their reputations were known throughout the city. Hers so black and his so bloody honorable that the combination was sure to sweep the city with the scandal of it. The attraction, however, could not be denied and they soon found that they were spending more time in each others company than was entirely proper.

    Unfortuantely, her days in the clouds were not to last. As their relationship blossomed, so did their carelessness. It was after one such careless meeting that Drea's reputation finally caught up with them. Accusations were made and lines were crossed that tore her beloved coyote away from her. When she turned to her friends for advice and comfort, she found none. Instead she was met with fear, envy, and incredulity. Angry and heartbroken, she forsake her courtly training and followed in her older sister's footsteps. Her carefuly constructed mask of optimism and proper ignorance was thrown away to shatter into oblivion, never to be put back together again. She poured her being into hunting, learning from her sister and any who would teach her. Her personality became one of dry sarcasm and sharp tongue. Her sweeter mannerisms lost in the brutality of a kill. Her innocence and hope thrown away and lost.

    The Varg
    Once her enemies in Laharl had realized that she was not going to die in the forest, they began sending assasins after her. What they didn't take into consideration, was the reason why most people didn't venture into the forest in the first place. In addition to the help of her sister, there seemed to be another, darker presence. At first, it seemed only to observe, just a mysterious part of the forest that came and went as it pleased. Later, however, it began to help. Just little things at first -- freshly dead rabbit set in her path after a week of sparse game, a trinket after a sucessful kill. Never did it directly interfere, although the presence sometimes made her hunting harder.

    By her twenty-first year, most of her days were spent in the forest, venturing deeper and deeper in her search for answers. It was on one of these forays into the wilderness that she came upon a strange, testosterone-ridden scent. There was a darkness to it that caused her hair to stand on end, yet there was also a vague familiarity that she couldn't quite place. As she followed the scent she came upon a clearing in the center of which was what she at first assumed was a simple lone wolf. It soon became apparent, however, that this creature was definately not normal. For one, the wolf sat very still, his posture far too relaxed for such an open area, especially with the wind rushing towards him. He obviously didn't fear anything attacking him. Although not initially apparent, Drea came to realize that he was easily twice her size.

    Much too far into the Forest, and far beyond the territory of her sister, no one would save her if she failed now. Surely the giant wolf had sensed her presence and if she ran, she would not get far -- of that she was sure. So, armed with her crossbow and clothed in the light leathers of a ranger, she took careful aim at the shadowy figure and, in between breaths as she was taught, pulled the trigger. To her dismay the bolt bounced harmlessly off the figure and dug into a tree about ten paces to the right with a dull thud.

    Since that day she has not returned to Laharl.

    One might expect that Drea was killed that day, but something extraordinary happened as soon as she swung her right right claw up to restring her crossbow (for it was not all that fancy a machine, despite the decoration). A deep rumbling chuckle pierced the silence and the figure turned his head to one side. An eye of white and red pinning her in place. Now this, she thought, was a Varg -- the very picture of masculinity and destruction. Murder and a deep, seething hatred lurked in that eye. A raw aggression in teeth that shown like stars against fur as black as deepest shadow. Yet, there was also softness in his expression. Something so fleeting and possessive that she paused in her motion, the string setting against it's notch yet again.

    She had never known anything to deter her bolts except range. No hide seemed thick enough and even metal seemed no barrier at a close enough range. Yet this monster shrugged it off like it was nothing. Surely even the Varg of old did not have such thick hides. They were made of wolf flesh, just as weak and penetrable as her own. A name flits through her mind. Filtiarn, Lord of Wolves, a constellation pulled from the very sky. She resists the urge to look up as she snaps a new bolt in place. This was no fairy tale, just another abnormality -- a concept she herself was proof. At least, that is what her sister would have told her.

    The Varg's expression became more serious and, still sitting, he raises his head to howl. This was no ordinary howl. It was a deep baritone full of power -- a commanding sound that brought a shiver up the entirety of her spine. She recognized this howl in her very core, from dreams and distant remembrances. He was her protector, the one who watched from the shadows as she grew. He knew her better than anyone in the world -- of this she was sure. An elation coursed through her with this knowledge and she lowered her crossbow, her padded hand removing the bolt and placing it back in the quiver that hung around her waist. She slung the crossbow over her shoulder by the strap and ran out to greet him.

