Qullian Brightfeather Often referred to as 'Quill'
Race: Rito
Age: 22
Gender: Male
Description: Shorter than average, Quill stands at about shoulder height to the average Hyrulian, and like most Rito, is considerably lighter than his size suggests. Despite his light weight, and thin frame, Quill is surprisingly lithe, and has a build of one used to physical activity. Like many Rito, Quill has red irises, and his skin is of a dark olive hue, which is contrasted by his stark white hair and golden yellow beak. His wings dangle around his arms like sleeves, and are white like his hair, though end in charcoal grey at their tips. Unlike Hyrulians and other land based races, Quill and his Rito brethren have digitgrade legs, and his feet are stronger and more resilient than most hardened leathers and as such often forgoes footwear outright.
His clothing is similar to traditional Rito clothing, typically as light as possible as to not limit his abilities to fly. He wears loose white cloth pants, that taper down and tie just below his knee. He often wears a dark red traditional rito tunic and brown forearm wrappings. Around his waist he wears a leather belt, and across his shoulders is a baldric; the former of which bears a small messenger bag emblazoned with a red wing on his back alongside a dirk, and the latter carrying a large quiver with a score arrows, the quiver itself being designed to be able to carry his strung shortbow alongside the arrows. Quill occasionally wears armor of boiled leather, consisting of a breastplate and forearm bracers.
Character: Where most Rito are calm and reserved, Quill is flighty and impatient. Headstrong and stubborn, its hard to sway Quill once his mind has been made up. However, despite his fast, and dynamic personality, Quill fairly level headed and isn't above putting logic into his decisions. As a result he is able to make quick, but rational decisions on the fly and often faces adversity with determination and bravery. Kind-hearted and loyal, Quill has a strong sense of morality and justice, and will go to great lengths to defend loved ones. He is a bit hotheaded, and is quick to get riled up, especially when comments about his height are made.
Quill is a naturally curious character, and has few qualms about stepping over legal limits to investigate and explore. Exceptionally keen eyed and perceptive, Quill is able to spot details from remarkable distances, and has a fairly powerful memory as well alongside excellent spacial awareness. Following the philosophical and spiritual ideals of the Rito, Quill believes in the ideal of freedom of movement, and freedom in general. As such, he views the totalitarian style of the Hyrulian government with a grain of salt. While he appreciates the growth of economy and safety the empire provides its peoples, he is very much not a fan of their outright oppressive tendencies.
Biography: A young Rito hailing from Dragon Roost Island, off the southern coast of Hyrule, Quillian is named after Quill, fabled friend and ally of the legendary Hero of Wind. Born the second son of the Island Chieftan, Quill was afforded a comfortable childhood. He learned what was expected of him as a child, and lived a young life relatively free of the interruptions and intrusions of Imperial Hyrule. Dragon Roost Island, despite its close proximity to Hyrule, was left mostly alone by the Hyrulians, whom despite possessing control over the island, left most of the day to day functions of the island to its native inhabitants- the vertical structure of its cities making life for those incapable of flight too inconvenient to bother staying there for more than a vacation.
Upon his fifteenth birthday, Quill, like his older brother, and many others before him, began the trek up the central mountain of Dragon Roost Island, where he would undergo the coming of age ritual of the Rito. This journey was wrought with peril and hardship- not so difficult that his death was assured, but enough that he was forced to use his wits and strengths to scale, climb, and traverse the challenges the terrain, and interior of the mountain provided. After five days, Quill had arrived at the summit of the mountain, there he received his scale, and flew down the mountain.
In a few short years, Quill proved to be one of the fastest, and strongest flyers on the island, with considerable stamina, and speed rivaling some of the fastest flyers ever born. Like many youths, Quill joined the ever burgeoning ranks of the Rito couriers, an honorable career that promoted one's integrity, stamina, and appreciation for the world. Rito couriers often learned skills with martial weapons alongside route planning, in order to better defend their charges from the possible dangers that they might face. The majority of young Rito served a short period of time in the ranks of Rito couriers before moving onto other professions in Rito society, be it guards, artisans, or philosophers. Quill, more dynamic and energetic than other rito decided to stick to courier service longer than most, enjoying the freedom it lent him.
Eventually, with his parent's blessing, Quill migrated to mainland as a Journeyman-Courier for the Red Pinions, a primarily Rito company that acted as one of the prime methods of delivery in central Hyrule. Based atop the slow, but steady massive land-bound caravan carts of the Red Pinions, Journeyman-Couriers like Quill often fly ahead to scout and secure routes or deliver smaller parcels for the slower moving vehicles carrying larger, more valuable deliveries such as metals for smiths and weapons shipments for guards or deliveries of jewelry and gold from nobles. Journeymen-Couriers are also the ones tasked with delivering important, time-sensitive letters, often between people of either great importance, great money, or some combination of the two.
Quill has just arrived in Castle City with a smaller Red Pinions caravan, having just delivered a large package to a minor noble.
Totem: The Eagle, representing the freedom of spirit, as well as the courage to seek out freedom.
