| Identity | Oliver Jonas "Ollie" Queen, the Green Arrow
| Origin & Backstory |
Born to Star City billionaire businessman Robert and Moira Queen, Oliver Jonas had the extreme luck to be born into the one percent in an economy that included names such as Howard Stark, Norman Osborn, Thomas Wayne, Simon Stagg and Lionel Luthor. Growing up, Oliver's every need was attended to either by his mother or the abundance of nannies employed at the Queen Estate. This, of course, caused the young heir to be incredibly spoiled, developing a multitude of bad habits and personality traits in his formative years.
On a family trip to South Korea for the 1988 Summer Olympic Games, a four year old Oliver would witness a perfect gold medal performance from a present day legend of the archery community; Bonnie King. Being the immensely impressionable lad that he was at the time, Oliver developed an obsession with the art almost immediately, from forcing his parents to buy him his first bow when they returned to the States to hanging posters of Robin Hood and Red Arrow on the walls of his bedroom, even if the later hadn't been seen since the Justice Society's disbandment in 1979.
Seeing that his son was more interested in archery than he had been in, well, anything else at the time, Robert Queen managed to hire Bonnie King herself as a personal instructor for Oliver only a sparse couple of years after her gold medal performance. Unbeknownst to him however, King's perfectionist attitude and overbearing criticisms of Ollie's at the time amateur ability nearly drove Oliver from the sport entirely. Years later Oliver would come to learn that Bonnie had become a mother, hence her stepping down from regular competition. If not for that, it is widely believed Bonnie would've gone on to dominate several Olympics.
Being the wealthy heir to a multi-billion dollar company that he was, Oliver was afforded the foremost education that the United States could offer, namely, he would attend Saint Elias' School for Youths in Gateway City in even-farther-north-than-Star-City-California. It was here that Oliver would mingle with various other children of magnates, oil tycoons and other notable lineages. Being roughly ten at the time, Ollie, like most children his age, mostly kept to himself and rarely socialized outside of his continued friendship with Tommy Merlyn, (he thanked every higher power he knew that Malcolm permitted Tommy to go.) though he did become fast friends with a particular pair of children from Coast City: Harold "Hal" Jordan and Carol Ferris, with Carol being the daughter of none other than the founder of Ferris Aircraft.
By the time Ollie, Hal, Tommy and Carol had graduated from Saint Elias and returned to their home cities Hal had earned a Student Pilot Certificate, a feat which infuriated Carol as she'd been denied her pastime due to the unexpected illness of her father and her growing responsibilities toward her family's company, Ollie had turned down innumerable invitations to the school's archery team (the coach couldn't take no for an answer) and Tommy had developed an acumen for keeping Ollie and Hal from killing themselves.
To celebrate his son's graduation from prep academy, Robert arranged an extended fishing trip on the Queen's Gambit, the family's commercial yacht. Unbeknownst to both of the Queen men at the time, the journey would be far more eventful than catching some giant sea bass. Wishing Carrie Cutter, his girlfriend at the time, farewell and kissing his mother goodbye while simultaneously smirking at his sister's jealous glare, Ollie boarded the ship and braced himself for the first day of the rest of his life, or whatever it was the cool kids were saying those days.
While at sea somewhere in the Pacific Ocean, a catastrophic storm hit the Queen's Gambit, causing flooding and mass engine failure. Ollie and Robert managed to make it to a lifeboat before the yacht capsized, watching the ship go down while they aimlessly drifted away from the wreckage. Still in shock from the experience, Ollie was made to witness his father's suicide after the later realized they only had enough supplies for one person to reach the nearest island.
Washing up alone and hungry on an unfamiliar environment, Oliver made a small memorial to his father on the shoreline (he'd thrown the corpse overboard.) and hazily made his way to look for supplies. Ollie doesn't know just how far or how long he spent traveling inland, days begin to blur when one is sufficiently isolated with only the sun to tell the time. One day, while he was scavenging for food, Ollie had the violent experience of having an arrow shot through his shoulder. He didn't quite have the wherewithal to stay conscious at that particular moment, and he was only shocked back to life when the arrowhead was removed. It was then that he first met the man that would save his life more times than one: Natas.
After nursing the marooned billionaire back to health, Natas began the surely frustrating task of training a kid born with a silver spoon in his mouth how to survive on what was probably the most dangerous island on Earth. Ollie hadn't exactly been the most perceptive or willing student, but his natural ability with a bow and arrow was the starting point in the duo's relationship, with Natas himself being an accomplished archer.
Sometime during his tutorship under Natas, Oliver accidentally tripped what he assumed was a trap designed to catch game, however, he and Natas would be taken hostage by armed guards and transported to a military styled base camp somewhere near the center of Lian Yu. Initially tortured by a man known as Eddie Fyers, Oliver would be thrown into a human cage where he would meet none other than Natas' daughter, Shado. In-between regular torture sessions, the two would devise an escape plan, and three weeks after his arrival, Oliver saw an opportunity and took it.
Through deception and chaos, the trio managed to escape the compound and make their way into the wilderness. Nearly a week later they came across a crashed military aircraft that housed a particularly antagonistic SHIELD Agent by the name of Slade Wilson. After an initial misunderstanding, Slade explained his situation; he'd been assigned to covertly land on Lian Yu and locate a fellow agent named William Wintergreen, who had gone silent. Having been stranded on the island for nearly a year.
The group decided to pool their respective skills and look for a way off the island. This mainly consisted of Oliver constantly honing his body and skills under Slade and Natas with routine hunting trips with Shado while their two elders planned out how exactly they were going to escape. Only one plan seemed viable unless they wanted to pull a Gilligan's Island: Steal a boat from Fyers' camp.
| Attributes | Archery - Oliver's chosen method of curtailing crime, Green Arrow is capable of shooting an arrow down the barrel of a pistol from fifty yards at a moment's notice. Ollie's aim is impeccable, and some have ventured to call it superhuman after seeing the Emerald Archer hit targets from multiple rooftops away. The man himself has claimed to be able to fire roughly twenty-nine arrows per minute one at a time from a quiver, and split a droplet of water while falling from the tap of a sink. To say that shooting a bow comes as naturally as breathing to Oliver Queen would be an understatement. Aside from his pinpoint marksmanship, the eccentric billionaire also makes use of dozens of self-manufactured trick arrows, that can function in any number of ways, ranging from a simple explosive arrow to pyrotechnic and EMP arrows.
Swordsmanship - Like, maybe?
Physical Capabilities - During his time on Lian Yu, Oliver was forced to transform his body from that of a spoiled playboy to that which would put Olympians to shame. The extreme training regiment instilled in him by the likes of Natas and Deathstroke has carried over to his life as Green Arrow. Most notably, Oliver's hand-eye coordination and eyesight have seemingly developed beyond what many thought was humanly possible.
Intelligence and Deductive Abilities - Although he openly gallivanted as a spoiled child of old money, Oliver actually possesses a keenly intelligent mind and knack for technological engineering. After his ordeal on Lian Yu, Oliver decided to enter college and earn a business degree in order to prepare himself to take over Queen Industries. Oliver is not an overly capable detective. While able to bust most of Star City's lower level criminals and street gangs on pure ingenuity, one of equal or greater intelligence than the Battling Bowman can seemingly slip through his grasp. Luckily, Oliver's team make up for this flaw 9 times out of 10.
Medical Knowledge - Oliver retains a fairly large amount of knowledge on emergency medical procedures and remedies, having had to remove dozens of bullets and the occasional arrow from his body. Particularly, Ollie knows the cures and treatments for nearly all known poisons and illnesses from his time on Lian Yu, and maintains a small stockpile of herbs and salves in his archaic bow-case. He also retains firsthand knowledge on the affects of most recreational drugs.
Multi-lingualism - Along with his superhuman archery abilities, Oliver was also taught how to speak both Mandarin and Japanese from his two mentors on Lian Yu, and self-taught himself the Russian language during his conflicts with the Star City Bratva branch. He also studied French during his playboy years but only remembers vague sentences and phrases and would more than likely offend most French nationals.
| Character Notes |
Robert and Moira Queen - A classic tale of the self made billionaire marrying his high school sweetheart, one could make a movie about the story of romance between Robert and Moira Queen. Having met during their freshman year at Star City High, the two married almost immediately after Robert's graduation from college. Robert, a ruthless businessman, took his father's relatively small computer business and turned it into a multi-billion dollar technology empire spanning the entirety of the United States within two decades using every underhanded play, every dirty trick, and every bullying technique known to man. Naturally this garnered him an abundance of enemies. Moira remained blissfully ignorant of her husband's crimes and peacefully took her place as a fiercely protective and doting mother.
The two would die some seven years apart, Robert committing suicide to ensure their son's survival, and Moira being murdered at the hands of Cupid, a deranged psychopath obsessed with Oliver's alter ego, the Green Arrow.
Thea Queen - Ollie's younger sister and only surviving family member. During Ollie's exile on Lian Yu Thea fell to drugs and alcohol, the very same vices Oliver himself partook in. Though they struggled at first, Ollie and Thea would reconcile after the former opening up about his experience on the Island with his surviving family. Now clean for some three years, Thea was distraught to learn of her brother's true nature as the Green Arrow as a result of his conflict with Cupid, during which both Thea and Moira were taken hostage in their family's home. Following their mother's death, Thea has all but removed herself from Ollie's life. Oliver fears that without the guidance she once had, his sister might very well fall into alcoholism once again.
Dinah Laurel Lance, Black Canary - Born in Gotham, Dinah's family would move to Star City while she was still very young. After losing her younger sister, Sarah, to a car accident in high school, Dinah traveled to the Middle East and Asia, training under various martial arts masters, most notably Sandra Wu-San and Richard Drakunovsky, better known as the enigmatic Richard Dragon and Lady Shiva. Dinah returned to Star City following the news of Malcolm Merlyn's thwarted Undertaking. She would encounter the Emerald Archer following Thomas Bolt's assassination by the man known only as Onomatopoeia early in her vigilante career. The relationship would evolve over time and the two have been dating for about a year. To say she was surprised that Star City's guardian angle was spoiled billionaire Oliver Queen would be an understatement. Raised as a fighter from a young age, Black Canary has proven to be one of the best hand to hand fighters on the planet, multiple times. This, in conjunction with her supersonic "Canary Cry", makes her a deadly opponent for anyone, let alone common street thugs.
Roy Harper, Arsenal - To be written.
Wendy "Proxy" Harris - Older child of Steven Harris by almost a whole twenty minutes, Wendy Harris was a certified computer geek almost out of the womb. Along with the more hands-on genius of her brother, Wendy would graduate MIT at the ripe old age of sixteen. After the assassination of her father, Wendy turned to aiding one Roy Harper's crime-fighting in exchange for any intel they could find, which inevitably led them to crossing paths with the Emerald Archer. The three have been working together ever since.
Marvin Harris - A mechanical genius to match his sister's hacking ability, Marvin is currently employed as an engineer for Queen's Applied Sciences Division, and supplies the more adventurous of the team with an ample amount of nifty trick arrows for any and all situations, though his scientific mind often wanders to bigger and better things than "pointy sticks".
John Diggle - A retired member of the Green Berets, Johnathan Diggle, or Digg, as Ollie calls him, was hired by Moira Queen to be Oliver's bodyguard upon her son's return to Star City. After becoming aware of Ollie's identity as the Emerald Archer, Diggle became the first person to join the Arrowteam. While he still occasionally operates as a bodyguard, Digg's official title is "Queen Industries Security Adviser", which is to say Ollie pays him to be a sparring partner and make rare trips to the office to check up on the security systems.
Wonder Dog the Arrowhound - The trusty canine companion of the battling bowmen!
Tommy Merlyn - Dead and stuff
Bonnie King-Jones - Born into a family of circus performers, Bonnie King was trained in archery from a young age by her father, "The Magician" Arthur King. A former Olympic Gold Medalist, Bonnie was eloquently nicknamed Miss Arrowette in her prime, and is perhaps the most well known former athlete in the world's archery community. After obtaining her medal in 1992, Bonnie settled down in California and became Oliver's private instructor, though even she couldn't teach Ollie how to properly handle a bow. Now married to Bernell Jones, Bonnie is a stay at home mother.
Bernell "Bowstring" Jones - A small-time sports journalist during the 1992 Summer Olympics, Bernell Jones is the everyday sort of person one would never assume to marry a Bonnie King type. Bernell met Bonnie a few months after her first pregnancy and eventually found his way into the woman's heart, becoming a loving father to a daughter soon after his wedding. Having been an archery enthusiast, Bernell is a self-proclaimed supporter of the Emerald Archer and one of the few friends Green Arrow has in Star City's press. Because of Bernell's tendency to arrive at crime scenes and slip the Arrowclan information whenever possible, Ollie has jokingly nicknamed him "Bowstring".
Mayor Thomas Bolt, Steelclaw -
Joanna Pierce - An up and coming lawyer and native of Metropolis' Suicide Slum, Joanna Pierce experienced gang violence first hand throughout her formative years and decided to enter law school because of it. Joanna has become estranged from her family for unknown reasons and has moved across the country to Star City. She has yet to be introduced to Green Arrow directly.
Commissioner Brian Nudocerdo -
Warden Lyle Bolton -
Detective Quentin Lance -
Maggie Sawyer - A ten year veteran of the Star City Police Force, Maggie Sawyer is a staunch opponent of vigilantes around the world, and has a personal mission to prove that her precinct can be just as effective as "that crazy Robin Hood wannabe." a single mother of one, Maggie is a gay rights activist and open lesbian, and although the more bigoted of Star City's law enforcement hierarchy have held her back because of this, Sawyer has proven one of the most efficient officers on payroll.