    Thus Drea Athuis was marked and willingly joined the ranks of the Varg.
    Some might say she was put under a spell that day, or it was a spell long in the weaving. To her, it was fate. A destiny she had resisted for far too long. In the past year she had come to develop a deep, innate connection with the Vargs second only to Filtiarn himself. She is able to broadcast and receive thoughts in a wider radius and can better interpret Varg/wolf behavior (although not as well as her sister, Talanna). She holds a highly symbolic role in the packs and is seen as a true daughter of Filtiarn. She has not had much exposure outside of the Varg encampment and surrounding forest as she has spent much of the year training in the ways of the Varg. She only just recently gained the Beta Varg title.
    Last edited by Soaring Dragon; 10-26-2012 at 01:38 AM. Reason: Adding CS

  7. #7
    ᴅ ɪ s ᴛ ɪ ɴ ᴄ ᴛ ɪ ᴏ ɴ ; rocketfox's Avatar
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    : єäяωєn тєℓρєяιën
    twenty-seven female elven [arctic genetic] beta varg

    What is the meaning to life, when the world is blanketed in ashen remains of lost histories and lore, when each formerly bonded kinsmen bark and snarl and rage against one another in a fit of civil animosity? It bears a horrid taste on the edges of ones' tongue, a harsh poison that does not relent and proceeds to leave a bitter tang remaining on the muscle. It corrodes the mind, it breaks past initial boundaries, shatters all resolves when one questions the meaning of purpose and life. All undone by the hands of greedy individuals, biting finger nails and mouths gaped wide in gleeful lusts undone and abandoned at the start of life. Salvation was rent asunder on the day Earwen Telperien was put under the chain and violation of others, the day she was no longer a child but a women forced into her blossom at the age of ten springs. Young and hopeless, lost and in-molded, the elven child was dragged from her home by the hands of Mann - the memories are ever fresh, the last traces of bark splintered into her finger nails, the skin breaking and bleeding when she tried to grasp hold of the last forges of her home.

    Stolen, kidnapped, it was word she did not know then. Processional loss made her weep over having done something wrong, had she lost the love of her family? Were her childish fits too much to bare? The young child blamed herself when the carriage bucked and creaked beneath her, other children crowding around her frame, sniffling over mothers and fathers they would no longer see. She didn't know then, of an old war that waged on between the human encampments, the soldiers who fancied elven children - beautiful and exotic, eyes like gems glowing on pale faces. Earwen was a prize, a young and plump, sweet thing, pools of roseate gleaming with her sorrow. She wasn't a beautiful, nor pretty even, it was just the simple fault of genetics, the way her eyes glowed, the way flesh was a delicate palette of sallow tones, and her hair white as the stallions' manes.

    When a Mann of brawn and dark hairs approached her, he called her his pet, she didn't know the endearment then, she only recognized the kindly tone and the way his weathered face broke into a smile. She was foolish to nod and place her chained hands within his beefy gestures, she should of wailed in terror with the way his grasp closed over her arms and held her small, evlish frame in a tender way one would embrace a lover. The other children followed her example, for she was older, supposed to be smarter, so they did not object to their own masters. Earwen made the critical mistake of surrendering easily, for her easy acceptance was mistaken for complacent agreements, and the nights were her worst fears. She was broken within the following hours, unable to cry, unable to scream.

    The histories will say that the Menn of the Fjell mountains were deserters of armies, having bonded together because of their fellow beliefs of the province non-worthy of saving. They were deprived individuals, they were clumsy hunters, and even poorer bandits. The winters made them freeze and die off like insignificant rabbits, but the nordic blood from their warrior ancestors kept them stubborn and true, with only a handful of them remaining. They were forsaken from their former comrades, doomed to live in the mountains and never return to their fair Midgardr, families were left to wonder what became of their sons and husbands. If the wives knew, they'd probably cry in terror and hide the children of these harsh-bred Menn.

    As it was, the histories also record and date to the large disappearances of elven children, initially causing a break in trusts and previous alliances done under the pressure of fear. Here, it states the collapse of a elven families, bloodlines lost due to the daughters being robbed from their beds. Direct injustices records, quoted from a father longing for his daughter's return. Lamenting over his eternal hatred and vow: to see the wicked punished and the innocent salvaged - but there would be no grand victory in the battle of freedom, at least not for another handful of years. The father would never bear witness to the return of his kin, for two months following the scripture of his vow, a dagger would find its self impaled to his spine.