Description: Dorcon looks similar to most other Gorons to the untrained eye, but to one who knows Gorons he has some notable features. His legs are a little long and more developed than others. He has a small patch of white hair on top his head. He has small rock formations sticking out backward from his elbows and similar pillars sticking out upward from his shoulders. The rock formation on his back is pretty thick and his rocks are a light tan color. His belly isn't the biggest among Gorons, but still impressive. His arms are a little thicker than his legs and come down to his knees. He has tribal tattoos and wears a vest and fundoshi.
Character: Dorcon is like most Gorons, a big, gentle rock. He cares about his friends and family, and has a lot of friends as he is rather outgoing for a Goron. He has many friends from other races as well. Dorcon is also athletic taking part in wrestling, sumo matches and when possible races. His strong, long legs give him an advantage over most other Gorons in speed and agility, but his mediocre stomach makes it hard for him to push the others around. Due to his outgoing nature, he has become a sort of ambassador for the Gorons between races. From underwater meeting with the Zora to twilight meetings with the Twili. The best way to describe his standings with the state is to say he supports the old Hyrule kingdom. He saw how the united world was at peace and prospering, but now it is certainly corrupt. He doesn't want to create anarchy or overthrow the current government, but he wants leaders that can turn the kingdom in the right direction. Dorcon hardly ever resorts to violence, but has found that if the need arises, it's best to pretend it's like a game, but just a little more violent.
Biography: Dorcon grew up with his father working in the Death mountain mines. When he wasn't working he was out playing or exploring. Seeing new sights was cool, but he really liked to meet new people. It felt like he knew just about everyone in the mountain and many more outside of it. The mines were a stable source of several minerals for the kingdom and with the Gorons industrialization, they just about controlled the market. That is until Parliament got greedy and demanded more minerals and resources for their kingdom. They increased their efforts and ended up overworking the mountain. Strange things began to happen in the depths of the mountains. Soom it was found that creatures were rising from the lava and emerging from the shadows. A few of the Gorons attempted fighting them, but their were quite a few and they had strange powers the Gorons couldn't combat. They hated combat anyways. They have sealed off the lower mines for now, but with a fear of when the monsters will break through. Dorcon has now set off for the Castle City of Hyrule in search of help with the Goron's problem.
Totem: Genbu, The Tortoise and the Snake. Genbu was known as a protector and as such Dorcon is very protective of his friends. In fact he's actually pretty protective of everyone. The combination of the two are good physically and mentally as they represent the durable, earthly nature of the Goron with the twist of flexibility and agility that Dorcon grew into.
"Fight me, human. Show courage and prove your are worthy of that blade you wield. Prove you are worthy of wielding my blade."
Name: Friaihsen 'Sen' to humans who have trouble pronouncing that
Race: Darknut
Age: 23
Gender: Female
Description: If there would be one word to describe Sen, it's intimidating, standing at least twice as tall as most humans as most 'Darknuts' do. With the natural physical strength and agility to match, she's not someone you'd want to cross. Most often, she never takes off her armor. Her armor is black in color with elaborate gold trimming upon it, and has a Gothic design. Its heavy form hides her appearance quite well, and since she never takes it off most never see what she actually looks like under it. It was the style used by her ancestors in the Twilight invasion years ago, and was passed down to her. She has a heavy, black shield in the same style as her armor, and two blades. A large, heavy blade she uses when fully armored, and another smaller blade designed for lighter, faster attacks.
Under her armor, Sen, stands almost twice as tall as humans. Considering she's what some refer to as a 'Darknut', that shouldn't come as a surprise to most. She has a lithe body build, with obvious muscles adorning most of her body with an overall feminine frame. She has pointed, canine ears with red colored eyes without any pupils. The rest of her face is surprisingly human in shape, aside from a rather large somewhat flat nose, also reminiscent of a dogs. Her body is adorned with gold colored patterns, a bit of a 'coming of age' ceremony symbolizing that one of her kin has completed their swordsmanship training. Her body is covered in a fine black fur, otherwise. Most often, if for some reason not wearing her armor, she wears simple brown boots, plain white colored leggings and a green tunic tunic. She always carries her blade with her, no matter what.
Character:
Personality: Sen, could be summed up easily as your stereotypical, honorable and quiet knight. Quiet, rather short and taciturn in manner of speech, she doesn't think words mean all that much in the end of things. Often times, she'll only communicate with a sharp no, yes, or nod her head in agreement. That said, if words are something she must communicate with or feel are important she will not hesitate to speak. She only fights if she has too, and doesn't like fighting those weaker than her as she feels their time would be best spent honing their skills so that one day they might be a challenge.
Of course, that would only be the surface of her personality. As far as battle goes...well, she revels in it. Fighting, to her, is the best pastime in the world. Hearing the screams of whatever is dying at the end of her blade is pretty much the best thing in the world. As such, her fighting style reflects that quite often. She's quite the sadistic little knight on the battle field, and shows absolutely no mercy for those who stand against her.
As far as her political views go...well, most of her people don't harbor much care for them. Personally, she could care less. She's a knight, she fights whoever her lord tells her, no questions asked even if they harbor less than good intent. Unfortunately, she currently doesn't have one so she travels across Hyrule, searching for someone that might give her blade meaning. If it's the Royal Family of Hyrule, then so be it. If its this resistance, then that is fine as well. She will fight with either, should they prove their courage, and strength of arm.