Chien Na Wei, China White - One of the Mandarin's main lieutenants, Chien Na Wei operated the large opium trade operation run by the Mandarin's triad on Lian Yu which used the native population for slave labor in the poppy fields. The operation was quickly destroyed by Oliver Queen, in what he would call his very first appearance as the Green Arrow. Believed to have died in an explosion, China White has emerged in Star City as the head of a new Triad group. Oliver remains unaware of how White, or the Mandarin, located him, but presumes they are aware of his identity.
The Mandarin - The enigmatic head of an Asian criminal Empire. The Mandarin began paying off Eddie Fyers' company in order to host a drug operation on the island amongst several other operations. A ruthless and cunning leader, Oliver only knows the Mandarin by reputation, and even the likes of SHIELD cannot put a face to the name.
(More than likely to be removed)
Eddie Fyers - The field commander of the mercenary group stationed on Lian Yu, Edward Fyers used Lian Yu as a Mecca for drug operations and slave labor from its native inhabitants. Whether an inmate or a castaway, Fyers never let a resource go to waste. Fyers often employed the prisoners of Lian Yu to bolster his own staff in exchange for a bed and warm meals. A vain man from birth, Fyers didn't do much to stop some of his men's more barbaric practices on the Island. His operations exposed by Oliver, the Chinese government has taken it upon themselves to handle Fyers and his company.
Lawrence "Crusher" Crock, Sportsmaster - A former small time crook and assassin for hire, Lawrence "Crusher" Crock was exiled to Lian Yu by the League of Assassins for taking a contract that belonged to them in order to send a message to their competitors. Brought into the fold by Oliver and his group, they would later be betrayed by Crock, who had been coerced by Ra's al Ghul to eliminate the former League of Shadows operatives.
Malcolm Merlyn, the Dark Archer - A central figure in Star City's hierarchy, Malcolm Merlyn was seen as a poor man's Robert Queen, just as ruthless and cunning, but only made a half of what his contemporary managed with less resources and time. For reasons unknown Malcolm left California in his teenage years and early twenties. Eventually, Malcolm would marry Robert's widow Moira before her untimely death. A central figure during the Undertaking, Merlyn was exposed as the Dark Archer but escaped capture.
Noah Kuttler, the Calculator - A wealthy investment banker and accountant, Noah Kuttler operates an abundance of extortion rackets and oversees a number of Swiss Bank accounts under the guise of "The Calculator". A genius mathematician, Kuttler has been able to find a way around almost every loophole without a second thought, all from behind a computer monitor. After Green Arrow's interference in his schemes, the Calculator has begun using his massive funds to hire killers to apprehend the vigilante.
Ricardo "Junior" Diaz, Richard Dragon - One of Richard Dragon's students following Black Canary, Ricardo Diaz murdered his teacher and took his name for his own. A human weapon, Diaz is one of, if not the greatest hand to hand fighter and martial artist on Earth, retaining an uncanny ability to read his opponent's movements and find any weakness in a person's body and exploit it with deadly proficiency. Diaz has recently traveled to the United States to track down the Dragon's former students and systematically take them out.
Werner Zytle of Vlatava, Count Vertigo - Currently rotting in a prison cell, Werner Zytle conspired a bloody rise to Kingship by ordering the assassination of his elder brother and only niece with the assassins posing as American extremists. When Perdita returned to Vlatava to claim the throne, Vertigo made to execute her himself and take power by force. Thankfully however, Vertigo was undone by the Emerald Archer.
Simon LaCroix, Komodo - Born into poverty in the Glades, Simon LaCroix is a self-made man who ended up working as the personal assistant and confidant of Robert Queen. To Robert, Simon was everything Ollie wasn't. By that time Ollie had already fallen into constant fits of partying, recreational drug use, and underage drinking. The son he never had, Robert would give Simon the head start he needed to launch Stellmoor International.
Isabel Rochev, the Queen - Born in a small village in eastern Russia, Isabel Rochev was inspired from a young age by Robert Queen, who had a number of mines built in the mountains around her home, which caused her village's economy to flourish. Eventually becoming a personal intern for Robert while still in business school, the Queen Patriarch began an extramarital affair with his young assistant. Her internship was later terminated without notice. Holding a grudge against the Queen family, Rochev would become the primary business partner of Simon LaCroix at Stellmoor International.
Constantine Drakon - Generally considered by his peers as one of the best martial artists on the planet, Drakon is the personal assistant and second-in-command of The Sensei, the mysterious man at the head of the League of Assassins. Drakon's most notable contract occurred some years ago when he eliminated the CEO of Harris Technological Firm, Steven Harris, leaving the twins Wendy and Marvin orphaned. After a short scuffle with Green Arrow, Drakon managed to escape and has not been seen since.
Brian Durlin - The heir to the Durlin family fortune, Brian is a savant in every sense of the word. He graduated at the top of his class from an ivy league school at only twenty years old, actively plays five instruments, is an adept fencer and martial artist, and is a magician when it comes to business transactions. It is whispered that Durlin has big plans for when he finally comes into his inheritance, but what exactly they are is anyone's guess. Durlin is almost never seen without his servant, Aleksandr Creote.
Lady Shiva - After her time under Richard Dragon, Dinah would catch the attention of Dinah when the latter arrived in Rhelasia to seek her out. After a trial to determine Dinah's worthiness as a recruit for the League of Shadows, Shiva took her under her wing and became one of Canary's many mentors. Shiva would eventually praise Canary as one of her greatest students after Dinah fought her to a stand-still after only a year of training. Since Dinah's desertion from the League and return to Star City, Lady Shiva has silently plotted her downfall.
Carrie Cutter, Cupid - A former romantic conquest of a young Oliver Queen who volunteered for an expedition to locate the Queen's Gambit. While at sea something changed in Cutter, and she is now certifiably insane, with an absolute obsession with Ollie after the news of his return. After taking Mia and Moira Queen hostage in their own mansion in an effort to become closer to Ollie Carrie, then operating under the name "Cupid", was shocked to discover that Oliver was the Green Arrow. Following the murder of Moira Queen and Cupid's capture by Green Arrow Cutter has been placed in the Haven Security Village for the Insane.
Prometheus - To be written.
Hannibal Bates, Everyman - To be written.
Onomatopoeia - To be written.
Dr. Linda Friitawa, Fright - A former assistant of Gotham's Dr. Jonathan Crane, Fright is the head doctor at Haven Security Village. (To be expanded)
Daniel "Danny" Brickwell, Brick - Star City's most prominent crime lord due not only to his namesake skin, but for his ruthless efficiency and almost impossible feat of taking control of the Triangle, Danny Brickwell was a victim of his environment and thrived in the criminal underworld following his father's termination from a Queen Industries factory in the Glades.
Barton Mathis, the Dollmaker - To be written.
Star City - (Orchid Bay, Lamb Valley, The Glades, Adams Heights, South End, Aurora)
Queen Family Mansion - A luxurious plot of land on the outskirts of Orchid Bay, the Queen Mansion is bordered to the west by the Pacific Ocean and to the East by the towering skyscrapers of Downtown Star City. Retaining a gated driveway, the Queen family has become synonymous with secrecy due to just how far "out of the way" Robert Queen decided to build his home, with the nearest neighbors being roughly a mile away. The interior of the residence however is very welcoming and screams socialite, with everything from antique vases to billiards tables decorating the innumerable rooms and hallways.
The Arrowcave - Built in a cavern underneath the Queen residence following the aftermath of Cupid's attack, the Arrowcave operates as Ollie's main base of operations as Green Arrow. Both Oliver and Diggle have taken steps to ensure the cave's safety, such as wiring the walls and implementing top class security systems. Nearly three times as large as the Quiver, the Arrowcave is fully stocked with equipment, an archery range, adaptable obstacle course, and barracks.
Verdant - Built and owned by Oliver Queen, Verdant serves as the only nightclub in the Glades, and is particularly popular amongst Star City's teenagers and young adults.
The Quiver - Oliver's original base of operations built within an abandoned Queen Industries Factory that would become Verdant. With the construction of the Arrowcave underneath the Queen Mansion, the Quiver rarely serves any function to the Arrow Clan outside of a variable weapons cache and tech dump. Though still fully serviceable, the image of the Quiver is one of antiquity, filled with mementos and out of date equipment, a museum of the Emerald Archer's first exploits within Star City.
Queen Industries - The West Coast equivalent of Wayne Enterprises, Queen Industries is a massive conglomerate of numerous smaller companies with a basis in commercial information technology, being one of the most prominent companions to spring out of the digital revolution. While the public knows of Queen Industries from the almost omnipresent Q-Phones and Q-Pads, the company has an extensive and lucrative military contract. If you were to visit the Pentagon, odds are the tech in their computers came from a Queen Industries facility. Based in Downtown Star City, Queen Industries retains beneficial connections to various west coast businesses, most notably being Ferris Air.
Lian Yu - An almost impossible to locate island in the South China Sea, Lian Yu is something of an experimental prison in that Asian governments send their most feared criminals to the island and have them fend for themselves with effectively no government involvement, even lacking basic security protocols to prevent escape. In actuality run by a secretive private military company, Lian Yu is a variable death camp for criminals, and in Ollie's case, castaways.
Stellmoor International - Founded by Simon LaCroix in 2003, in only ten years of history, LaCroix became one of Queen Industries' fiercest competitors within Star City. Using every trick and tactic taught to him by Robert Queen, LaCroix took his company from a single office building to an international technology Empire, and following Moira Queen's murder, very nearly executed a hostile takeover of Queen Industries before Oliver Queen's intervention.
Saint Elias School for Youths - A prestigious boarding school located in Gateway City, Oliver Queen would attend Saint Elias during his formative years alongside names such as Hal Jordan, Carol Ferris, and Thomas Merlyn.
Tinder-Smith Garden - Home of the NBA's Star City Serpents and NHL's Star City Lights.
Winick Arena - Home of the Star City Stags of the MLB and the NFL's Star City Comets.
George Weisinger University - One of the oldest universities in California, George Weisinger University, or GWU, once stood as a proud pillar of the Ivy League schools across the United States. Recently however, Weisinger U's reputation has shifted from a melting pot of cultures and ideas, to one of an unruly party school, overrun with frat parties that seem to run every day, under the influence of underage drinking and innumerable other illegal narcotics.
Slabside Penitentiary - Located on the outskirts of Adams Heights, Slabside Penitentiary, affectionately nicknamed the Slab by inmates and city goers alike, Slabside has a fearsome reputation for police brutality and mistreatment of prisoners, which caused it to be shut down sometime in 2008. Recently refurbished to house both mundane and metahuman inmates, the Slab has been receiving a number of new inmates from across the west coast, who's former prisons didn't have nearly as thorough precautions against metahuman threats.
Haven Security Village - Opened in 2008 and built on an Island three miles out from Star City's ports, the Haven Security Village acts as an "impossible to break out of" asylum. Rather than restrain the population with straitjackets or handcuffs at all times, Haven attempts to create an atmosphere of equality by allowing patients a great deal of freedom. Fully manned with a coast guard and 24/7 security personnel, Haven has garnered a reputation of excellence during it's small time of operation.
The Kingdom of Vlatava - An economically struggling Kingdom in Eastern Europe, Vlatava recently suffered immensely at the hands of the Sta'rro Incident quickly followed by a succession crisis with the assassination of it's former King. The throne eventually passed to Perdita Zytle, now known as Perdita II. Facing aggression from Russia, Vlatavanians fear for their country's independence while under the watchful eye of their vigilant neighbor. To ensure their neighbors wouldn't invade, Vlatava joined the Latverian Union.
| Character Goals | Would it be wrong to say I just really want to shoot people with a bow and arrow?
| Attributes | Acrobatics and Physical Capabilities - A prodigious natural athlete practically from birth, a year of training under the Dark Knight and another in the fires of vigilantism, Gotham vigilantism even, have morphed the Boy Wonder's physique into that of an Olympian, despite the fact that the teenager behind the mask is still growing. He has shown particular skill in the area of acrobatics, being able to perform aerial maneuvers not even his mentor is capable of, such as the infamous quadruple somersault. To put it simply, the Boy Wonder can run faster, jump higher, and swim longer than almost anyone in his age group.
Mental Abilities and Intellect - A gifted child before his parents' murder, Dick, much like his mentor, is one of the brightest minds of his generation, having been accepted into the Gotham Academy of Higher Learning & Arts with a near perfect score on his entrance exam. Though not on the level of Batman, he is a talented criminologist and detective, and is capable of matching wits with some of the more colorful of Gotham's rogues. He has begun the arduous task of making himself multilingual, though he can only speak English, Spanish, and Japanese fluently, while understanding the basics of Mandarin and Arabic.
Martial Arts Mastery - Like almost any non-powered human vigilante, Robin makes use of a plethora of gadgets and martial arts styles to aid in his crime-fighting antics. Whilst he's been trained by Batman in a variety of styles, Dick has begun utilizing a unique blend of Capoeira, Taekwondo, Aikido and Jujitsu to take advantage of his small stature and acrobatic prowess. Though Bruce has trained him in a wide array of weaponry, Dick has taken a liking to a pair of Eskrima sticks that he is able to conjoin and extend in order to form a standard length Bo. Gotham ne'er-do-wells have noted that the Boy Wonder is almost impossible to predict in combat.