    To say that Earwen gained anything of value during her time chained and bound, would be admitted with a snarl, under the thumb and body of her master, the elven child would understand the thresholds of pain and learn to brunt the atrocities done unto her. Her name would be forgotten, replaced by the endearment and pampering of a pet, and in time she would develop claws and a temper. But at barely twelve years old, Earwen was mute and dull, two years of being wasted took tole onto her body and mind, leaving her spent and often exhausted and swept into fitful slumber. The elves age slower, they say, and almost of age in the terms of Mann, she was still a babe, unassuming, boring, and underestimated.

    And that would be their greatest fault, in thinking the child with roseate eyes to be nothing but a favour to pass around.

    The first time Earwen was traded, she panicked, not knowing if the new man with bright, clear eyes and flaxen hair would be kind and just, not like her former master who had catered to her childish quirks and babied her just as he womanized her. Here she met another elven child, a soft, submissive babe with eyes near in colour to hers - violet and shining, luminous like all the elven. She would never come to know her name, not until another few years would come to pass.

    Earwen was merely a tool in the trade, from one human to the next, each with a preference she took to and submitted under. Rose gaze, white hair either shorn or permitted to grow, sometimes her face painted in slick reds, smudged in ebonies and lashes curled. Her body was slowly filling out to the curves, hinting to womanly features, no longer the stiff, tensed childish frame. At fourteen, Earwen came to under the shifts in her appearance, done unto her early, everything coming to now, when fours years ago she was subjected to adult and mature urges.

    Later on in life, Earwen would glance into a pool of stagnant water, she would glance to her reflection, after years of not looking unto herself. She would see the glowing eyes, the shock of white hair and the pallid skin, the dark of her armour contrasting heavily, here she would see what she had become, a harsh beauty, something flawed yet perfect, something wonderful yet ugly. At her back she would have the mount of the varg, her loyal ride, her beast of burden breathing heavily and matted with blood and muck. Trotting at her side would be the silver-black varg she would come to command, the respect won under the number of battles she would rend through the world. For a moment, she'll glimpse of the child she once was, and the woman she could have been.

    Earwen grew up to be a woman feared, awed, respected. She was a presented face before the coming of end, the elven varg with a sister at her side. The same girl from her past, the one with violet eyes, the one she had saved on the night of her freedom. At eighteen she was laid beneath a master, the name a blur of sweat and heavy skin, she had plunged a dagger to his breast, clumsy and horrible swordsmanship, her fingers slipped on the hilt many times but the action was done and had won over, and she watched the life drain from his pale eyes. And for a moment, her body did not move, and she did not speak, at the time Earwen was confused with her newly acquired life; no longer a slave, no longer subjected to lustful men and wanton purchases. She grasped her bloody, heavy weapon, chains rattling, and she grasped the other girl from her bed, dragging her along through the dirt and mud, never stopping, never listening - just wanting to be gone.

    Later on, in that day, the camp of men would be fodder to the varg and Filtiarn would be sniffing out the path of the elven girls, hunting them down, offering salvation.

    With hardships endured, and hatred brewed, Earwen would come to develop a cold, brutish persona, a sneering individual who mocked the weak. She had won her freedom and she would not have it wasted by tending to foolish warriors and other of the racial spectrum. She came to not care for anyone, only for her pack, and her kin. Loyalty was the best gift granted, something Earwen had come to see as the true mark of either death or life. She willingly gave herself to Filtiarn and was met with a soft growl and a pleasing rumble from the wolf's chest. She embraced his fur and breathed in the stench of ancient death, she welcomed the bite, his mark, the taint she would carry on for giving all to the varg. A true beast had shown her tenderness, where Mann would not. She asked the Lord to grant her sister the same gift and so he did, marking both to serve him.

    The elf came to forsake her heritage, never learning the skill of the bow, wanting the firm grip of a spear in hand - she longed for the power, the strength. Her arms could not lift a massive sword, but the spear in her hand was deadly just as any bade. Flexible and giving her reach, she learned to wield the shaft along with her sister, sparring with the former slave and sometimes with her own varg. Her mount was a precious companion, her comfort in the night, and she learned the prowess of riding atop the beast and to trust herself to the brutish movements. To be a beta rider meant she had status, her own pack to guide, her wishes to grant and her own death quota to fill. Earwen donned for dark leathers, armour fortified by steel and furs, belts looped tight around her waist, boots secured tight to her legs and tightened around her thighs. She would not become a slave to magic, no matter the temptation to taste the flame of The Draak, or the bite of the Laget. She withheld the desire and swore herself only to Filtiarn - and here she remains, her goal to see the world handed to her Lord and Mann to be slaughtered, until death decides to come and take her

    Last edited by rocketfox; 12-07-2012 at 06:50 PM.