Should their courage, or strength falter, however, she is just as likely to leave them. And in some instances, she might even turn traitor.
For those she tentatively call 'friends'...well, they come first as far as she cares. That said, if she is given an order to execute one of her friends at the order of someone she calls Lord...well, she will reluctantly likely do so, if given good reason.
Biography: Being what people called a 'Darknut' in Hyrule, wasn't exactly a comfortable or easy existence. Her people have traditionally in the past served the agents of some would call 'darkness'. As for her people, though, they would tell an entirely different story. They would describe themselves as loyal. Loyal to the ones who requested their service. Most often, it just so happens these forces of perceived darkness are the ones who request it.
As far as recent history of Sen, she's been in Hyrule most of her life. Her early life consisted of what most Darknuts early life consist of. Training in the art of swordsmanship and other martial pursuits. Aside from a natural inclination, this was also heavily ingrained in their culture. She passed her training after some years with flying colors, earning her tattoos and the heavy armor worn by Darknuts who have achieved the best training from her people at the age of twenty.
So, then like all Darknuts, she set out into Hyrule to find a worthy foe to test her blade against. As of now, she's had little luck in that regard. The common monsters and the like provide little to no challenge, and the humans that aren't with the royal guard don't have the audacity to challenge her. She holds some respect for the guard in this regard, but she has yet to offer any true allegiance to them for various reasons.
So she spends most of her time traveling Hyrule, and has currently returned to Castle Town for a brief respite from her travels.
Totem: Perhaps it's a bit stereotypical, but her totem would be the Fenrir. A loyal, faithful servant of whatever master holds her blade. However, also a dangerous entity just as likely to bite the hand that feeds should she be given any reason.
Description: Ze towers over most of his kind at over eight feet tall, his dull brown skin easily blending into most wilderness environments. Like many of his kind he is blessed with a powerful, muscular form that would easily allow him to overpower most (but not all) other races on the planet in melee. His blue, steel like gaze betrays the fact that there is a lot more going on inside Ze's head then most of his moblin peers put together.
For his day to day attire, Ze favors his chain mail armor with additional leather enhancement in order to strengthen it further. His weapon of choice is a rather battle tested claymore that was handed down to him by his father.
Character: There is a great anger that burns at the core of Ze's being; A fire that drives him onward despite the seeming hopelessness of the situation that he has found himself in. The raise of the Hyrulian Empire has resulted in the decline of goblin kind, either via death in the battlefield, starving to death in the badlands that the few free goblin races have been forced out into or the slow death of having their culture and identity as a people erased by the Empire as it cracks down on those goblins who had already submitted to their rule. Ze refuses to let this happen.
Ze is not a fool through. He knows that he is fighting an uphill battle and he is prepared to make use of everything that he can get his hands on in order to win. Alliances need to be made and an army needs to be raised if his dreams of saving goblin kind are to come to fruition.
Biography: Ze was born in one of the more outlining cities of the Hyrulian Empire, his parents having submitted to Imperial rule like many of their former warband when it just became to difficult for them to keep raiding for basic supplies. Growing up under Imperial rule was... difficult, but sustainable; Despite the xenophobia and the crime ridden slums that his family were forced into, it was still better then starving out in the wilderness of the badlands that they had been in before.
Like many of the goblin kind youth, Ze fell into one of the cities many gangs out of a need to belong and survive. The competition for survival between the gangs was fierce and Ze turned out to be a very quick learner, learning how to fight low and brutal when need be. His natural strength and ability that came due to his moblin heritage allowed him to ascend the ranks of the Mob Street Brawlers until he became a lieutenant at the age of eighteen with his own crew under his command.
When the leader of the Mob Street Brawlers was assassinated when Ze was twenty, the gang broke up into infighting due to a lack of a clear successor to the leadership. Among the factions of the former gang through, Ze and his crew were not present. Ze and the small crew of bokoblins and bulbins under his command abandoned the city and started to make their way towards the badlands that their kind that refused to bow the knee to the Empire had been forced to make their homes. What they saw when they got there was pitiful to say the least...
Ze had a vision for the future and a plan to save his kind from such a cruel fate...
Totem: Dog. His loyalty and love for the various branches of Goblin kind is unquestionable, even if various individuals are unworthy of it. He is also a loyal friend to anyone who earns his friendship, regardless of race.
Name: Mr Nailbrain Race: Bokoblin Age: 20 Gender: Male Description: Mr Nailbrain stands just shy of the average Hyrulian, dressed in what appears to be a pair of worn blank pants made out of some sort of cloth and a vest absolutely covered in pockets with tools and gadgets of some strange nature that only Mr Nailbrain seems to have any real understanding of the nature of. Bright lime green skin covers his somewhat bulky frame, his eyes hidden under a pair of goggles with blue tinted glass that he honestly never removes for any reason what so ever; Those who look closely will actually notice that the goggles appear to be nailed into his skull along the straps at some point to prevent them slipping or being lost.