Stealth - With his training under Batman complete, Dick is now a bonafide espionage specialist, being able to sneak into maximum security facilities such as Arkham and Blackgate with relatively little trouble. | Origin & Backstory | 1990-2002: Origins Born on March 21st, 1990, in Bludhaven General Hospital to the loving couple of John and Mary Blake, Richard Blake had a relatively unassuming childhood. Well, as unassuming a life as a son of a detective and former Olympic athlete can have. While Mary taught their young son acrobatics, John Blake was busy putting drug lords and human traffickers behind bars. Detective Blake soon caught the ire of both Bludhaven's criminals and a majority of his colleagues in the Police Department for his incorruptible nature. Eventually, John Blake discovered the existence of the False Face Syndicate early in 2002. It was during his investigation into the syndicate that John and Mary Blake were murdered in their home by an unknown assailant. Luckily, Dick was at school at the time and was taken into protective custody by Ellen Yin, a recent graduate of Gotham's Police Academy.
It was soon decided that Dick had to take a new name to protect him from whoever had killed his parents, as the False Face Syndicated was heavily suspected to be the culprits. His last name was legally changed to Grayson, and he was soon placed into the machine that is the Bludhaven Foster Care System. After bouncing in and out of several homes, through a stroke of luck Haly's Circus of Traveling Wonders had made a stop in the area and Dick was introduced to C.C. Haly himself, who felt a personal obligation to give Dick any home he could due to his mother's past as the best acrobat in the promotion. Though fairly unprecedented, Dick was permitted to join Haly's Circus.
It was around this time that an arrest was made in the case of the Blakes' Murder. Tony Zucco, John's partner in the force, had apparently executed Dick's parents on orders of "The Black Mask" in order to send a message. Ellen Yin soon began investigating the drug lord after his connection to the False Face Syndicate was made.
Dick soon came to find a second home at Haly's amongst the colorful cast of acts. From the death defying acts of Boston Brand to the sardonic musings of Jimmy The Clown. In fact, Dick soon formed a tight-knit circle with Raymond McCreary and Raya Vestri, who were some of the only other children in the program. They were soon booked as a trio of acrobatic siblings known as "The Daring Dangers". Though obviously still recuperating from his parents' death, Dick slowly grew to love his time at Haly's and as a performer, though he only had a few fleeting months of active performance before his world came crashing down for a second time.
2003: The Haly's Circus Massacre, Robin Rising During Haly's annual New Year's Show at the Gotham Fairgrounds, just before the Daring Dangers' performance, Dick witnessed a pair of Sal Maroni's men shake down Haly for some sort of fee needed to operate on the fairgrounds, which apparently fell under the Boss' Territory. Though tempted to confront Haly about the ordeal, Dick was called to center ring before he had the opportunity.
During his act, Dick was upstaged by none other than the Clown Prince of Crime himself. Dazed and confused, Dick ended up blacking out. By the time he came to, Dick had quite the sight to behold. What lied before him was none other than the Batman, the Dark Knight, the Caped Crusader, whatever new nickname the press had stuck to him during the week. The two had a fairly brief conversation before Dick turned his head to confirm police sirens and turned back to discover that Batman was already gone.
Falling into foster care for a second time in as many years, Dick's stay in St. Paul's went by far faster than his previous stint. After only a week, Dick was taken in by Gotham's most eligible bachelor, Bruce Wayne and moved into Wayne Manor on the outskirts of Gotham City and introduced to not only his new guardian but who Dick initially thought was the household butler, Alfred Pennyworth. Saying Dick's first few days adjusting to his new life were awkward would be an understatement. Unaccustomed to the vastness and isolation of living in a giant estate, Dick spent the majority of his time exploring the manor's halls. While this usually resulted in Dick discovering dust-filled libraries and sitting rooms, one of his escapades resulted in him discovering what appeared to be a large metal door. Far too modern to match the architecture of the rest of the manor, Dick's curiosity got the better of him and he entered, descending a large flight of stairs to reveal something that would change the rest of his life; the Batcave.
Though it took weeks to convince Bruce and Alfred was mortified at the thought, Dick was eventually allowed to use the Batcave for training and assisting Bruce on missions via using the Batcomputer. Dick slowly grew into his role and even began conducting his own amateur investigations from the Batcave by looking into what few files Bruce didn't restrict him from viewing, though whenever the prospect of Dick joining his mentor in the field was brought up, Bruce either dismissed him as not being ready or gave him near impossible tests to prove himself. Dick's frustrations continued to grow for some months before the debut of the Firefly, who had disguised his nature as an assassin with what appeared to be a series of arsons, a fact even Batman hadn't figured out. Stubbornly, Dick demanded Bruce take him into the field, which he reluctantly accepted. This would be the first time Dick donned the suit that has become synonymous with his alter ego; Robin, the Boy Wonder.
2004: The Dynamic Duo Though he suffered the customary initial hiccups during his first few weeks galavanting as Batman's partner in crime, Dick grew into the role in a surprisingly short amount of time. With renewed purpose in his life and the continued support of Alfred and Bruce, Dick slowly came to acceptance with the death of his parents and the Haly's Circus Massacre. All too quickly, Dick came to the realization that he hadn't attended school for nearly a year due to his unusual circumstances of either being in foster care, performing for a circus, or training to be a vigilante. Under the suggestion of Bruce, Dick took an entrance exam for Brentwood Academy, otherwise known as the Gotham Academy of Higher Learning & Arts, passing with relative ease and beginning his first year back in school that September. Granted, GAHLA was far different than the public school environment he was used to.
One can't very well survive high school, or in this case preparatory academy, without friends, and Dick Grayson was no different. Using all the social graces learned from a year in the Circus, Dick managed to engross himself in a small circle of friends that included Barbara Gordon, the daughter of a renowned police captain that spent far too much time to herself and Bette Kane, some distant cousin of Bruce's that seemed far too fascinated with his alter ego.
The most notable case in Dick's first year as Robin came at the tail end of the year with the reappearance of the Joker and the debut of his so-called "Circus of Strange". Fighting their way through the Joker's henchmen, Dick foolishly apprehended the clown by himself while Batman was preoccupied with the gargantuan Killer Croc. This would be the first time Dick ever spoke to the perpetrator of the Haly's Circus massacre alone, and while the Joker did attempt to break his psyche (and his body, once that failed) Robin managed to subdue the laughing man of Gotham moments before Batman arrived and they subsequently disappeared, leaving the Circus for the G.C.P.D. to clean up. 2005: City of Fear Dick has mostly been helping Batman with any case that comes up and improving on his skills through continued training while simultaneously continuing his social life in his first year at GAHLA.
(Will be filled in as the RP goes on because why not?) | Character Notes | Supporting Cast Detective John Blake - Bludhaven born and raised, John Blake decided at a young age he wanted to become a police officer. A close childhood friend of Willis Todd, the duo grew apart upon Blake's admittance to the University of Gotham and Willis' rise to prominence in the Red Hood Gang. During his Sophomore year in college, John met and became fast friends with Jack Drake despite his first thoughts of Jack being "another spoiled rich kid from Gotham". Along with his wife, John was executed in his home by his corrupt colleague, Tony Zucco.
Mary Grayson-Blake - A former member of the United States' Women's Olympic Gymnastics Squad, Mary Grayson descended from a long line of circus acrobats revered as the Flying Graysons. Leaving the nomadic lifestyle of her ancestors, Mary settled down in the Gotham-Bludhaven area to pursue her ambition of becoming an Olympic gymnast. While attending the University of Gotham, Mary met and fell in love with who would become the father of her only child, John Blake.
Rogues' Gallery Roman Sionis, the Black Mask - The newest drug-lord of the Gotham-Bludhaven area, Black Mask's enmity with John Blake was a particularly quick and brutal one. When Detective Blake was beginning to make strides in his investigation into the criminal exploits of Sionis Industries and its possible connection to the False Face Syndicate, Black Mask ordered him and his family to be executed in order to send a message.
Tony Zucco - One of Bludhaven's innumerable corrupt police officials, Tony Zucco also serves as one of the False Face Syndicate's principal informants. Having been an inside man for some years, Zucco executed Dick's father during his investigation into Black Mask, seeing him as the biggest threat to Bludhaven's corrupt inner circle, of which he is the leading member. | Reference | #1 #2 #3 #4
| Character Goals | To put it simply? I just want to be Robin. In a more "what am I doing with Robin?" sense, I've attempted to tie him more directly into Bludhaven in order to give him much more solid a reason to return to his city of birth if and when Nightwing were to occur and he were to decide to escape the shadow of the Bat other than "Well, it's just as bad as Gotham and right next-door so why not?"
Personality: Eccentric and emotional, Boez Cris is known for being a particularly melodramatic young man with a first-rate flair for pomp and drama. He always strives to be the most interesting man in the room, making it easy to spot him in a crowd by looks and sound alone. When he isn't being written off as a liar, Cris is a silver-tongued devil capable of charming himself out of an execution. Or at least, he likes to think he is. He always strives to amaze those around him with grand feats of strength or compassion, and with time, he'll build himself into a legend the likes of which haven't been seen since Gold Roger, or die trying.
History: Born to unassuming parents on Chantant Island in the West Blue, Boez Cris had a relatively stable upbringing. From a young age he showed both great interest and incredible skill in the musical arts. From singing, to the harp, to the piano, Cris naturally took to any instrument he touched. Around the age of five, he picked up his first guitar at a local tavern. He loved the sound so much that he abandoned all other instruments and focused solely on the six-stringed hunk of wood.
His prodigious talent with musical instruments and vocal orating and natural charm made Cris quite the popular young lad with the ladies on his home island. One night, when he was performing at the local watering hole that had essentially become his second home, Cris' eye caught an unnaturally beautiful young woman who's name turned out to be Reid Marianne. After a night of passion, Cris found himself in the odd predicament of waking up in the nude to see a number of muskets aimed at him with an angry father (that, he was used to) yelling at the top of his lungs. Wishing his companions farewell and leaping from the second story window, Cris managed to escape his pursuers by stowing away on a commercial trading ship. Thus began the legendary tale of the Scourge of the West Blue!
Slowly but surely, Cris began to etch out his own story across the West Blue; such as when he managed to swindle a drunken pirate captain out of not only a sizable amount of Berries, but a devil fruit that Cris subsequently ate and discovered was the all too fitting Sound-Sound Fruit, though his encounter with the sobered captain the next morning was less than pleasant, as it resulted in the destruction of the tavern he had become a patron of, which resulted in him once again being run out of an Island, though this time he did manage to secure passage to a nearby Island on a transport vessel.
It was here, on Bairin Island, that Cris first became aware of his outstanding bounty, as only a week or so into his stay on the island, he was approached by a group of rough and tumble looking fellows that claimed to be professional bounty hunters. The ensuing scuffle resulted in a dead chicken, several burst eardrums, some poor woman losing her clothing, and a rather furious cabbage merchant. Once again, Boez Cris made a spirited escape by taking advantage of some poor sod's inability to guard his vessel! Yes, it was a magnificent day when Boez Cris, the greatest pirate to ever sail the West Blue, set sail from port in the Lady Luv, the damnedest dinghy you ever did see.
Sadly enough, Cris had the misfortune of landing on an island that functioned essentially as a rather large marine base. Though he managed to stay anonymous for a few days with clever disguises and a penchant for stealth, he was eventually caught with his hand around a mug by a stuffier pair of marines in the local watering hole. Half-drunk, Cris was halfway to jail before one of his captors spoke up about the bounty on his head. Realizing that he wasn't in for just a night of sobering up in a cell, Cris managed to take one of his new-found acquaintances hostage before alarm bells rang throughout the village. His fourth escape in almost a year, Boez Cris has once more set out to find his destiny, and hopefully an island without any bounty hunters or marines. And maybe some good beer. Considering he doesn't know spit about navigating, Cris has done a surprisingly good job making his way towards the Grand Line. The bad part? He doesn't know he's heading towards the Grand Line
Devil Fruit: Paramecia, Oto-Oto no Mi (Sound-Sound Fruit)
Fighting style: True to the name of his Devil Fruit, Cris' method of combat involves producing and manipulating sound-waves for a number of purposes, from amplifying the sound of his voice or guitar to such an extent that it can almost destroy a friend, or foe's, eardrums to simply hitting someone over the head with a guitar and sending them flying with the ensuing "sonic boom". As he's only been a Devil Fruit user for about a month, Cris has yet to fully gauge his abilities and just what he can do with them. Why he thinks he's ready to enter the Grand Line is anyone's guess.
Cris is also able to utilize his devil fruit powers outside of combat for a number of reasons. Most notably, Cris is able to mimic any sound he has heard though either his voice or his guitar. This can cause comedic effects when Cris can essentially act as a one man band by playing his guitar in such a way that it sounds like an entire ensemble with a female singing voice coming seemingly from nowhere. He has also shown the ability to 'throw' his voice across an unspecified distance in order to communicate with others that are out of earshot. The drawback to this, however, is that the other party has no way to communicate with him.
Cris is currently unable to use any form of Haki, as he has been pirating for the paltry length of about two and a half months.
Bounty: 3,519,000 for the following crimes:
Deflowering the daughter of a World Noble (Chantant Island)
Numerous counts of Underage Drinking (Various Islands across the West Blue)
Destruction of Public Property (Hapu Island)
Commandeering a private vessel in the form of a dinghy (Bairin Island)
"My brother was often prone to melancholy. Now I know why."