    ᴍʏ sʜᴏᴘ | ᴍʏ ɢᴀʟʟᴇʀʏ | ᴏɴᴇ&ᴏɴᴇ ᴄʜᴇᴄᴋ | ᴅɪʀɢᴇ ᴏғ ᴠᴀɴᴀʜᴇɪᴍᴇʀ | ᴇᴛᴇʀɴɪᴛᴀᴛᴇ

    「I ᴀᴍ ɴᴏᴛ ᴀ ғʀɪᴇɴᴅ ᴏғ ᴊᴜsᴛɪᴄᴇ, I ᴀᴍ ᴀɴ ᴇɴᴇᴍʏ ᴏғ ᴇᴠɪʟ」

  8. #8
    On hiatus(I WILL RETURN!) icmasticc's Avatar
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    Man of the Void; Gunari Loiza


    Age:
    37

    Gender:
    Male

    Race:
    Pure-blood Gypsi

    Physical Description:
    Standing 6'3 and weighing 190 lbs, Gunari's body is a product of his way of living. Hard lumps of conditioned and knotted fibers constitute the statuesque figure of the somewhat intimidating Gypsi male. His torso is a tree trunk of defined cut, his arms resemble thickly bound and braided rope, and his lower half appears to have been chiseled to match up with the grandiose of his upper body. Suffice to say, strength and conditioning is the least of this man's worries. His face is solemn, shades of azure dotting his iris while a more ominous shade of crimson possesses his left pupil during times of magical exertion. Olive toned skin makes up his outward appearance, a common complexion seen within the line of pure-blood Gypsi, while brown hair peeks between and under the crevasses of the red and blue head scarf he so proudly wraps upon his crown. Old scars age Gunari's facial features slightly, the past forever etched into his leather flesh, and the battle marks also appear on his arms and other parts of his body; the spoils of the victor or the consolation prize of the loser, whichever way you want to look at it.

    Mixed in with the scars that adorn his back, a dark tribal tattoo rests across Gunari's entire back area. Some say it is a symbol of his pure-blood lineage, others say he wears it only to distinguish himself arrogantly; the truth of it is not yet known. A gravely voice, deep and brooding, echoes from Gunari's vocal chords and perfectly matches the image that all other eyes gaze at as he passes by on his travels. Rather than wear armor, Gunari dresses in traditional Gypsi attire, or at least, traditional to his specific family. A sleeveless trench coat of diamond-patterned chain mail attempts to cover the bare chest of the Gypsi warrior as it falls down to his ankles. White bandages twist around the center of his abdomen, down into cloth pants that house intricate, metallic decoration sewn onto the fabric. The navy blue pants tuck themselves into shin-high, leather boots that are constructed to handle the whatever harsh terrain may be encountered. A combination of leather and cloth create the gauntlet on the left hand while a metallic glove, which resembles a claw, envelopes the right hand. The claw is nothing more than aesthetic, but it allows Gunari to traverse up small cliffs, walls, and plateaus if and when need be.

    Finally, twin blades cling to Gunari's frame, one over his back favoring the right hand, and one on the right side of his waist, obviously favoring his left hand. The hilts of each blade are wrapped in brown cloth as the grips are encrusted with jewels and other decoration, so this barrier prevents damage to the hand. The guards of each blade are designed in an ornate and visually pleasing way, gold in color which matches the hilt, and sturdy in their construction. Each blade is four and a half feet long, single-edged and curved in such a way that they appear to be elongated katana, or even very narrow scimitar. Distinct in his appearance, Gunari is sometimes recognized on his various travels. He doesn't concern himself too much with his physical appearance however, as much more important matters fill his mind daily.