Mr Nailbrain favorite weapon of choice started life as a humble crossbow... before Mr Nailbrain started to make improvements... The current edition of the weapon has a somewhat oversized blade wielded to the bottom of the crossbow in order to allow for melee combat while firing off fires tipped with a small orb that explodes on impact with the target... or at least whatever it hits. It also has slots in order to carry tins for food or flasks (Normally filled with some kind of alcohol).
Character: Mr Nailbrain has been described by his peers and closest friends as being retarded, crazy or a genius, or any combo of those three at any given time. He has always been obsessed with machines and inventions... regardless of how insane or stupid the idea that is currently running through his head at the moment might be; It isn't strange for Mr Nailbrain to start working on a project that is designed to do one thing, only to have the inspirational voices in his head give him a brand new idea halfway through. The end product tends to be a mix match of at least two or three different inventions that are designed to do different things that rarely have anything to do with each other... and is generally really hazardous to one's health to actually use. Strangely enough the things tend to work for a little while at least... normally when Mr Nailbrain is the one using them.
Mr Nailbrain is incredibly loyal to Ze for reasons beyond the standard fear of getting the shit kicked out of him if he isn't. The two of them have worked together for years and they both have a deep seated respect for the abilities of the other. The goggles that Mr Nailbrain wears were a gift from Ze rather early on in their friendship and not wishing to lose them or have them stolen Mr Nailbrain nailed them into his skull himself, earning the name that everyone knows him by (His original name having long been forgotten). If questioned about his methods in relation to his goggles Mr Nailbrain will happily answer that since he has neither lost or had his goggles stolen since he nailed them to his head, he was clearly onto something and he was surprised more people didn't do the same.
Biography: Much like his friend and leader Ze, Mr Nailbrain was born within the Hyrulian Empire. The two of them actually met for the first time when they joined the Mob Street Brawlers at around the same time and were lumped together with the either newbies. Where the other gang members saw Mr Nailbrain as an insane fool that was fit only to be sent into a dangerous fight in the first wave to hopefully kill or die (They didn't really care which), Ze saw the spark of genius that the Bokoblin processed and quickly befriended him. After their first proper scrap with one of the other gangs (And the early arrivals from the guard to dumb to wait for back up), Ze got his friend a pair of goggles. Touched by the gesture and afraid of losing them or having them stolen, the Bokoblin did the only logical thing in his mind and nailed them to his head.
As Ze rose through the ranks of the gang, Mr Nailbrain was beside him as his right hand goblin and tech expert. When the Brawlers fell apart to infighting Mr Nailbrain was one of the few goblins that went with Ze outside of the Empire to see the state of their kind beyond the boarders. He is also one of the few that has come with Ze to Castle City in order to set plans that they have both discussed together into motion.
Totem: Rat... through in order to be completely accurate it would be some kind of cyborg rat with wires sticking out of its head that worked out how to create a lazer eye in order to deal with the issue of cats and frozen cheese. Mr Nailbrain has always had quite the cunning mind and has always followed in the shadow of those greater then him in return for the things that he needs, much like how Rats have adopted Hyrulians as their chief source of food and shelter.
Magic: Mr Nailbrain is one of the lucky beings on the planet to process innate magic, unknowing altering the world around him in order to make whatever he is working on work...even if the laws of nature, physics and sanity say otherwise. Mr Nailbrain himself is completely unaware of this fact and there are only a handful of people on the planet that could watch him work and recognize that he is using magic at all; As far as he is aware, Mr Nailbrain just believes that he is really that good at working machinery and everyone just sucks at it.
Name: Soli Race: Kokiri Age: 126 (not that she’s kept track) Gender: Female Description: Like all Kokiri, Soli is virtually indistinguishable from a regular Hyrulean child, as she possesses the same pointed ears, pale complexion, and general body structure. Even her curly, shoulder-length bright red hair and emerald green eyes, fairly common traits among the Kokiri, are known to appear in Hyruleans every once in awhile, leaving her well-suited to blending into the crowds of people that make up most Hyrulean settlements. The fact that she is only 3’4” tall and weighs only 33 pounds, small even by Kokiri standards, also helps her pass by unnoticed.
When remaining inconspicuous isn’t an issue, Soli will usually be found wearing the iconic green tunic for which her people are known, a green headband, and brown boots. If she needs to enter a Hyrulean settlement of some kind, she’ll abandon her typical attire for the less comfortable clothing that Hyrulean children typically wear.
While her small stature does limit the amount and kind of gear that Soli can keep on her person, she does make sure to always have her boomerang, slingshot, deku seeds, and deku nuts on hand, as they’re quite versatile. The slingshot and boomerang in particular are really the only offensive weapons that Soli has any expertise in, as swords and spears are too heavy and long for her to wield properly or discreetly.
Character: Personality Soli possesses a level of energy and enthusiasm that most adults would consider tiring, as they usually have a hard time “keeping up,” so to speak. Most commonly, this aspect of Soli’s character manifests itself in her cheery disposition and her inability to stay still for too long without becoming noticeably restless. She’s also quite social and kind-hearted, always willing to talk or play a game with someone, even if they’re a complete stranger.