[ ♚ ] N A M E
Prince Vorik Magni Minhyr of Minhyriath
[ ♚ ] A G E
15/16 (Born during the Harvest Season of 551 AR)
[ ♚ ] G E N D E R
Male
[ ♚ ] I D E N T I T Y
Zkreli
[ ♚ ] A P P E A R A N C E
Standing at roughly 6'2" and still growing, Vorik is tall for his age even amongst the Zkreli and a tower compared to most everyone else. He has been told throughout his life that both he and his brother share a shocking resemblance to their mother, Ylva, particularly with their dirty blonde hair and striking blue eyes. However, where Erik retained Ylva's lean muscle and lithe build, Vorik seems to have inherited both the height and almost overwhelming body strength typical of House Minhyr.
The Zkreli are not known throughout Gaealia for their sense of fashion (you can't exactly wear flowing gowns in the middle of a marsh) and this is certainly the case for Vorik, who seems to dress more like a common foot soldier than a Prince, garbing himself most commonly in a simple pair of tough leather boots to go with a jerkin. The most "exotic" piece of clothing one might find in Vorik's wardrobe would be a long overcoat made from the fur of a warg worn over a doublet and embroidered with the sigil of his house on the chest.
After some years combating orcs, goblins, wargs and the like along the border of the Badlands, Vorik's body does retain a noticeable amount of wear from battle. Bruises adorn several sections of his body, his skin weathered and his hands calloused. Though this will no doubt change the longer he stays at the Conclave and away from the field.
[ ♚ ] P E R S O N A L I T Y
A popular phrase within Minhyriath regarding Prince Vorik is that the lad is "Larger than life and twice as tall." and Vorik has done his damnedest to live up to such a reputation. Bold, boisterous, loud, and loyal have all been words used to describe Vorik, both in and outside of combat. Truly, Vorik prides himself on being the first to rush into battle against the Zkreli's ancestral foe and first to raise a cup of mead in victory.
To the other lords of Gaealia, Vorik may very well prove to be too Zkreli for his own good. Depending on who you're talking to, Vorik is headstrong, stubborn, and reckless. Certainly not the traits one typically expects or wants from political leaders, though many hold hope that Vorik is a teenager being a teenager, and can subsequently "grow into his throne" so to speak.
The effects of his brother's death on Vorik's demeanor, however, have been pronounced. Whereas he was previously mirthful and merry, Vorik has become reserved and stoic. At his core, Vorik is a boy who, in his grief, is desperately looking for a purpose to live other than combating the monsters of his homeland and watching those around him fall. While traces of his former self now surface in the form of silent snark and jesting insults, perhaps being surrounded by his peers will return Vorik to his old persona.
[ ♚ ] C H I L D H O O D
Born the second and final child of King Andor III and Queen Ylva, Vorik grew up idolizing a brother, Erik, three years his elder. Growing up in Minhyriath where battling Orcs and Goblins and Wargs was nearly a daily occurrence, one wouldn't expect a Prince to have such a positively merry disposition, but Vorik looks back on his early years very fondly, remembering his lessons in arms with his father and the yearly feasts that would be held at Spiderstone. Vorik was, in his own mind, relieved of the pressure of inheriting the Kingdom as a second son and as such reveled in the pleasures of the warrior lifestyle the Zkreli hold dear.
While he certainly had to attend no less lectures and training sessions than most any noble, the majority of Vorik's childhood was spent either roughhousing with the other children of the castle (his brother included) and exploring the forests around his family's holdings. While his father certainly didn't approve of such excursions, well, Kings are often busy, and a clever enough Prince could find a way out of the castle regardless.
One such trip saw the Minhyr brothers and their group of young adventurers set upon by a pair of goblins. Chaos ensued, and while almost everything else was a blur, Vorik remembers that Erik had been thrown to the ground by one of the monsters, and he'd reacted by throwing himself into his brother's assailant. Now, one wouldn't expect an eleven or twelve year old boy to overpower a goblin, but smashing one's head in with a rather large rock isn't outside the realm of possibility. All Vorik knew was that he had to protect his brother. When the band was collected by some of his father's men, Vorik certainly did not want to inform the King of the day's events. Unsurprisingly, Andor was furious.
When his elder brother reached his sixteenth birthday, their father saw fit to bring Erik alongside him in a campaign into the Orc Badlands. Vorik refused to be left behind while his father and brother rode out to battle. Despite being only thirteen at the time, Andor permitted Vorik to come with them seeing as the boy clearly wasn't going to take no for an answer. Vorik took to the army lifestyle immediately and proved himself capable on the battlefield, spend his days fighting beasts and his nights laughing and drinking with his countrymen in camp. Such idyllic times, if one could call them that, would not last.
More than a year later and amidst news of a new chieftain rising in the southern marshes, Andor had Vorik and his brother take a force of roughly two hundred men to survey and report on the severity of the situation. What they found, however, was an odd thing indeed, an Orc fortress. While Erik sent word to their father for reinforcements, Vorik believed that the best course of action was to launch a surprise attack on the fort. While Erik had vehemently disagreed and was strictly speaking the company's commander, Vorik roused almost half the men to his cause and stormed the gates only days after their arrival.
Compelled to follow, Erik found Vorik roughly twenty minutes into the battle while chaos still raged around them. From the fort's main tower emerged the largest Orc Vorik had ever seen, half a head taller than any chieftain and twice as fierce. The duel that ensued would see Erik dead and Vorik battered, but breathing. Reinforcements had arrived in the midst of battle and saved every man that yet lived from the Princes' token force.
Overcome with grief over the death of his brother, Vorik laid down his hammer and returned to Spiderstone after reporting back to his father. Erik would be buried in the crypts underneath the Minhyr family's ancestral castle a fortnight later, with his name carved into the massive slab of runic stone dubbed the Wall of the Fallen. It was his first command.
Now, with some months removed from Erik's death, Vorik has been unknowingly enrolled to study at the Conclave by his father, and expects to arrive any day.
[ ♚ ] M O T I V E S
Andor had a variety of reasons to send his sole surviving child away from Minhyriath. One not in the know would no doubt assume that principal among them was, well, making sure he still had a surviving child. But, nonetheless, Andor seems to have sent his child halfway across the continent chiefly to take his mind off of the death of his brother and away from the constant threat of the Orcs. Time will tell whether or not the idea proves a success.
[ ♚ ] C R E D E N T I A L S
Diplomacy: The recently made Crown Prince of Minhyriath is diplomatic in so far as he can make rousing battle speeches and feels at home amongst the raucous laughter of a Zkreli mead hall. While he was educated in courtly manners as befits all royalty, Vorik can be described as crass and vulgar to outsiders. While this serves him more than well amongst the people of his native Kingdom, Vorik has yet to become acclimated to the political climate of the Conclave.
Faith: Vorik never paid much mind to his religious studies growing up, retaining as much knowledge as one would expect of most commoners, which is to say, he knows how to say a prayer to Gaea when prompted to and has at least memorized the scant holidays in which he enjoys partaking. For the majority of his life he went through the motions of rituals and prayer with no questions asked, his brother's death has caused something of a crisis of faith for Vorik. He has begun to ask himself the existential questions such as "What does it all mean?" and "What is it all for?", and so far, he hasn't enjoyed the answers he's come up with in regards to life's purpose.
Intrigue: The vast majority of the Zkreli have no penchant for the dishonorable workings of spies, assassins, and the like, and this extends to Prince Vorik. If Vorik can't handle the problem in an honest and straightforward fashion, odds are he won't face the problem at all. Besides, have you ever heard of someone spying on an army of Orcs? None of those stories ever end well.
Magic: While his brother had shown particular curiosity to, Vorik holds a fundamental distrust of Magic and those who practice it. Magical tomes and places of study are, unsurprisingly, almost nonexistent in Minhyriath, and as a result most Zkreli know next to nothing about it. In simple terms? If magic can somehow aid him in the slaying of Orcs or taming of Wargs, Vorik may very well learn more about it someday, but for now? He'll focus on the more mundane methods. Namely his hammer.
Martial: Despite his young age in comparison to the Realm at large, amongst the Zkreli, Vorik is already a man, and to be a man in Minhyriath is to be a warrior. Vorik's first encounter with goblins occurred not long after his twelfth birthday, and before he knew it he was marching in the army of his father against petty Orc chieftains. Where his father is undoubtedly a man of tactical brilliance, Vorik's primary strategy in combat seems to be "Rush in and overwhelm the opposition." and while that attitude does wonders in inspiring the men around you and has so far proven quite effective for the young Prince, it won't win him any marks in exams. Though trained and talented with a Zkreli hunting bow, Vorik's weapon of choice is a tall, spiked war-hammer.
Stewardship: As a teenager raised in a land permanently deadlocked in war, Vorik has at least learned the fundamentals of overseeing the resources of a marching army, though he has openly admitted his personal disdain for numbers and mathematics. He has been known to say that in Minhyriath, there are only two numbers worth counting, the number of enemies, and the number of casualties.
[ ♚ ] C O M P A N I O N S
Oddly, Vorik has been sent to the Conclave without a typical retinue. The Prince is more than used to taking care of himself, and perhaps his father wished for him to be completely and utterly removed from the situation in his homeland and left to his own devices during his education.
[ ♚ ] R E L A T I O N S
(I still need to fill this out with non family members and all that. Jinkies.)
King Andor III Minhyr: The current King of Minhyriath, only child of the old king Bjorn and Vorik's father who inherited the throne of Spiderstone from his father in the year 547 AR at the age of 15. Andor is well liked by his people and considered one of the wisest of the Minhyr Kings. During Andor's reign, the Zkreli of Minhyriath have had a remarkable amount of successes in their inherent war against the Orcs, even pushing into the Badlands for the first time in generations.
One of the scant negative points against Andor's reputation is, oddly enough, his marriage to Queen Ylva. Betrothed to a noblewoman from Lothloryen at a young age, Bjorn's sudden death and Andor's subsequent marriage to a common poacher caused political relations with the only other Zkreli Kingdom on Gaealia to deteriorate for some time.
Queen Ylva (530 AR - 551 AR): Born in the area surrounding Spiderstone, Ylva was a rather small Zkreli woman who fed herself on the game of the Kingswood until, one day, she happened upon the hunting party of King Bjorn and then Prince Andor themselves. While the punishment for poaching was typically conscription into the offended Lord's army, Ylva challenged Bjorn to a contest of archery and won her own freedom and was offered a position in Spiderstone as a hunter. Smitten, Andor would spend the next several months kindling a relationship with her, and upon his father fell victim to pneumonia at the age of 47, the two were married only weeks prior to his coronation.
A small woman at only 5'7", pregnancy was not easy on Ylva, and although they had vowed not to have more children after giving birth to Andor's first son and heir Erik, a few years later, Ylva began showing signs of pregnancy once more. Bedridden for almost two months, Vorik's labor would last almost an entire day, and sadly, his mother would not live long after the delivery.
Andor and Erik were emotionally devastated at her passing, and the former speaks of her sly smile, fierce determination and quick wit whenever she happens to be brought up in conversation, which has become more and more fleeting.
Prince Erik Arvid Minhyr (548 AR - 566 AR): Vorik's now deceased brother was everything his younger sibling was not. Reserved, responsible, and small. Where Vorik was undoubtedly born for the battlefield, Erik seemed more comfortable in the family library than in the reigns of a warhorse. When he was young, Erik once made a request to have a Wizard brought to Minhyriath as to teach him magic, though he was rejected. There is no doubt that the Minhyr brothers held much love for each other despite their near polar opposite personalities. Vorik still holds himself personally responsible for his brother's death, though he refuses to talk to anyone about the experience.
139 AC, Starfall, an island of the Torrentine along the western Red Mountains of Dorne
[ ⚔ ]House
Dayne of Starfall, currently sworn to House Nymeros Martell
[ ⚔ ]Reputation
Little can be said about the second son of Starfall even amongst the Dornish, as the lad has only just begun entering his adulthood. Most Dornish lords knew of him purely as the diligent and dutiful squire of his brother before he abandoned Dorne. At the age of fifteen, during a tourney at Lemonwood, Ulrick was revealed to be the mystery knight who had unhorsed his own brother in the penultimate round. Many of the lords and ladies in attendance began to call him one of the most naturally gifted lances and swordsmen of his generation. Outside of this, Ulrick is little known.
[ ⚔ ]Appearance
Despite his martial nature, Ulrick Dayne has been described as looking boyish by his fellow Dornishmen. His profile remains remarkably unblemished by the Dornish sun and unscathed by the lances of his contemporaries, showing either his skill at arms or his lack of experience, depending on who you asked. Like his sibling, Ulrick retains the yellow blond hair typical of his mother's house and a pair of pale lavender eyes identical to the coloring found on his house's banners. Standing at roughly 5'10", which surely contributes to his boyish reputation, Ulrick isn't exactly the most sizable aspiring knight. Lean and compact where most knights are walking bulks of muscle, an untrained eye likely wouldn't be able to tell that Ulrick even knew how to swing a sword if he dressed himself in the common nobleman's wear of Westeros and not the light and loose fitting sandsilk of the Dornish.
[ ⚔ ]History
Born the second and final child of Lord Morgan Dayne and Jayne Fowler roughly eighteen years ago, Ulrick managed to avoid being the heir to Starfall by a whole five years thanks to his brother, Ander. As a young child his father and great uncle would often regale Ulrick with the tales and legends of their house, from those that ruled as Kings of the Torrentine in the time before Nymeria's War and Vorian Dayne, who fought against Mors Martell before becoming one of the six Dornish Kings of antiquity to be banished to the Wall by Nymeria, but the tales that stuck with Ulrick above the rest were the tales of the knights who wielded the Daynes' ancestral greatsword, Dawn, the Swords of the Morning.