    Personality:
    Just as his face would suggest, Gunari Loiza is a solemn man of intense seriousness and little humor. His speech is often hard and blunt, while his actions often follow that example. Most people who have heard his name would be quick to tell you to avoid the man. He can seem massively unapproachable and an air of violent intent radiates from his persona. As he was socially introverted growing up, Gunari does not often associate with people of different races, and this truth holds more weight concerning elves; to be honest, Gunari despises the creatures. He was brought up in the old ways of the Gypsi, and while he doesn't believe himself to be superior per se, he does believe elves to be beneath him in a respect. He doesn't care for their kind and avoids contact with them at all possible costs. Interactions before have turned violent. Within the Gypsi, Gunari is still a bit of an introvert. He doesn't reside in the citadel long because of his travels and when he does meet fellow Gypsi, he doesn't go out of his way to socialize. Suffice to say, Gunari's persona is hard, brutally honest, and a bit grave depending on his mood. However, things like happiness don't exist in the man's mind. True happiness was lost long ago, in his opinion.

    Class:
    Warrior Mage
    -Gunari mostly fights with his blades, his body, and his reflexes. Though, after giving himself to the Void, he was imbued with certain power befitting of a Mage.

    Occupation/Social Standing:
    -Gunari possesses no formal occupation; he is known as a wanderer of sorts. His social standing is very negative; save for one individual Gypsi whom he is acquainted with, the majority of his own race and others dislike the man. Most of this is due to his submission to the Avatar of the Void. When it was discovered that he truly went through with such a dangerous deal, he was shunned.

    Skills:
    Dual Wielding
    -A lost art of the Gypsi race, Gunari's primary form of fighting consists of dual-wielding his twin blades. Combined with excellent footwork and conditioned reflexes, Gunari is light on his feet and quick and precise with his strikes. His form consists of one blade held in reverse grip while the other is held traditionally. The main aspect of his combat is fluidity; he is known to gracefully transition between strikes and slashes as if he were dancing to a ballad. It is almost odd to see a man of his hardened stature, flow so effortlessly in combat. Such is the Gypsi way though.

    Hand-to-hand Combat
    -In this world of weaponry, it is rare to see unarmed combat, but Gunari is proficient nonetheless. Unlike his graceful swordplay, Gunari's unarmed battle is savage, brutal, and ruthless. Hard strikes are combined with merciless joint locks, throws, and dirty tactics, all of which are fully committed to before execution. Speed is once again the factor here, as the transition from hit to hit has to be fast and fluid, while also trying to anticipate the opponents offense and defense as necessary. In all honestly, Gunari is not a fan of unarmed combat, but he will use it if he has no weapons around.

    Parkour/Efficiency of Movement
    -Due to years of travel and traversal, Gunari is very efficient in his basic movement. He can get up higher walls by wall-kicking, clear larger gaps than average people, navigate through intensely populated areas through use of rooftops and other means, and can even run across walls for a short time. His right hand claw allows him to scale extremely high walls, cliff sides, and small mountain faces. He is no stranger to maneuvering through small gaps and holes in places and can do all of this at running speed when need be. Because of this skill, Gunari can sometimes get to places others seemingly can't, as there is almost always a way into, up, or through something. This skill also allows him a wider range of movement during combat, as flips, rolls, and the environment can all be taken advantage of in battle.

    Powers:
    -Gunari plans to swear himself to the Avatar of the Void

    Long Term Goals:
    Gunari's only goal in life is to learn more about, and master the true potential of the Void. He seeks to speak with the Avatar of the Void itself, if at all possible, and thinks that if he can do that, he can find a way to reverse the situation; submit the Avatar to him and claim mastery over its power.

    Bio:
    -Gunari Loiza was born in the Gypsi Citadel. He is descended from a line of pure-blood Gypsi, or in other words, a line that did not breed with Mann or Elves. He was born to a traditional family of Gypsi, his father being a warrior and his mother being a priest. The young male was brought up in the ways old, taught that Gypsi were superior and even Gypsi whose blood was not pure were as low as elves. These principles were indoctrinated into the young boy and he never thought to question the wisdom of his parents and his elders. During his childhood, Gunari's father trained him in the lost art of dual swordplay and combat prowess in general. His mother gave him his graceful step and tried to instill the history of their race within the impressionable boy. However, nobody could assume what would happen in a few short years. On a rare outing in the forests of Isildier, the family was attacked by a pack of creatures. Gunari was thirteen at the time and had been given his first blade. His father did not give him time to react though; quickly and swiftly, the majority of the creatures were taken care of. Since it was a pack though, Gunari's father couldn't get to them all at the same time and one of the hungry monsters set their sights upon the young boy. His mother was busy holding her own and it left Gunari to solely try and protect himself. He failed miserably and paid a dear price for it.