Though usually cheerful, Soli does have a tendency to feel emotions more strongly than others, which means that she’s rather prone to being overwhelmed with her emotions. Unfortunately, Soli also has the emotional maturity of a young child, rendering her unable to deal with her strong emotions properly. Ultimately, this means that events that most adults would consider minor could result in a meltdown of sorts. For example, falling down and scraping her knee could leave her crying her eyes out instead of just wincing and otherwise ignoring it.
Like most of the other Kokiri, and children in general, Soli does have a problem being responsible and getting stuff done, as she’d much rather just play. She also tends to be quite naive and gullible, especially concerning things outside of the forest, which can easily get her into trouble. Fortunately, she’s a rather smart little girl, a trait that certainly does help her get out of some of the sticky situations she finds herself in.
Ever since her people were nearly eradicated, however, Soli has generally become a lot more sullen and quiet, her boundless cheer having been dampened by the horrors she’s seen. Occasionally, something will come along and make her happy, her powerful emotions cutting through the numbness she’s become accustomed to feeling, and it seems that she’s back to being her old self. But, these moments are temporary, and the numbness settles around her again like a thick cloud of dust that was kicked up by a breeze.
Magic Soli was born/created/whatever with a talent for drawing on the natural energy around her and shaping it to suit her needs, a process that is more commonly referred to as using magic. As of right now, her magic allows her to hide herself and others, communicate with plants and animals, and manipulate plant-life around her (in a radius of a about 15 feet or so). Eventually, she’ll be able to perform other feats of magic relating to nature, like shapeshifting into an animal form or channeling natural energy into balls that can be hurled at opponents.
Because she’s quite young and hasn’t really had that much practice, her magic can be rather unpredictable and hard for her to control effectively, as it tends to surge forth when her emotions flare and seem nonexistent when she tries to consciously bring it forth. And even when she does manage to bring it forth consciously, she often can’t make it perform exactly as intended, though it’s usually close in these cases. All in all, it leaves Soli feeling very frustrated and, more often than she would admit, rather inadequate.
Like any other activity, magic expends energy when performed, even if the majority of the energy comes from an external source. This means that using magic too often without a break can result in exhaustion, which, in Soli’s case, often leads to passing out. Trying to put more energy into a magical act than one has to spare can also result in the magic going haywire and behaving erratically, sometimes with harmful side effects for the user and those around them.
Biography: Soli’s early life was, for the most part, pretty ordinary, consisting of lots of playing around with her friends and very little real work. Really, if it weren’t for her magical talent, her life would have been largely identical to that of virtually every Kokiri that had ever lived. Not all was perfect in her people’s section of the woods, however, as relations with the Hyrulean government began to sour. Soli had never really understood what had caused the animosity between the two peoples, but when the group known as the Resistance declared open war on the ruling government, the Kokiri sided with them, sending some supplies and some of the older among them to fight.
Thinking themselves more or less protected in their little corner of the forest, the members of the Kokiri who stayed behind continued on with their normal lives as best they could. They were naive. The counterattack was swift and ferocious as the might of the empire’s army drove its way into the forest and began slaughtering any and all Kokiri they encountered, regardless of whether or not they seemed to be a threat. The vast majority of the childlike people perished that day, but several smatterings had somehow managed to escape to the relative safety of the Lost Woods.
Pursuit was inevitable, of course. But fortunately, several of the older members of the Kokiri had realized this, which gave them time to prepare several nasty traps before they carried on further into the forest. Ever since, Soli and her people have been living in the Lost Woods, constantly dodging capture by keeping on the move and employing guerrilla tactics to delay and weaken the enemy that pursues them so doggedly.
Soli, however, has recently been selected to head into Castle City in order to acquire some information regarding the enemy that might be of use and, if possible, to acquire several supplies that they needed.
Totem: The Unicorn, as a symbol of innocence, purity, and the mystical, resonates well with Soli’s own childish nature and latent magical talent.
Description: Dark-skinned but not quite as dark as the average Gerudo, with red Sheikah eyes (appearing yellow due to illusion magic) and bright red hair. Etched into her skin are the markings of the Sheikah clan, a permanent form of identification that becomes immediately visible around certain spells, even when normally concealed by a glamour.
Character: Faiza is so well-trained to become whatever her mission requires that her real personality is quite undeveloped and perhaps nonexistent. She has the headstrong nature of the Gerudo people, but has been made largely compliant through the brutal Sheikah training. She is only beginning to form her own opinions and characteristics.
Biography: Faiza (Operative Twelve) was bred, raised, and trained to be the Empire's spy and assassin in the Gerudo lands. From the moment of her birth she belonged body and soul to the Empire. Faiza proved talented with many weapons, and her endurance and inventiveness in the training ring drew attention from her instructors. As for illusion magic, she was unrivaled. But she had several major flaws: she asked questions and appeared to show compassion on occasion. These traits could prove deadly to the Empire, and so Faiza was re-educated: beaten into complete obedience, thoroughly indoctrinated into the Sheikah ideal before being sent out into the field. But as she began to build her cover in that distant desert, she saw the plight of the Gerudo people--her people--and those dangerous, traitorous thoughts and feelings began to resurface. She set about her assigned tasks of sewing discord and confusion, but all the while wondering why...