From the time he could lift a wooden toy longsword, Ulrick dedicated himself to the principles of knighthood, wanting nothing more than to live up to the legacy left by his ancestors. For every hour he spent learning letters or house sigils, he spent three in the training yard, clashing blunted swords and riding ponies with sons of servants. Before long, Ulrick's ability and dedication caught the eye of Ser Simon, who had him train with Ander and other squires at the young age of nine when he had only just been made a page. He was almost routinely bested by his brother in mock combat during this time, who seemed to find Ulrick's unwavering determination all too hilarious.
While tradition would normally see Ulrick squire for his father after his twelfth name-day, Lord Morgan had never one for knighthood. As Simon was getting rather advanced in age, Ulrick was instead squired to his older brother on the same day Ander was anointed and swore his oaths. It was around this time that Morgan would negotiate Ander's marriage to a daughter of House Blackmont. Ulrick would be the first of Ander's squires and certainly the most overworked. While he served dutifully over the course of the next three years as his brother's eldest squire and mentor to two younger boys, Ulrick was never permitted to ride in tourneys or participate in melees. Ander would say that the work of handling a knight's armor, weapon, and horse at tourneys was a position of great honor, but Ulrick soon grew restless, taking matters into his own hands.
When a tourney was to be held at Lemonwood midway through 154 AC, Morgan Dayne thought it time that Ander compete in his first tourney, and hinted at a knighthood for Ulrick upon their return. The brothers were accompanied by Ser Simon and Ander's young wife Marissa Blackmont, who, after a relatively easy birth years prior, had begun showing signs of pregnancy once more. Morgan himself was unable to attend, as his health had begun to deteriorate some time prior, and he was confined to Starfall. He would not live to see his children return home.
Simon, Ander and Ulrick arrived at the seat of House Dalt some time later and, unbeknownst to Ander or Simon, Ulrick entered himself into the competition as a mystery knight, wearing a fine suit of scale armor, a spiked helm, and a veil of silver fabric to conceal his face.
Ulrick, announced as the Knight of the Silver Veil, performed remarkably in the tourney, unhorsing a number of his contemporaries in the lists. The most notable of these would be none other than his own brother, Ander. The match lasted only a single tilt, as Ander was flung from his horse with only a single lance. Those amongst the crowd could hardly believe that a Dayne of Starfall could be unseated so soon. Ander demanded that his opponent show his face, but Ulrick refused.
In the final tilt, the Knight of the Silver Veil went against Ser Sylas Santagar. The round ran long, with both competitors breaking nearly a handful of lances before the final clash, when Ser Sylas' lance struck true and Ulrick was unhorsed. Bested, Ulrick was helped to his feet by Sylvas himself, who asked him to reveal his identity on a match well fought. Ulrick was met with a round of applause.
When the family returned to Starfall, they found their mother in mourning, as Morgan had passed a fortnight prior. While the household prepared for the funeral of their father, Ander was named the new Lord of Starfall. What followed for the better part of a year was the monotony of routine in Starfall. Appointments, a changing of administration, a birth of a second daughter, so on. Though one thing was for certain: Ander was not going to name Ulrick a knight any time soon, still embarrassed at his defeat in the lists at Lemonwood, and so, Ulrick's life seemed to come to an abrupt halt.
That is, until, a raven arrived from Sunspear. Addressed not to Ander, but Ulrick. The younger of the Daynes had been summoned to the capital of Dorne, and he has not returned to Starfall since. He has not felt obligated to send correspondence to his family as to his whereabouts or goings on.
Orland Dayne, 87 AC - 144 AC, grandfather to the current generation of Starfall Athelyna Manwoody, 90 AC - 132 AC - Ser Davos Dayne, 107 AC - 138 AC, first child of Lord Orland, allegedly fell from Starfall in a drunken stupor - Tereza Uller, 114 AC, Davos' widow, childless - Isobel Ladybright, 107 AC, childhood lover and paramour of Ser Davos, who gave him three bastard children -- Grayce Sand, 124 AC -- Elyana Sand, 132 AC -- Ser Arron Sand, 138 AC
- Archmaester Vorian, 110 AC, a member of the Conclave of the Citadel whose expertise lies in medicine and healing
- Morgan Dayne, previous Lord of Starfall, 113 AC - 155 AC - Lady Jayne Fowler, 117 AC, widow to Lord Morgan, chief advisor to Ander -- Ander Dayne, 134 AC, anointed knight and newly made Lord of Starfall -- Marissa Blackmont, 133 AC, wife of Ander, currently with child --- Anrea Dayne, 152 AC, Ander and Marissa's first daughter --- Alora Dayne, 155 AC, daughter born only months after Morgan's death -- Ulrick Dayne, 139 AC, left Starfall in 155 AC to travel with Princess Alessara Nymeros Martell, currently in King's Landing
- Thalina Dayne, 118 AC, Sister of the late Ser Davos and Lord Morgan, current Lady Regent of Wyl - Vorian Wyl, 114 - 151 AC, former Lord of Wyl -- Melara Wyl, 136 AC -- Sybelle Wyl, 140 AC -- Jynessa Wyl, 143 AC -- Yoren Wyl, 145 AC -- Ydrian Wyl, 148 AC
Ser Simon Dayne, 94 AC, Great Uncle to the Dayne brothers and Starfall's Master of Arms, Unmarried as he claims celibacy
[ ⚔ ]OOC Notes
Since leaving Starfall, Ulrick has begun training himself in the use of greatswords. Though his true talent still lies with the everyday longsword, his ability will surely improve.
H O U S E D A Y N E
"Under Starless Skies”
[ ⚔ ] O V E R V I E W
House Dayne is one of the most ancient families in all of Westeros, and one of the principal houses now sworn to House Martell of Dorne, claiming descent all the way back to the Dawn of Days, when the first Dayne followed a falling star to the banks of the Torrentine river in the western Red Mountains. They make their seat at the island castle of Starfall, where they previously ruled as Kings of the Torrentine before being subdued in Nymeria's War.
However, despite their history as Dornish Kings, the Daynes' reputation is known throughout the realm for their ancestral greatsword, Dawn, said to have magical properties all too similar to Valyrian steel yet pale as milkglass and alive with light, crafted from the heart of the falling star that the Daynes' ancestor followed to the site of Starfall. The knights of House Dayne who are deemed worthy to wield this mythic weapon are granted the title Sword of the Morning, and almost all of these figures are regarded as some of the greatest knights to ever live, almost overshadowing the Daynes' royal legacy entirely.
With Vorian Dayne, Sword of the Evening and the last of the Dayne Kings banished to the Night's Watch, the family would bend the knee to Mors Martell and, for the next eleven years, battle King Yorick Yronwood into submission. During this time, Davos Dayne, an anointed knight of the seven, proved himself unequal on the battlefield and was granted the title Sword of the Morning, the most recent Dayne to bear the name and weapon revered throughout Westeros.
Ser Davos would eventually become the third and final husband of Princess Nymeria and have a son by her. According to the Rhoynish custom of equal primogeniture, the Lordship of Dorne did not pass to Davos and Nymeria's son, rather going to the eldest daughter of Nymeria and Mors Martell. However, their child would return to Starfall and rule as Lord of the Torrentine. Thus, House Dayne claims direct descent from the warrior queen, being one of only two houses able to do so.
Orland Dayne, 87 AC - 144 AC, grandfather to the current generation of Starfall Athelyna Manwoody, 90 AC - 132 AC - Ser Davos Dayne, 107 AC - 138 AC, first child of Lord Orland, allegedly fell from Starfall in a drunken stupor - Tereza Uller, 114 AC, Davos' widow, childless - Isobel Ladybright, 107 AC, childhood lover and paramour of Ser Davos, who gave him three bastard children -- Grayce Sand, 124 AC -- Elyana Sand, 132 AC -- Ser Arron Sand, 138 AC
- Archmaester Vorian, 110 AC, a member of the Conclave of the Citadel whose expertise lies in medicine and healing
- Morgan Dayne, previous Lord of Starfall, 113 AC - 155 AC - Lady Jayne Fowler, 117 AC, widow to Lord Morgan, chief advisor to Ander -- Ander Dayne, 134 AC, anointed knight and newly made Lord of Starfall -- Marissa Blackmont, 133 AC, wife of Ander, currently with child --- Anrea Dayne, 152 AC, Ander and Marissa's first daughter --- Alora Dayne, 155 AC, daughter born only months after Morgan's death -- Ulrick Dayne, 139 AC, left Starfall in 155 AC to travel with Princess Alessara Nymeros Martell, currently in King's Landing
- Thalina Dayne, 118 AC, Sister of the late Ser Davos and Lord Morgan, current Lady Regent of Wyl - Vorian Wyl, 114 - 151 AC, former Lord of Wyl -- Melara Wyl, 136 AC -- Sybelle Wyl, 140 AC -- Jynessa Wyl, 143 AC -- Yoren Wyl, 145 AC -- Ydrian Wyl, 148 AC
Ser Simon Dayne, 94 AC, Great Uncle to the Dayne brothers and Starfall's Master of Arms, Unmarried as he claims celibacy
[ ⚔ ] M I L I T A R Y S T R E N G T H
Holding lordship over one of the invaluable Dornish rivers and a sizable amount of land in the western Red Mountains, the Daynes retain a sizable levy of common soldiers, spear-men, light cavalry, archers, and, a rarity amongst the Dornish, mounted knights, numbering in the thousands when at full strength. Every male member of House Dayne is expected to be a knight, and the smallfolk in their demesne reflect this chivalric tradition, with the knights in the lands of Starfall and High Hermitage outnumbering those of other Dornish regions almost two to one.
Starfall retains a small fleet of trading vessels that saw use as troop transports in the years of old when the Daynes would raid the lands surrounding Oldtown.
[ ⚔ ] R E C E N T H I S T O R Y
Athelyna Manwoody was an Andal supremacist, and after Orland Dayne sent their firstborn son, Davos, to foster at Sunspear with the Martells and betroth him to a daughter of House Uller, she single-handedly gripped control of their other two children from him, arranging marriages with other Dornish houses along the Red Mountains such as the Fowlers and the Wyls. The Lord of Starfall was not a man to counteract these actions, and the influence Athelyna had on their younger children could not be denied.
Meanwhile, Davos' fostering at Sunspear went remarkably well, befriending several members of the Martell household and, in particular, becoming infatuated with one Isobel Ladybright, daughter of the former steward of the Old Palace. This romance bloomed despite Davos' betrothal, and, much to the behest of the Ullers, the union would produce a child when the two were only seventeen years old. A daughter, whom they named Grayce. Davos would return to Starfall soon after alongside his newborn and his paramour.
Vorian, the second son of Starfall, was not the talented swordsman his brother was, nor was he cut out to be the knight his family expected him to become. Instead, Vorian took ship from Starfall to Oldtown to study at the Citadel, claiming that he could become a knight of a different sort, spurning a betrothal planned by his mother and forgoing his family name. He became an initiate almost two years before the onset of the Dance of the Dragons, and remained at the Citadel even after the war's conclusion. He forged a chain of many metals, notably bronze, electrum, copper, silver, and, most oddly, Valyrian steel. He has lived at the Citadel for many years and now serves as a newly made Archmaester.
At the onset of the Dance of the Dragons, House Martell saw Princess Aliandra come into power and encourage the lords and knights of the Dornish Marches to raid their neighbors in the Reach and the Stormlands. Though his father advised against it, Davos would lead a company of spear-men and light cavalry through the Prince's Pass, reigniting tensions with several non-Dornish Marcher Lords.
The Ullers, shamed by Davos' siring a bastard and scorning the marriage contract between the two houses, very nearly broke the betrothal altogether, but through careful negotiations, the pact remained, and in 131 AC, Tereza Uller arrived in Starfall for her marriage to Davos near the tail end of the Dance of the Dragons. What she did not expect to find, however, was her to be husband taking care of a heavily pregnant Isobel. As one might expect, the marriage would not be a happy one.
Life progressed as normal from there on in Starfall. Morgan, the oft looked over third son, was anointed at eighteen and married to Jayne Fowler a year later. In the one hundredth and thirty fourth year since Aegon's Landing, the two would give the then Lord of Starfall his first grandson, Ander. He would be followed by Davos and Isobel's final child, Arron, four years later.
Following a night of drinking in 138 AC only weeks after the birth of his bastard son, Davos returned to his chambers for the evening alongside his wife, a rare occurrence. Early in the morning, Lady Tereza would emerge from their room in a fit, saying Davos fell from a balcony in a drunken stupor. His body would not be found, but Starfall's Maester theorized it likely floated out into the Summer Sea. After six years in a fruitless marriage, Tereza would return to her family's seat at the Hellholt within a fortnight.
Suddenly down a firstborn son and with the second off becoming a Maester, the final years of Orland Dayne's life would be spent preparing Morgan for the responsibilities of lordship. He would pass in his sleep at the age of fifty-seven.