    Gunari attacked the creature in self-defense, but was easily overpowered in strength, speed, and agility. The creature desperately tried to feast on the downed boy, but Gunari was able to hold him back with his right arm as he shouted for his father. Suddenly, the creature would grow tired of this futile effort, and resort to extreme aggression; Gunari's right arm was ripped clean off at the elbow. His father was able to save him before an equally vicious death, but he was too late to stop the trauma. Once back in the Citadel, through magical and medicinal means, Gunari's arm was reattached, but fitted with a metallic apparatus that also took the form of a beastly claw. He would have to wear this gauntlet for the rest of his life, if were to keep his arm his attached and able to be fully used. The pain wasn't so much physical as much as his pride was hurt. Gunari couldn't get the over the fact of how weak he truly was. He had been training everyday and was so easily overpowered in his first real combat scenario. He even suffered a terrible reminder of his loss that he would have to look at everyday. That was when he decided then and there that he would give himself to an Avatar. He had heard that by submitting yourself to an Avatar, one would gain magical ability and an increase in overall strength.

    Unsatisfied with his pathetic lifestyle in the Citadel, Gunari left at the age of eighteen, decided that he would travel the world in search of power and strength. During his travels, Gunari sharpened his combat fangs on the brunt of real battles and dangerous situations. He taught himself to move more efficiently and was even able to finish his father's teachings in the ways of dual blades. Also, even more valuable than skills, Gunari was able to gain vast knowledge as he traveled to new lands. It was during his travels that he learned of the Avatar of the Void, supposedly one of the stronger beings in existence. The very nature of what the Avatar stood for, intrigued the man beyond belief and he set about finding a way to submit himself. Also during his travels, was where Gunari learned hand-to-hand combat and came into his full potential with parkour.

    In the city of Midgardr, Gunari actually stayed much longer than he ever planned to. He had never been to the capital city was slightly eager to take in the sights. It was a lie that he learned of hand to hand combat here; his father had begun to teach to him the ways of unarmed battle, but Gunari had left before it could finished, like his swordplay. After traversing to bars and places of entertainment, the Gypsi traveler had seen plenty of drunken and sober brawls. It clicked in his mind that should his weapons be knocked away, he would still need an efficient way to defend himself. Rather than get into random brawls, the man took to finding a teacher and learning the ways of unarmed combat the same way Menn would. The result was a savage style that centered on speed and brutality, rather than grace and finesse. As for parkour, Gunari had always been climbing and traversing across strange terrain. As a wanderer, he often would come to structures that couldn't be crossed by conventional means, but he was determined not to let that stop him. Naturally, when it came time to flee(no matter what, he couldn't take on hordes of creatures himself), Gunari was instinctively bound, vault, and easily navigate through, up, and across obstacles as the need demanded. After years of these actions, parkour-like movement became an intrinsic to the Gypsi nomad.

    Presently, Gunari has been traveling for years upon years and is currently making his way back to the Citadel for the first time since he was eighteen; he is 37 now. He is not satisfied with his journey, but he feels like the time has come to rest for a while, while he still ponders about the Avatar of the Void. He also wishes to meet with the one Gypsi who he seems to have no problem with.


    Nothing can stop the power of the human will!


  9. #9
    RelativelyNormalBlackGuy Yevin's Avatar
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    Jaqlyb


    Age: 350

    Gender: Male

    Race: Azavi
    This race has a peculiar long life, some could live up to several centuries. But they are not immortal, disease and fatal wounds affect them like any other creature. For a beast, they are extremely intelligent and they have a unique communication of telepathy. They send images, feelings and, rarely, "thought", or words of the two-legged kind, along with body language. Although it heavily depends on the target's magic to receive these mental transmissions. For example, a Mann would have great difficulty either understanding the messages for they may be blurred or disorienting, or they completely cannot receive at all. They are capable of magic, but their abilities would range in the low-risk magics and their avatar is commonly the earth turtle. It is not known if they can use runes. These creatures live neutrally in the western forest, and possibly one of the few "game" able to fight off the wolves. They travel in herds of around eight and eat both plants and meat.