Totem: Serpent--As a serpent sheds its skin and grows, Faiza is beginning to shed the indoctrination and lies fed to her by the Imperial propaganda machine. She is discovering herself and what she is really capable of for the first time.
Age: His current age is unknown, having lost track during the centuries he spent in the Lost Woods. Gender: Male
Description: Recco wears the typical attire of a Skull Kid, being equipped with a blowgun/flute and a rusty knife that seems on the verge of breaking.
Character: Recco is a mischievous imp, though leans towards being playful over malicious and is quite willing to make friends with new people, having a child-like curiosity for the world around him and, with his escape from Lost Woods, a newfound confidence giving him a strong sense of pride. This, in turn, causes him to experience immense frustration when unable to accomplish a task or being talked down to. He is also quite willing to hold a grudge to varying degrees of hostility ranging from wanting to get them back as a prank to flat out not trusting them and being completely unwilling to help. He's surprisingly easy to win over with jokes and LOVES music and stories, either playing along with his flute(concerning music) or listening intently, sometimes even distracting him to the point of being unable to get his attention if it's gripping enough. Overall, Recco is a child at heart and always will be and, while he can be temperamental and immature, is very loyal to those that befriend him and is willing to help those in need.
Biography: Recco started out as a rather normal child that spent most of his days in his hometown, that, at the time, existed near the infamous Lost Woods. For years his parents, their friends, and even other children told him to avoid that place, warning him of the dark magic that liked to ensnare children, trapping them forever and twisting them into demonic little imps. Recco, however, had a rebellious streak and a skeptical head, refusing to believe how a forest could be so cursed and dangerous. Determined to prove them all wrong, he gathered some supplies, including a lantern and a slingshot, which, to his young mind, seemed like a decent weapon at the time, and snuck into the forest in the middle of the night, fetching his stocked up "supplies" from a barrel that was supposed to be empty, and headed into the Lost Woods, already thinking on how he'd tell off the old folks of his town, being able to brag about how "stupid" and "bone-old" their traditions and superstitions were. When he arrived, he entered just deep enough to where the exit was hard to see, but no impossible to spot. Looking around and hearing nothing out of the ordinary, he set up camp, not knowing how to make a fire and, seeing how warm it was, not thinking it was needed. He was about to go to sleep when he thought he heard music and laughing. Children laughing. Thinking his friends had followed him to try and mess with him, he got to his feet and pulled out his lantern, neglecting to pick up his slingshot, and followed the sounds, trying to find their source. For hours he seemed to go on, slowly becoming more entranced by the music, the notes being played with practiced ease and, being a fan of music himself, Recco was already having trouble ignoring it, but this was different. He could feel it pulling at him, luring him deeper into the forest. Suddenly, he felt light-headed, his hands dropping the lantern and compass that, for obvious reasons, he had brought with him, as he went deeper in. Suddenly, he started feeling weak as he fell to his knees, but he didn't panic. It was as if the music was a lullaby, lulling him into a deep slumber. After waking, he found himself in a clearing, with the sun blocked out and the trees seeming the same in all directions. Fear gripped him when he realized he'd become lost and he had no idea why he'd passed out. Full of panic, he ran in a random direction. This turned out to be his worst mistake ever. He only served to worsen his situation as he ended up going deeper and deeper. He was quickly exhausted and he struggled to find food and slowly became weaker and weaker as the days went on. The strange thing, however, was that, instead of feeling hunger and pain from lack of food, he started to feel...lighter. Like he wasn't completely there. Like he was fading away. This was in stark contrast to how heavy his legs were feeling. Each passing day seemed to weigh on his shoulder, a voice in his head telling to lie down and give up and that this would all turn out for the better for it. As he drudged on, his body was changing, his skin taking on a wooden texture and his eyes slowly gaining an orange glow. Finally, having completely exhausted himself during his endless week of wandering, he collapsed, his vision going dark as he heard a faint laugh in the distance...