Morgan Dayne's period of lordship from 144 AC until his death in 155 was mostly unremarkable. Some say he shared correspondence with a number of lords in the Reach in an attempt to mend old wounds, even offering his second son for a matrilineal marriage, while others claim that he had his mind set firmly on uniting the houses of the Red Mountains. The latter seems likely, considering Ander's marriage to a Blackmont and his frequent visits to Skyreach, Kingsgrave, and Wyl over the years. His health would begin to deteriorate once Morgan entered his middle age, and he would leave the world of the living only two years prior to the Young Dragon's coronation.
Following Morgan's death, his second son, Ulrick, would leave Starfall to travel with Princess Alessara Martell under the pretense of staying out of the way for his brother's ascent to the lordship. He did not expect to still be traveling two years later. The Daynes have kept to themselves for the time being, with the last big news out of Starfall being a rumor that Ander plans to legitimize his cousins and name Ser Arron the Knight of High Hermitage.
[ ⚔ ] P O I N T S O F V I E W
Ulrick Dayne Lord Ander Dayne
Ander Dayne
[ ⚔ ]Origin
134 AC, Starfall, an island of the Torrentine along the western Red Mountains of Dorne
[ ⚔ ]House
Dayne of Starfall, currently sworn to House Nymeros Martell
“Everyone, even our former enemies, deserves help once the fog of war has settled.”
NAME
Kagetsu Kitanai
ALIAS
The Vagabond Doctor
GENDER
Male
AGE
28 (Born Spring, 84 CE)
ORIGIN
Motoyoshi Village, Land of Fire
RANK
Jōnin
APPEARANCE
Disheveled seems to be the word most people seem to come up with if they were to describe Kitanai's appearance. Despite standing at a taller than average 5'11", he seems to have picked up the habit of slouching in the years after the Shinobi Great War. If it weren't for this aforementioned aloofness, Kitanai could be regarded as handsome. He retains a head of medium length brown hair that matches the color of his eyes and the hint of a stubble he gets when he goes too long without shaving. As is typical of shinobi, especially those who have spent years training extensively in taijutsu, Kitanai has a well toned and lean physique.
Clothing wise, Kitanai dons the typical Konoha shinobi uniform consisting of a flak jacket over a black bodysuit. He keeps his forearms down to his fingers bandaged in white cloth, first picking up the habit to hide a variety of bruises and stitches amassed throughout his taijutsu training but maintained over the years out of familiarity. Regardless of how recently the man claims to have washed them, his garments seem to retain a trace of mismatched stains consisting of grass, mud and dirt. The only parts of his uniform that he ensures are in immaculate condition are his crimson headband which he is never seen without and the large symbol of his family occupying a sizable position on the back of his jacket.
PERSONALITY & MOTIVATIONS
Kitanai has always been a particularly earnest person, even in his youth, where he all but demanded attention through his exuberant enthusiasm and ambitions to become Hokage. Luckily for most of his peers, Kitanai seems to have calmed down immensely over the years. Perhaps due to his humble origins compared to most shinobi, Kitanai is remarkably approachable and easygoing for such a high ranking individual. Though some of his abilities would lead most to think otherwise, Kitanai has long claimed to be more of a healer rather than a fighter. Some of his peers have criticized him for this, even going as far as to claim Kitanai is avoiding the realities of life as a shinobi due to the losses and ordeals he faced in the war. These accusations aren't entirely false, as Kitanai has always been a fiercely loyal individual who very much wears his heart on his sleeve, and has becoming something of a hopeless idealist in adulthood. However, he is more than aware that the odds of peace on Earth are little to none. For now he remains cautiously optimistic for the future after a generation of darkness, and prays that those who lived through it won't repeat past mistakes.
CLAN HISTORY
Originating in a mountainous village some miles inland of the Land of Fire's border with the Land of Grass, the Kagetsu come from a long line of world leading herbalists. They have called Motoyoshi Village their home since the settlement's founding, and became something akin to village heads along the way. Kiken, the patriarch of the family, was raised during a time when his home was occupied by the Land of Iron, and subsequently isolated himself and his fellow citizens from the ensuing Great Shinobi War. His wife, Kitsui, herself an immigrant from the Land of Iron, ran the family shop. Despite Kiken's efforts to maintain neutrality, war came to Motoyoshi Village and Kitanai's home was razed to the ground by shinobi of Iwagakure. Following this event, Kitanai is the only known survivor of the Kagetsu bloodline.
PERSONAL HISTORY
◈ 84 CE: Kitanai is born in the months following the Land of Fire's victory over the Land of Iron.
◈ 87 CE: The Shinobi Great War begins in earnest, Motoyoshi Village maintains neutrality.
◈ 91 CE: Motoyoshi Village is attacked by shinobi of Iwagakure. Kitanai's parents both perish in the assault, but ensure their son and a band of refugees escape.
◈ 91 CE: The survivors of Motoyoshi arrive in Konoha. After showing the potential to manipulate his chakra, Kitanai is enrolled in the village's Ninja Academy and fostered by the Senju Clan. He quickly becomes inseparable from his foster brother, Hotsuma, and a fellow student, Lee Tetsuya. He begins his tutelage under both Yaguruma, the Senju Clan's elder and famed taijutsu master, and Kureha, his foster mother and head of Konoha's medic corps.
◈ 95 CE: Kitanai passes his graduation exam and becomes a Genin. He is placed in a four man squad alongside Namikaze Yoshiharu and Hyūga Tsugumi. They are placed under the leadership of an Iburi Jōnin named Satoshi.
◈ 95-101 CE: Team Satoshi serves in the Shinobi Great War. Kitanai hones his skills as both a medical nin and a taijutsu specialist. He slowly becomes friends with his teammates and eventually enters a relationship with Tsugumi. Somewhere during this time, Kitanai is promoted to the rank of Chūnin.
◈ 101 CE: Kitanai and his teammates are present in Konohagakure for the Day of Fallen Leaves. He survives the conflict while saving a number of his peers on the battlefield. He learns of his friend Tetsuya's death soon after. He is devastated by the news.
◈ 101 CE: After the Shinobi Great War comes to an end, Kitanai leaves the Hidden Leaf Village to wander the countryside of the Land of Fire as a traveling doctor. The Fifth Hokage lists him as something of a Missing-nin.
◈ 106 CE: Kitanai comes across Tsume during his years as a vagabond doctor. He successfully diagnoses her condition and delivers her to the Hidden Leaf Village, ensuring her survival. While in the village, Kitanai is summoned to Kikyō Castle by the Hokage. He is given a top secret mission to investigate the whereabouts of his former sensei, Satoshi. He reluctantly accepts.
◈ 106-111 CE: Kitanai is seen in a variety of locations throughout the Land of Fire. Ranging from the country's capital city, the Fire Temple, and Mount Katsuragi, nobody is certain what Kitanai is doing during this time.
◈ 112 CE: With Shinichi's death and Tsugumi coronation as the Sixth Hokage, Kitanai returns to the Hidden Leaf for the first time in six years. To the chagrin of the village elders, Tsugumi promotes her former teammate to the rank of Jōnin and names him the leader of a Genin squad.
◈ Between 101-112 CE: After years of observing the Hyūga Clan's secret techniques on the battlefield, Kitanai applied principles of Gentle Fist into his own fighting style to greatly enhance his strength with chakra. However he also came up with the idea to effectively "miniaturize" the Eight Trigrams Palms Revolving Heaven. The ensuing experiments with shape transformation resulted in the invention of what is now Kitanai's signature technique: the Rasengan.
Born only days after the passing of the Third Hokage, Kitanai was one of the first children born in the generation that would have seemingly their entire lives defined by war. For the first three years of Kitanai's life however, the Five Great Shinobi Countries maintained an uneasy peace. Even when war broke out in 87 CE, Motoyoshi Village remained a safe haven of neutrality thanks to the leadership of Kitanai's father, Kiken. As such, Kitanai knew little of the tragedies occuring outside of his home until Motoyoshi Village was razed to the ground four years into the conflict. When asked, Kitanai claims to remember little of the ordeal. What matters, he says, is that both his parents ended up dead and he made his way, alongside a group of refugees, to the Village Hidden in the Leaves.
Upon his arrival in Konoha, Kitanai was the only child from his village that showed the aptitude to manipulate chakra, and was subsequently placed in the Leaf's Ninja Academy at the age of eight. Kitanai's years in the Academy were difficult, to say the least. He was one of the only students not to come from a pre-established ninja clan, making him something of a black sheep in his class. He also had little in the way of natural talent, meaning he had to work twice as hard as his peers just to get average grades. This of course left Kitanai with little time to make friends. At least, until he was challenged by Senju Hotsuma and Lee Tetsuya.
Kitanai of course lost the spar against his more experienced classmates, but when the two offered to bring him to their taijutsu dojo to meet their master, Kitanai accepted. The rest, as they say, is history. Kitanai credits this encounter and his subsequent enrollment under Hotsuma's grandfather and clan elder, Yaguruma at the Strong Fist Taijutsu Dojo for effectively kick-starting his progression as a shinobi.
Years later, Kitanai would pass the academy's graduation exam and become a Genin. Kitanai cites the day he received his forehead protector from Yaguruma and officially entered Konoha's Ninja Registry as one of the proudest moments of his life. However, all was not well, as the self-proclaimed "Golden Trio of the Hidden Leaf" was effectively dissolved, as their members were split amongst three separate four man squads. Kitanai ended up under the tutelage of a Jōnin by the name of Iburi Satoshi alongside his classmates Namikaze Yoshiharu and Hyūga Tsugumi. A sensei he knew nothing about and two comrades who he'd had little more than passing interactions with before then. Much like the whole of his academy days, Kitanai was once again the odd man out on his Genin team.
INFLUENCE & RELATIONS
Kagetsu Kiken: Born and raised during a time when Motoyoshi Village was occupied by the Land of Iron, Kiken nonetheless continued the Kagetsu family tradition of becoming a master herbalist and medical practitioner. Eventually, Kiken would become a leader to Motoyoshi village and grow very world weary. Nonetheless, he was loved by his family and respected by his fellow citizens. Though not a shinobi by any means, Kiken would stay behind during the raid on his hometown in an attempt to secure his family's safety.
Kagetsu Kitsui: As far as Kitanai was concerned, his mother was a simple immigrant from the Land of Iron. Unbeknownst to her son however, Kitsui was a member of the Samurai occupying force stationed at Motoyoshi Village during the peak of the Land of Iron's power. She would meet Kitanai's father after the man patched her up following a liberation attempt by Konoha shinobi. The two would marry soon after the war's end, with Kitsui swearing never to draw her sword again, a promise she would make good on for nearly a decade. Kitsui would sacrifice herself to ensure her son's survival when their band of refugees was set upon by Iwagakure Shinobi in the aftermath of the attack on their village.
Senju Yaguruma: While he holds no animosity towards the elder Senju, Kitanai and Yaguruma did not get off to a good start when Kitanai first arrived in Konoha. Hotsuma, eager as he was to introduce Kitanai to his family, brought him to his grandfather's Strong Fist Dojo of Taijutsu. Although Kitanai became one of the dojo's top pupils, the old man has always referred to him as "soft", especially so after Kitanai began to spend more and more time around his daughter-in-law, taking more interest in medical ninjutsu than his Strong Fist style of Taijutsu. Kitanai likes to tell himself that deep down, Yaguruma must hold some semblance of respect for his accomplishments.
Senju Hidorama: TBD
Senju Kureha: A second mother of sorts, it was the matriarch of the Senju household that introduced and tutored Kitanai in the intricacies of medical ninjutsu at a young age, honing his gift for chakra control in the process. She has often spoken of Kitanai as her prize student, and one of the finest medical-nin Konoha has ever produced. A lofty title Kitanai can only hope to live up to. As can be expected, Kitanai holds a deep affection for Kureha and considers her his first true sensei.
Senju Midori: TBD
Senju Takurama: TBD
Senju Madarame: TBD
Senju Hotsuma: Though they initially met as academy classmates, Hotsuma soon took it on himself to bring Kitanai into his home after learning that the other boy didn't have family or a place to stay in Konoha. The Senju household would soon become a home away from home for Kitanai, and Hotsuma the brother he'd never had. Since childhood, Kitanai has considered Hotsuma both his greatest rival and closest friend; a sentiment that has continued to this day.
Hotsuma is one of a select few people that Kitanai kept in contact with after his self-exile from Konoha.
Iburi Satoshi: Kitanai holds a lasting respect and affection for his former Genin squad leader, who always encouraged Kitanai to achieve some of his more outlandish dreams despite his lack of natural talent. Some have gone as far as to claim he idolizes Satoshi. This is not entirely untrue, as Satoshi left quite an imprint on Kitanai in his youth, teaching both him and his squad mates that "With chakra, anything is possible.", a proverb Kitanai took more literally than most. Suffice to say, Satoshi was undoubtedly one of Kitanai's pillars of influence, alongside his parents, Yaguruma and Kureha.
Hyūga Tsugumi: The sole female on Kitanai's Genin squad, Kitanai came to admire, and even be inspired by, Tsugumi's talent with her clan's signature gentle fist style almost immediately after the team's formation. The two would grow close over their time serving in the Shinobi Great War. While it was simple enough to maintain a relationship when you served on the same squad, it was not so simple when the war finally ended and Konoha returned to some sense of normalcy.
Kitanai soon learned that a commoner such as himself was definitively not good enough in the eyes of the Hyūga Clan Elders. After a heated confrontation with Tsugumi's father, Atsuhiro, Kitanai left the Leaf Village with scarcely a word to anyone. According to the Hyūga Clan and the two themselves, this was the last time Tsugumi and Kitanai had seen each other until the former's recent coronation as the Sixth Hokage.