    Physical Description:
    A green coat stretches over an angular body very much like a deer crossed with a reptile. His legs taper down to great long claws. Feathered white stockings fade at his major joints and peculiar faint yellow swirls decorate the rest of his legs. Two sets of thick antlers curve out his crown – one curves up above his extremely long ears, the other reaches out far to his shoulders. A full silver mane and tail fall to the ground and a thick beard and whiskers line his beakish jaw.

    Personality:
    A deep sadness penetrates though him. Jaqlyb is not easily roused to fight or angered, but if he ever was pushed to defense it’s to the death of his opponent. He’s more of a peace maker, the wise leader. He is not selfish but he is no hero. He contains lots of patience for others, and is a watcher and a learner.

    Class:
    An intelligent creature.

    Occupation/Social Standing:
    A “game” deep in the western forest. They are known in the area, but hardly ever killed by two-legged means unless they happen to be young and rash, or old and slow. Although usually a wolf takes care of them before a hunter has a chance.

    Skills/Powers:

    Naturally telepathic. But it depends on the target's "level" or ability in magic. He will not be able to communicate with a typical Mann.

    Naturally clairvoyant (or Aura Vision) - varying in power from just visible auras to reading someone like a book from their auras, which is also linked to the target's magic.

    Knowledgeable in edible and poisonous plants in the southern forest.

    Skillful of his own body in ways of self-defense.

    Agrella's Blessing -


    > Healing
    Minor Wounds - He takes on the physical harm himself
    Fatal Wounds
    - He gives a piece of his life to lengthen the other
    Poison
    - He takes on the effects and banishes the poison from the other's body
    > Courage
    To lend others his strength - He is weakened to a helpless foal
    To support others in the invisible arts of magic
    - He cannot use any of Agrella's gifts as he lends the power to another. Depending on the usage of the other, he takes on the effects.
    To put their insecurities at temporary rest
    - He takes on their fears as his own as long as a day. This is quite a drain on his energy and emotions.
    > Defense
    Shield others from arcane harm - He takes on a certain amount of the damage
    Shield himself from arcane harm
    - Has to reflect it. May cause damage to others. A sudden drop in his energy
    Shield others from physical harm
    - Takes on the full damage
    Shield himself from physical harm
    - Has to reflect. May cause damage to others. A sudden drop in his energy.

    * When I say energy, I mean the physical body energy not the magic. He gets drained and his body becomes like lead - hard to move and dodge.*

    Long Term Goals:
    To relearn the world to accomplish and aid the quest against the Varg that Agrella has asked him to uptake.

    Bio:
    Jaqlyb was born and raised in the western forest of a herd of five. He was one of the lucky few foals to live through quite a few “pickings” of the wolves until the herd merged with another. His mother taught him the magic, of hunters, of the ways of the forest, of the wolves that change on a particular night. She died from age dragging her down in the maws of a Varg.

    And he grew into a handsome catch, a young stud that threw the leader onto his back and took up the role with a level head.

    The Varg and the Azavi had their natural bouts throughout his years, and he accepted it as a “circle of life”. Until he met the Varg on a moonless night, and saw what they truly were. A pack of the Varg and his herd fell to ruin on the moonless night. It was a devastating sight to witness, his family fought to the death and brought the Vargs with them. The fight forced the herd out of the heart of the forest, to the edges where the Azavi panicked and littered the earth with their blood and bodies and those of the wolves.

    Jaqlyb was the last standing. An anger and hatred filled him, a burning desire flamed inside. And the first Azavi to step out of the forest did so out of revenge – a need to understand the Varg, so he could crush them the way they shredded his foals, their mothers and his young bucks.

    He roamed the country side for years, and his anger boiled down to a great sadness. It wasn't until then did Agrella, the God of Life, came to him in an intangible vision on a restless night. He was bestowed a great magic by the God for one purpose - to aid those who dare the quest against the Varg.

  10. #10
    Galgardia Flames's Avatar
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    Full Name: Kaelynn Heilyn

    Age: 21

    Gender: Female

    Race: Arctic Elf

    Physical Description:

    Kaelynn is about five and a half feet tall. Her gait is often soft and disarming. She has a look of childish innocence, despite her age. Her rounded eyes are a dark purple. Her long white hair is tucked behind her ears and falls to her shoulders. It is knotted in a braid near the end and rest on her shoulders. Her body is aesthetically decent. Her skin tone is a deep dark shade of white-grey.