When Recco awoke, he felt...off some how. He was on his back, facing a shaded canopy, with only small rays of sunlight getting through. One such ray happened to be shining in his eye, causing him to pull his arm up to shield it, eliciting a gasp from Recco. His arm suddenly and a wooden texture to it, his hand covered with a finger-less glove with a leafy feel to it. He instantly sat up, panic gripping his mind as he looked at his new form. His whole body seemed to be made of wood, dressed in straw clothing that was red and green in color, a straw hat atop his head. Feeling his face, he felt a small beak instead of a mouth. Panic gripped him as the realization came to him. The legends were true...he was a Skull Kid now! He was cursed to forever live in this forest, unable to leave! Fear gripped him, building up until he couldn't take it more. Opening his mouth, he let out a shrill scream, letting it all out at once. After he finished, all he could muster was tired sobs as he remembered his parents...until he heard something land on the ground near him. He jerked his head up, crawling a bit away from the sound until he saw what it was...another Skull Kid like himself. It eyed Recco with curiosity, before questioning him as to why he was here. Not feeling as intimidated seeing as they were the same thing now, Recco offered up a shaky explanation, saying he'd followed a song the night before and woke up as...this. The other Skull Kid didn't seem to find this odd at all, even letting out a laugh. "So you got what you deserved. Should've listened, kid." the Skull Kid told him in a mocking tone. This reaction, despite not being out of character, considering all that Recco was told of Skull Kids, angered him, causing Recco to stand up and tackle towards the other Skull Kid, who only leaped into a tree, easily dodging the comparatively slow tackle. "Hee hee! You're funny! C'mon what's the matter? There's no stupid adults here to tell us what to do anymore! All we have to do is play!" he said, dropping off the branch only to catch it with his hands and swinging to another one, landing on that and looking down at Recco. Recco pushed himself off the ground, only to get beaded in the head with something, causing him to land on his rear. Looking down, he saw it was...his flute! He picked up eagerly with an excited smile, playing a few notes to see if it still worked. It took some getting used to, considering his mouth was a lot different now, but soon he was playing a rather simple tune. To his surprise, he looked up to see the other Skull Kid happily playing along, causing him to stop. This only earned him a look of confusion from his newfound friend. "Why'd ya stop?" he was asked. "Wh-where'd you find this? I left it at my campsite..." Recco asked, wondering if the Skull Kid might point him in the right direction. Maybe he could leave...and leaving would turn him back to normal even! The other Skull Kid didn't seem to catch on to his intent and pointed in the direction he had gotten it from. Recco instantly nodded, starting to sprint in that direction, but after a little while, he felt cold...a sudden brisk and evil cold. Looking around, he tensed up, feeling something was about to happen. And, sure enough, a spirit, also known as a Poe, materialized before him. "Where do you think you're going, imp?" it asked him in a warning, hostile tone. "I-I was...I was planning on finding my way home...I don't belong here..." Recco tried to explain, which only earned him a cackle from the entity. "Leaving is not an option. Those that leave the forest are killed with extreme prejudice. Do so, and there will be no second chance...now turn back. This...is your new home now." it explained as it vanished. "You'd do well to remember that." he heard it's voice echo. He heard it cackle again and, his courage spent, he ran back the way he came, panting in exhaustion and feeling defeated. The Skull Kid from before landed next to him, causing Recco to jump, which only earned him a mischievous laugh from his friend. "Let me guess. You were gonna run home weren't ya?" he asked. Recco simply nodded, frowning as he bowed his head. "Hey cheer up. This place is a LOT more fun!" his friend told him, slapping him on the back. "What's your name?" he asked. "My name's...Recco." he answered. "Vesra." the Skull Kid, who's name he now knew, replied, extending a hand. Recco shook it, feeling a bit better now that he didn't feel totally alone. From that day forward, Vesra showed Recco how to survive the forest, helping Recco tap into his newfound agility and abilities, all the while making it seem like a game and, for awhile, Recco forgot about home, finding that roaming this forest was letting him have the time of his life. Until one fateful day, when Recco was wandering the forest as usual, he saw a man unconscious on the ground. Already the man was looking skeletal, causing Recco to remember the story about what happened when ADULTS wandered in, which suddenly seemed a lot worse than transforming into a Skull Kid. Recco put this out his mind, though, when he saw a bag on the ground next to him. Becoming curious, he walked over, nudging the bag with his foot and recoiling slightly when something fell out. He recognized it as a book. Several actually! Recco eagerly picked it up, not exactly fluent in reading, but his mother had made it a point that it was important, and he loved reading stories when he wasn't doing chores or playing the flute. The memory of his mother teaching him to read flashed in his mind and more followed afterwards, causing Recco to recoil slightly. As much as he loved being here, outside the threats that leaving meant death, he missed his home still. He...honestly had no idea how long it'd been since he'd left. He'd lost track as the days had blended together. He looked over to the man again. He looked kind of funny, wearing a long purplish black dress with flowing sleeves. What a weirdo. Recco looked back to the book, flipping to a random page. It showed a hand doing a gesture and a weirdly pronounced word. After struggling with it for awhile, Recco did the hand gesture and managed to say the word. To his shock and surprise, a small purplish black ray shot from his hand and hit a tree. While it only seemed to barely chip the bark, Recco was thrilled with his new toy! He had heard of magic before and the prospect of it THRILLED him! He quickly looked around to see if anyone was watching before picking up the discarded book bag, piling the books back in and leaving the scene, returning to a tree that he had claimed as his own little section of the forest. He studied that one book all night, being careful not to do the hand motions for fear that someone would notice and steal the books from him. He liked his fellow Skull Kids, but with the exception of possibly Vesra, he didn't trust them not to steal his stuff and he would constantly find an apple or two stolen from his stash when he was