Namikaze Yoshiharu:
Iron Lee Tetsuya: Much like Hotsuma, Tetsuya was one of the first students in Kitanai's academy class to approach him, and the three quickly became inseparable. Though inevitably split up into separate Genin squads (many manly tears were shed.) Kitanai and Tetsuya remained extremely close, despite the fact that they were separated by hundreds of miles during the war. The last time Kitanai would see Tetsuya alive would be just before his friend's deployment to the Land of Wind. Kitanai would hear of Tetsu's death days after the battle of Sunagakure was already over. The news hit him particularly hard, and he maintains to this day that he should've been there when it happened. Whether or not he could've saved Tetsuya remains one of Kitanai's most haunting regrets, and a large reason for his devotion to mastering medical ninjutsu.
Shimura Irasaki:
Hyūga Yukio: Unlike other members of their clan, the youngest of Tsugumi's older brothers was aware of her and Kitanai's budding relationship during the Shinobi Great War, and confronted Kitanai to gauge his intentions. Yukio's death during the Day of Fallen Leaves spurred Kitanai to approach the Hyūga Clan Head about his relationship with the man's daughter. Though they wouldn't be considered friends per se, Kitanai remembers Yukio fondly.
Hyūga Mitsuko:
Ryūga Tsume: Kitanai and Tsume have an unusual relationship for a Jōnin and Genin. At least, in terms of them actually knowing each other prior to their assignments. During his travels as a wandering doctor in the countryside of the Land of Fire, Kitanai came across as a six year old, and deathly ill, Tsume. He'd soon learn of her abandonment by her family, and successfully diagnosed her condition, going as far as to invent the remedy Tsume now relies on to be a shinobi. Kitanai delivered Tsume to the Hidden Leaf Village after about a week of traveling with her, knowing that her frail physique couldn't yet handle the life of a traveler. He has periodically sent her letters over the past six years detailing his travels. However, he has kept his return to Konoha a closely guarded secret.
Iburi Kodo:
CHAKRA NATURE
Earth
SPECIAL TRAITS
Chakra Control:
FOCUS & SKILLS
Medical Ninjutsu: From a very young age, Kitanai has shown both interest and aptitude in Medical Ninjutsu, and is now considered one of, if not the foremost medical expert in the entirety of the Land of Fire. His skill in the art is such that he has brought several patients back from the brink of death, whether it be from trauma, poison, extensive burns or blood loss. He has become quite famous amongst the common folk of the Land of Fire due to his years as a wandering doctor after leaving Konohagakure over a decade ago.
Strong Fist Taijutsu: Almost from the day he first came to the Hidden Leaf, Kitanai has been mentored in taijutsu by the Senju Clan's elder and legendary taijutsu master, Yaguruma, in an extremely demanding style of martial arts. Though hellish, the outcome of Yaguruma's Strong Fist training is abundantly clear. It has ingrained almost superhuman strength, speed, and reflexes into Kitanai, effectively molding him into one of Konoha's leading taijutsu masters. Although he has maintained his training regiment, Kitanai has been away from active duty for more than a decade, and has had few opportunities to fully unleash his prowess in that time. Just how "rusty" he proves to be is yet to be seen.
Earth Release Ninjutsu: Unlike typical Jōnin level shinobi, Kitanai has not trained extensively in multiple fields of elemental ninjutsu, instead choosing to specialize in his natural affinity, Earth Release. In particular, Kitanai is well known for his skill in the area of Earth jutsu revolving around the molding and use of mud. This has become something of a joke to those who know him.
Non-Combat Skills: Like his ancestors before him, Kitanai is an expert herbalist, retaining a vast array of botanical and agricultural knowledge. Aside from this, Kitanai is known to be something of an amateur tea brewer, a hobby he picked up from his Jōnin-Sesei, though Satoshi focused more on the alcoholic side of beverages. Suffice to say, Kitanai can keep himself alive were he to become lost in the wilderness, that he enjoys fishing and camping is only a bonus.
EQUIPMENT & INVENTORY
Kitanai is about the furthest thing from a bukijutsu specialist one could find in the world, and he seems to pride himself on his ability to enter combat without the use of weapons. Despite this, however, Kitanai has a large collection of sealing scrolls in his possession at all times. Most notably, one of Kitanai's scrolls contains a large assortment of medical tools, herbs, poultices, and even fresh sets of clothing. Effectively a "portable operating room" for the rare occasion that Kitanai does not have the chakra necessary to apply his medical ninjutsu in emergency situations after combat. The rest of these scrolls contain a wide variety of mundane objects, ranging from a tea brewing kit (complete with drinking cups), a rudimentary campsite, and fishing equipment.
JUTSU
Obvious list is obvious. Link to the Naruto wiki as well.
Kitanai kneads the chakra in his stomach into balls of mud that he subsequently uses as projectiles against his opponents. Unlike a typical elemental bullet however, upon contact with a surface area, Kitanai can have the "dumpling" expand for an indefinite amount of time of his choosing or until the entire surface area is covered. Similarly to the Added-Weight Rock Technique, the dumplings become heavier and heavier as they expand across a surface. As one might expect, Kitanai's main use of this technique is to arrest an adversary's movement and render them incapable of fighting.
Like the rest of the Masters, the history of the Stein begins at the origin of the world, when the Greatfather and the first of the Born roamed prehistoric Magnar. Much like his father, Steinar, eldest of the brothers, left his home after Nystra's disappearance. Rather than search the world for his mother, Steinar chose to hunt down those he thought had stolen her: the Trolls. During his battles against the Trolls, Steinar is said to have crafted a suit of armor and a massive warhammer within the heart of Magnar's central mountain.
After years of nearly unending combat throughout Magnar, Steinar was called home by the Greatfather, and was mortified to see that his beloved siblings had fallen to infighting and corruption. As he was not there to protect or guide his brothers as he should've been, when it came time for the brothers to be banished to the far reaches of Magnar, Steinar all but exiled himself to the northern wastes, the native territory of Magnar's Trolls. If he could not protect his family from themselves, he would ensure they would never fall to the children of Shebalog.
Unlike his brothers, Steinar was never wed, as he was consumed by his quest to safeguard Magnar from the northern Trolls. As the second generation of the Born spread across the Realms, three of Steinar's nephews and two of his nieces, one for each his brothers, would seek him out at his northern fortress. Weary of their cousins' infighting, the five sought to become Steinar's children. Touched by their dedication and loyalty, Steinar would fill a drinking horn with his own blood and have them drink from it, and thus these five would become the first of the Stein.
Steinar's war against the Trolls would continue for the rest of his life, shaping the landscape and traditions of the Realm he was given providence over. Eventually, he fought his way to the peak of the Troll King's mountain and slew him in personal combat. He had taken many wounds however, and Steinar breathed his last and fell from the colossal mountain fortress. The shockwave when he hit ground was felt throughout all of Magnar, and the mountains that sprang from the impact now serve as Magnar's natural border with the land of Trolls.
Ever since, the Realm was known as Steindahl, and the mountain renamed Steinar's Peak.
There is only one known instance of a Stein Master waging war against his fellow Born, approppriately enough, at the tail end of the Age of Strife. Under the pretense of unifying the Bornic Realms as his forbear would have, Agnar Stein all but left his Realm's mountain forts for the Trolls, bringing the full strength of Steindahl to bear against the chaos in the South. Due to their cousins' weakened states and their own superior equipment, the Stein advanced very swiftly. It was only when one Isvald Lastrund called for a feast on neutral ground that Agnar ceased his campaign, believing that the other Masters were going to bend the knee. Instead, Agnar was outraged at the proposal of a rotating Mastery of Magnar. He would not leave the feasting hall alive, and the Stein, despite being the eldest of the Born, found themselves last in the line of Magnar's Mastery.
Following Agnar's execution and Isvald's coronation as Master of Magnar, Stein history becomes rather one note. While their cousins reaped the benefits of peace in the South, The Stein returned to their home, carving forts out of the sides of mountains and raising villages in the valleys, all in a never ending effort to tame the land and eradicate the sons of Shebalog. Because of this eternal campaign and their endless supply of stone and metal, the Stein mastered the art of construction and blacksmithing. It was not until the Thalasan Invasion that Magnar would know better weapons or fortifications than those in Steindahl.
• Heimgard, like most of the Realm's major settlements, is situated at the source of one of the Northern rivers, theirs being the Gnifri, east of Steinar's Peak. While it has its origins as one of the many Stein fortresses built to defend Magnar from Trolls in ancient history, Heimgard now serves as Steindahl's capital and one of its two primary trading ports. The Old Fort makes up roughly twenty percent of the city's landscape and acts as the quarters for Steindahl's ruling family and visiting nobles.
• Steinar's hatred of Trolls has seeped into the very identity of his descendants. Within Steindahl there exists a class of slaves known as the Dolbri, or "Troll Bloods" that are said to originate from the icy plains north of Magnar. They are considered to be unworthy of all save the most unsavory tasks in the Realm, and serve at the behest of their Bornic overlords. To call someone a "Troll Lover" is a grave insult.
• Because of Steinar's adoption of many of his wayward nieces and nephews, Steindahl has a diverse population of various Bornic ethnic groups, making Steindahl at once an isolated Realm removed from the majority of Magnar's internal problems and a melting pot of various traditions. In short, any peaceful Born are welcome within Steindahl and may find a home amongst its people. Crime against a citizen, however, is severely punished.
• Accordingly, if a Stein noble is childless, it is not uncommon for one to adopt an heir via Blood Oath. If this ritual is completed, the participants are considered parent and child as far as anyone in Steindahl is concerned, and receive all the expectations therein. Adopted children are considered just as legitimate as biological children in terms of Stein law and general attitude.
• Only Steinar's armor remains in his Realm's possession, as their ancestral hammer was stolen by a descendant of Shebalog many centuries ago. While this adds fuel to the fires of hatred the Stein feel for Shebalog's children, it has also turned the warhammer into a symbol and signature weapon of the region, with many Stein smiths aspiring to craft a hammer to rival Steinar's own.
Born at the onset of one of the harshest winters in Magnar's history, Halvar Stein has personally seen the effects of starvation and desolation on his Realm's populace, and for the first time in many centuries, the Stein have begun raiding their Bornic neighbors.
This is Andar. He's Halvar's uncle. He is weary of his nephew's abandonment of Steindahl's tradition of non-aggression against their fellow Born, but with winter hitting the Stein in full force, he sees no way to dissuade his Master. Until that call to cross the Sturmsee where Halvar's obviously gunna go for it and everything's gonna be awesome.
Written up for an old Dragon-Blooded Exalted campaign. Decided it might be a good idea to transfer all my off-site stuff here for the sake of convenience or something. Might muster up the inspiration to rewrite his backstory and all that since obviously a lot of it wasn't written down. Who knows.
Name: V'neef Johari Gender: Male Homeland: The Blessed Isle (The Imperial City) Exaltation: Terrestrial - Aspect: Wood Age: 28-29 - Date of Birth: Woodday, The 19th of Resplendent Wood, Realm Year 739 - Age of Exaltation: 10 Concept: Sybarite
Charms: Essence Triumphant (Second Performance Excellency) Essence Overwhelming (First Socialize Excellency) Talented Improvisation Sweeten-The-Tap Method Dance of Flashing Swords Death Between Heartbeats False-Shell Emollient Attack
Artifacts: The Unsurpassed Sanxian - 2 This sanxian is made of polished kauri wood and strung with silver and gold and was given to Johari as a birthday present by his grandmother. The snakeskin covering its sound-box came from a serpent god. The soul of an old master performer is bound into the strings, which never break or need tuning, and aids performances. When attuned for three motes, playing this sanxian adds two successes to Performance rolls. These add to whatever bonus an Exalted player can add through Charms.
The Prickly Twigs - 2 A matched pair of Green Jade short Daiklaves forged by House V'neef's only master smith at his forge in the eponymous capital city of Chanos Prefecture.
The Vine's Embrace - 2 Green Jade Lamellar Armor, Windrunner, Tuchara, Arjuf Dominion
Silver Brush - 1 The mahogany handles of these writing brushes conceal a thin core of Orichalcum, but most people see its silver bristles immediately. The silver resists wear but is soft and delicate enough for masterwork calligraphy. When a person commits a single mote to the artifact, the brush produces its own ink of any quantity, consistency and color. A godsend for artists, bureaucrats, and poets everywhere.
Two Hearthstone Amulets - 1 each Commonplace pieces of jewelry to dynastic Dragon Bloods, Johari possesses a pair of hearthstone amulets. The first, a birthday present from his grandmother on the anniversary of his exaltation, takes the shape of an Elemental Dragon's (presumably of the wood element) head bearing Johari's Stone of Healing in its jaws, a rather anticlimactic visage to those ignorant to the stone's nature. The second, acquired during his graduation from the Spiral Academy, is a much less elaborate (though still beautiful) ball of Green Jade with epithets written in the language of the Old Realm encompassing the outer rim of the amulet away from the Gemstone of Deep Drink placed in the artifact's socket.
Winterbreath Jar - 1 A winterbreath jar is a small urn or jug, finely crafted and inlaid with blue jade. Its enchantment of elemental air keeps its contents at whatever temperature is needed by its user, well, as long as that temperature isn't higher than 45 degrees. Inside, perishables remain fresh and sparkling wine nicely chilled. Winterbreath jars rarely hold more than two bottles of wine or a small watermelon. They require no commitment. Certainly a convenient thing to have when you're on assignment in the scalding heat of Creation's southern deserts.