    Clothing:

    Kaelynn often wraps herself in many layers of white cloaks. When traveling, she keeps her hood over her head, afraid to bump into a slave trader in paranoia. Beneath her cloak lies a sleeveless long green cloth tunic that reaches her knees and a brown leather skirt that reaches just below her shins. Her boots reach a little above her knees.


    Personality:

    Best described as unstable. She’s greatly torn between her idealistic self, and her fearful self. She keeps to herself most often, replying with a nod, a few words, or a shake of the head. When she does speak, she speaks in a very light tone, close to inaudible. Her self esteem is generally very low. This introversion is mostly due to her countless years of enslavement. Her discomfort only drops around Earwen, whom she clings to like a child.


    Weapon:

    She has yet to acquire a weapon.

    Class: Archer

    Occupation/Social Standing: Delta Varg.

    Skills/Powers:
    + Unwavering Accuracy:
    The only thing Kaelynn knows to do is shoot a bow. It’s all that she’s done during the first twelve years of her life. If she can see something, she can hit it. This is the only skill she is capable of. She falls short in every other field.


    Long Term Goals: Follow Earwen to the ends of the earth.

    Bio:
    Friendship is power; family is influence. Such is the way of the Arctic Elf. The Grand Tree is the main host for Family Feuds. In the Grand Tree, the most grueling of politics are settled. The strongest and most influential family always serves as the mediator for conflict. The Heilyn family once held such a place. There was not one who dared to test their mettle as a family, until Ka’thor Nils came along. Ka’thor was a family of one. His family had been exiled for affairs of involvement in crime. His family members one by one were exiled for worship of Sephiroth, importing of foreign weaponry (Which is illegal; Only weapons made for hunting are allowed), practicing forbidden magics (conforming to an Avatar), among many other taboos of Arctic Elven society. The Nils family was broken up over a dozen or so years. The Nils family was not liked by the council; they were seeking expansion. They were seeking power. They were seeking conflict. The Grand Tree Council saw the Nils family as the bane of safety for their society. The Council sought to expand further north, but the Nils family members suggested southern expansion, where there would be places to loot, and land that is more hospitable. The Council in the peaceful spirit of Agrius, and Agrella, found the idea too ambitious, and too violent. Ka’thor, seeking revenge on the Council, hired Cuor to wipe out the family. The assassin, who was more than happy to have something to kill, murdered the whole family in one night. Only the three siblings and very few others remained. The assassin disappeared before finishing the job, having met his end at the hands of a group of adventurers. Of the party of adventurers, only one survived. Ka’thor proceeded to fill the gap created by the absence of the Heilyns, and now rules the Northern Arctic Woodlands with methods of fear, and oppression. At this time, Kae was too young to comprehend the events surrounding these misfortunes. She was at that time a young age of twelve, and had just completed the commonplace rite of passage that was mandatory on elven children. She was rather exceptional at it as well. Ka'thor took Kae away from her brothers, and in his spirit of malevolence, sold young Kaelynn to a slave trader. He had snuck away just to commit this transaction as slave traders were not tolerated in any manner near the sacred tree groves of the Arctic elves.

    Kae is taken to the Menn of the Fjell mountains. She did not realize the true breadth of the situation, and under self-created delusions, believed she was being taken to greener grass. It is there she became a slave. Her master cherished her beauty, and would keep her separate from the others in a private chamber. That caused the mistress, a pugnacious over-fed oaf of a wife, to punish Kae in jealousy. That master, seeing the lashes and marks upon her, decided she was no longer pleasant to the eye and hung her on a wooden pole. He would beat her at the slightest whim, leaving her body desecrated over time. The Master was indecisive in that he would remove her and feed her properly, and in a few days of time, he would revert to believing she was good for nothing and continue to beat her. One day, the master had grown tired of his wife's bleating and moaning, and took Kae to his private quarters. He held her against the bed and told her to wait. He leaves the room, and in some time, Earwen comes through the door. She takes the hand of the poor girl, and pulls her away. Far off away from what she, considered home, under her paranoia and false conceptions that no one is really evil. She's reluctant at first, but upon realizing what she's acquired, freedom, clings to Earwen in fright. Realization from the countless nights of punishment hit her, and she breaks down. Earwen becomes her only sustenance. Earwen became Kaelynn's new 'mistress', as her thoughts had been cast into that mindset. She could not come to feel independence. Earwen promises to break her free of the influences of the past, and with that, she agrees to join the pack, under Filtiarn.


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