away. After awhile, he suddenly had a burst of inspiration. Maybe, if he studied enough, he could leave the forest without dying! He clapped his hands quickly at the thought and was determined to practice the stuff in the books. This later proved to be more difficult than he could've imagined at first. While it was rather easy to cast some of the spells, some simply refused to work and it was impossible for his young mind to register that some of these spells had other requirements. With a sigh, he decided to start memorizing the ones he COULD use, beginning with the one that created the dark projectile. This became really easy, to the point where he could almost do it on reflex if he had to, and it was starting to get stronger the more he practiced at it. He'd also learned to create a glittering effect over himself. He didn't really give it much credit at first until one day, he was practicing and, after casting that spell, Vesra paid him a visit. Seeing as he had kept this a major secret, Recco nearly panicked until...Vesra walked right past him, not even seeing him! Recco couldn't grasp how Vesra hadn't seen him until he remembered the spell he had just cast. So that was it! They couldn't see him while it was cast. Shortly after he realized this, however, the glittering effect wore off, showing just how short the duration was. Either way, Recco thought turning invisible was the coolest trick ever short of being able to blast things with dark magic. Along with that, he learned how to pull small objects to his grip, which was endless amounts of fun when he could steal from his friends' food supplies without them ever catching him. After weeks of practice and stealing and gathering supplies, Recco decided he was ready. While he would miss Vesra and the others, he decided that telling them good bye would be a mistake, knowing full well that they'd try to stop him. He could always stay he supposed, but he wanted to go home and he wasn't going to be more prepared than at that moment. While he had entered the forest so long ago at night, he decided that leaving during the day would be smarter. A lot of the Skull Kids played during the day and the darker creatures would be more rare than it would be at night. And so he departed from his tree, making his way towards the edge of the forest. After hours of walking, he heard a familiar cackle as the same cold feeling from before gripped him. "I thought I told you that leaving meant death, imp..." the Poe said as it appeared. This time, however, Recco stood tall, a confident smirk on his face. "Out of the way, ghostie. I don't want to hurt you." he said, standing his ground. Though at this rate, his warning was a complete lie. He'd yet to test out his powers on anything more intimidating than a tree and this would be a fun test. The Poe simply laughed, not buying into the threat. "Child, do not test me. Turn back or I will do away with you." it threatened in a hissing voice. Recco simply shook his head, getting into a ready stance. The Poe then suddenly vanished with a distinctive sound. Hearing a cackle behind him, he whipped around only to get smacked away by it's lantern. Recco groaned as he stood, not having been hurt in a VERY long time. Pulling out his flute, which had been converted to serve as a blowgun as well, he leaped at the Poe, watching it vanish again. This time, Recco put his back to the tree. This didn't go as planned, however, when the lantern simply went through the tree, smacking him to the ground again. "Hey no fair! Cheater!" he whined as he leaped to his feet again, definitely going to feel that one in the morning. The Poe merely cackled again, swinging at him. This time, however, Recco had a surprise for him. Doing the hand gesture and quickly muttering the incantation, he flung a dark bolt at the Poe, hitting it in the side. The Poe, caught off guard by the attack, recoiled in pain. Looking back up to gaze at his opponent, all he saw was empty air...until another dark bolt struck him in the back painfully, the Skull Kid laughing mockingly behind it. Furious, it whipped around, striking the now visible Recco across the face and to the ground, his blowgun flying out of his grip. Recco groaned, stunned by the hit. When he finally recovered, the Poe loomed over him, sneering. "Game over, imp." it said, preparing to finish the unarmed Recco off. However, Recco had other plans. Reaching his hand towards his blowgun, he quickly cast the spell to bring it to his hand. As soon as it entered his grip, he put it to his mouth and fired it into the Poe's head. With a screech, the Poe recoiled. It spun almost uncontrollably before suddenly disintegrating in a blue flame, it's lantern falling and shattering on the ground, revealing a purple soul. Recco stared at it for awhile before slowly approaching it, only to watch it vanish when he reached out to touch it, causing him to recoil. Recco wasn't sure what to make of this, but decided to move on before the Poe either came back or something else tried to kill him. Without a moment to spare, he sprinted towards the forest exit. Upon leaving, a sense of freedom touched his very soul. Despite the ability to do nothing but play in the forest, he'd never felt truly free, always trapped as he was forced to remain within the Lost Woods. Now...now he felt he could move on. However...as he looked to where his hometown should've been, all he saw was rubble. He couldn't believe his eyes as he sprinted towards the buildings. Everything was old and rotten, looking like they'd simply collapsed over time rather than destroyed by a person's hand. Shifting through it all, he looked for any clue as to how long he'd been gone and where his family might be now. While he didn't find any relevant records that he'd understand, he did find his old house. Memories of his life here filled his head, causing him to pause in the doorway. He was sure he'd break down right there and then, but forced himself to pull through. He found no trace of them packing and leaving, which struck him as odd. Why would everyone leave everything behind...? After much searching, he found something that struck him in the gut. His old slingshot that he'd left behind. They'd tried to find him...and when they couldn't...He felt terrible. He should've stayed. He never should've tried to prove them wrong. There was nothing wrong with thinking he was right...but he left thinking he had show them they were all wrong. And now he'd paid the price. He could think of only one place they'd go and that was the Castle Town. After a lot of scavenging through the houses, he found a rather old map and, seeing where the Castle Town was, he set out to reach it, unaware of just how much had changed in his absence...
Totem: Being a kid transformed into an imp and being able to wield magic, including a spell that would turn him invisible for a very short duration, Recco the Skull Kid is best represented by the Fox more than anything else.