Hearthstones: Gemstone of Deep Drink - 2 This sharp-edged chunk of purple stone grants its bearer the ability to drink as many and as much intoxicants as she likes without incurring any penalty. The stone protects a character from all the affects of alcohol and more exotic drugs and renders her immune to all natural ingested poisons. Other than their taste, everything from alcohol to the juice of the deadliest poisonous berries becomes as harmless as pure water.
Stone of Healing - 1 This hearthstone is a healthy earth-brown, mottled with spots of green. It is round in shape and could have come from the bottom of any common stream bed, were the colors not so vibrant. The stone enhances the medical talents and knowledge of any character who bears it, making an unskilled character into a skilled surgeon and a gifted physician into a brilliant healer. A character bearing this stone has three dice added to all Medicine rolls made by her player.
Backgrounds: Breeding - 5 Though an unspoken truth of House V'neef, seeing as V'neef herself was conceived as an experiment in blood purity by the Empress and married off to the purest member of House Cynis, it surprises no one that her children have the blessing of breeding and purity of aspect that surpasses almost every other dynast in the Realm.
Family - 3 Johari retains a luxury few other dynasts possess: A close personal relationship with effectively every one of his siblings, nieces and nephews, and a first name basis with most of his adopted kinsmen. Though apart by thousands of miles, Johari still maintains monthly contact with his family, and writes to his mother nearly once a week.
Resources - 3 Due to the expected length of his stay in the South, Johari's mother has provided him with an amble amount of resources to ensure his stay in any of the South's cities are comfortable until he feels he might need a steady stream of income from the Blessed Isle in case he establishes a more permanent residence in Gem to discover and rectify whatever the disturbance in his family's shipments is being caused by.
Artifact - 2 - The Unsurpassed Sanxian (2) - Hearthstone Amulet (1) - Winterbreath Jar (1)
Connections - 2 As expected due to his family's abundance of satrapies in the South and nigh monopoly on the trade of firedust as it pertains to the Scarlet Empire, Johari has a number of contacts in most of the metropoli of the South, such as Chiaroscuro, The Lap, An-Teng, and particularly Gem.
Manse - 2 Gemstone of Deep Drink (2) Stone of Healing (1)
Face - 1 Though it is highly unlikely that anyone outside of the Blessed Isle would recognize him for his martial skills, Johari is a student of one of the three legendary founders of the Even Blade style of martial arts, Azure Crane, and almost all martial artists in Creation know of his master's reputation, and sometimes seek to challenge Johari because of it.
Merits and Flaws: Legendary Breeding (3 Point Merit/One Cool Thing) Prerequisites: Breeding 5 Unheard of in the First Age and extremely rare in the modern era, the blood of the Dragons runs so purely through your character’s veins that even other Dragon-Blooded are impressed… and occasionally frightened. The character effectively has Breeding 6, which confers the following benefits: • +6 motes to Personal Essence • +11 motes to Peripheral Essence • Reduce the cost of activating the character’s anima banner by three • Add three to the roll to determine whether the character’s children Exalt • Add a one-die bonus on all social rolls against other Dragon-Blooded and against mortals taught to respect and fear the Dragon-Blooded.
In addition to these benefits, the character suffers one drawback: It is so patently obvious that she is a Dragon-Blood that the difficulty of any attempts to pass as a mortal increases by two.
City Folk - 2 Point Flaw The Imperial City, Nexus, Thorns. The great metropoli of the Second Age. Whether raised in the hallowed halls of the Imperial Palace or the back alley squalor of the Nighthammer district, you are accustomed to the ways and wherefores of city life. This makes you particularly apt at dealing with people while inundated with this environment. When in any settlement with a population of over 5,000, you are at + 2 die to all social interactions due to your comfort in the surroundings.
However, this comfort comes at a price. Outside of the city walls and in more rural villages, your character is out of her element. Rural peoples tend to see her as soft, and will tend to be suspicious around her. Your character is at - 2 dice when dealing with any social situation outside of her comfort zone. Additionally, your character is used to the convenience of city life, and is thus at - 1 die to all Survival and Resistance rolls while in the wilds.
Curiosity - 2 Point Flaw You have an unnatural curiosity , and find mysteries irresistible. You must make a Conviction roll to break off from pursuing your curiosity, even if it might over ride your common sense.
Nobility - 2 Point Flaw You were born to a Noble family, and your breeding shows. And it rubs a lot of folks the wrong way. You are not only well known in certain circles, you aren’t well liked in them either. Take a +2 difficulty in Social situations with the low born.
Languages: - High Realm (Native) - Old Realm - Low Realm - Flametongue - Riverspeak
V'neef, Founder and Head of House, born Realm Year 707
Cynis (name), House 'Patriarch'
V'neef Misaki, born Realm Year 729 - Her eldest, V'neef Aliset, born Realm Year 745 - Two sons, born in Realm Year 750 and 755 respectively - V'neef Seris, second daughter, born in Realm Year 767
Storrholt, loosesly translated from the mother tongue as the Great Woodland, is a densely packed region of forest and farmland with a spattering of rolling hills and mountains in the far north of Ardacia. Due to the conservationist efforts of their ancestors and the spiritual significance placed on animals, Storrholt is teeming with both plant and wildlife. These creatures range from hares and foxes and stags to the gigantic direbears that have become synonymous with the region as a whole and its royal family.
◤ R U L I N G H O U S E ◢
House Osbjorn
◤ E T H N I C P E O P L E ◢
The Storr
◤ C U L T U R E ◢
- -
◤ R E L I G I O N ◢
Since the days of their ancestors the Storr have worshiped the two moons as the "Mothers of Man" in a sort of folk, druidic faith centered around the life giving properties of the moons' guiding light during their days in the vast darkness of the Winter Wastes. Due to the circumstances of their migration to Ardacia also began to put great spiritual importance on the primal forces of nature, from wildlife to the elements themselves. Because of this importance, methods of execution in Storrholt correspond to the four elemental seasons, these methods range from being buried and burned alive to suffocation and being stripped naked and left to freeze to death. Storr holidays center around the various solstices. It was not until long after their arrival in Ardacia that the Storr adopted the names Eirtu & Elonar for the two moons. After the arrival of Ardall the Conqueror,
◤ E C O N O M Y ◢
- -
◤ M I L I T A R Y ◢
- -
◤ O V E R V I E W ◢
Built at the source of the river on which the Storr's ancestors first landed in Ardacia
◤ N O T A B L E L O C A L E S ◢
- -
◤ H E A D O F H O U S E ◢
Runi Osbjorn, Thane of (Castle name), Protector of the Pact, and High King of the Storr
◤ M E M B E R S ◢
King Whatever Osbjorn Queen Something or other ... Runi II Osbjorn Siblings Aunts/Uncles
◤ W O R D S ◢
“Through Nature's Wrath”
◤ S E A T ◢
It's gunna sound cool and Norse trust me
◤ H E I R L O O M ◢
No doubt something made of Runestone/Runesteel/whatever the hell
◤ T H E M E S ◢
Being Hippy Vikings and dealing with that Elf problem no doubt
◤ H I S T O R Y ◢
Ancient history or some shit.
House Osbjorn has ruled Storrholt unopposed for many centuries, and stands as one of the oldest lines in all of Ardacia, claiming descent as far back as the Dawn of Mankind. When "those that came before" lived in the region now known only as the Winter Wastes, the great Hero King Bjorn unified the tribes of their ancestors and led a migration across the Wastes before coming to the great expanse of the Singing Sea, where he spent an entire year building a fleet of longships. It is unknown, even to the Storr, just how long their ancestors sailed from their homeland to Ardacia. When they arrived, Bjorn swiftly had his people begin the process of felling trees for their homes. According to folk tales, Bjorn would be approahced by the mother of all Direbears, furious at the Storr's mindless destruction of her homeland. Bjorn and the She Bear would wrestle for an entire phase of the two moons, and thereafter Bjorn entered into a sacred pact with the creatures of the forest, and he would take the direbear for both his lifelong companion and personal sigil.
Elf shit if we're doing that.
◤ S U B J E C T S ◢
House Balkr House Skogr House Falknr House Wolff House Marlowe House Steinar House Lykk House Rask House Vollan House Strand
“I just want to know what I did to make everyone cower in fear at my presence.”
N A M E
Aurin
A G E
Though his true age is a mystery, Aurin's current form seems to be hovering somewhere between teenager and young adult
G E N D E R
Appears to be a human male
A P P E A R A N C E
Even if he wasn't of otherworldly origin, many would assume Aurin was a man on the verge of death. Aurin's skin is frightfully pale and his hair the color of freshly fallen snow with the consistency of a strand of straw. His most striking feature, however, is his haunting yellow eyes that seem to observe everything around him. Many confused Aurin for a teenager due to his diminutive height of five foot three (or 1.6 meters.) and his body retaining almost no muscles to speak of, much to the despair of those who underestimate him despite his status as a Deadly Sin. Even before the removal of his memories by the White God, Aurin always held himself humbly, no matter how much he and his fellow sins accomplished on the field of battle, as if to spite his and the group's reputation.
T H E B R A N D O F S L O T H
Outside of his trademark yellow eyes, Aurin bears the faintly glowing symbol of a Goat's head on the top of his right hand. He suspects the strikingly blue mark must be mystic in nature, as his attempts to hide it with the use of gloves has born no fruit, and the symbol does not dim even when he makes use of his intangibility.
P E R S O N A L I T Y
—
B A C K R O U N D
—
C U R R E N T S T O R Y
Much like his fellows amongst the Seven Deadly Sins, Aurin awoke with no memories of the group's clash with the White God. In Aurin's case, he appeared on the peak of a far off mountain. With no where to go, he began his descent. He wandered the wooded lands of the mountain's base for nearly a week before encountering a group of children fleeing a pack of wolves. Acting on instinct, Aurin saved the younglings from the predators. Though the children reeled at his appearance, he shadowed them from the wilderness all the way back to their frontier village in an open area of the woodland. He has since become something of an unseen guardian of the settlement, protecting its people from falling rocks, woodland beasts, and, on one occasion, an orc raid. Unknown to Aurin, word of a ghostly spectre has spread from the village, and it is only a matter of time before the Holy Knights widen their search.
W E A P O N
Telekinesis maybe? Esper stuff? If not, maybe a magic staff of some sort. No idea. I'm open to suggestions.
A B I L I T Y
Selective Intangibility Though he has no idea how he came to Gaea from the no doubt aptly named "Other Side", Aurin retains a rather delightfully odd ability to, as he likes to explain it, slip between the worlds. If you were to ask an everyday commoner to explain it plainly? The pale guy's eyes start glowing and his body seems to fade. In more practical terms, Aurin can make either specific extremities or his entire body physically untouchable at will. This allows him to phase through walls and the like and, obviously, avoid decapitation.
Give us a paragraph or two of what your character looks like, how they dress et cetra. Give us a good picture of what they look like, the more detail the better. A picture can be used to supplement the description but the description should be able to stand on its own without the picture if you catch my gist.
| PSYCHOLOGICAL ANALYSIS |
What makes them tick? What irks them, who are they? Basically the personality but a little bit more than that.
| BACKGROUND INFORMATION |
Zan knows precious little regarding his origins, he knows that he had the grave misfortune to be born in the South, and that while the tribes of the area fought against the Kingdom at large to retain their independence, deep in the bowels of the region, a sect of Tongji long thought lost to time experimented in one of the most taboo of magics as they felt their powers returning; binding a human soul to another's will. As it turned out, this experiment proved to be successful, and from that day on, for as long as Zan can remember, he was bound to the will of Liu Tai, Master of the (name of an order of demon hunters here), under whom he was trained for the express purpose of hunting down the greatest threat to mankind. Demons.
| CHARACTER MOTIVATION |
Though he would likely never admit it, Zan has found himself empathizing with the trials and tribulations of Guijiang Province, and while he maintains that his own survival comes first and foremost, Zan cannot deny that he feels at least some semblance of satisfaction whenever he manages to fend off a monster terrorizing a local village. He has yet to gauge the bandits turned rebels in the valley, but he figures it is only a matter of time before they cross paths.
| SKILLS |
While he spent most of his formative years bound to the will of a cultist, Zan was undoubtedly given some of the best training the Kingdom could offer for his chosen task: Demon Slaying. Most notably, Zan's body was nearly covered in communion tattoos, permanently binding the spirit of the Fire Dragon (name) to his will, who he calls upon during combat to imbue him with a number of otherworldly abilities, from lighting his sword ablaze with the spirit's breath to soaring through the air with the grace of a bird. While the experimentation by his former masters has turned Zan into something of an unwilling Binder, his control over (name) has wavered ever since his escape from the South.
Outside of his supernatural abilities, Zan is still a highly trained swordsman and martial artist who has been surviving on his skill with a Jian as a mercenary for almost five years. As one would expect, this involves a fair amount of travelling, and as such Zan is adept at surviving the wilderness of the Kingdom, eg. fishing, building a lean-to, and reading weather patterns.
| EQUIPMENT |
A minimalist to his core, Zan carries very little in the way of equipment other than the clothes on his back. At most, he carries basic survival gear. The most valuable item in his possession is undoubtedly his Jian, forged by a master smith and made to withstand and channel the spiritual energies sealed into its wielder's skin.
| OTHER |
Admittedly liberties were taken with the mechanics and applications of Binding magic. IF the idea is a little too wacky or what not, feel free to tell me.
What do you mean Chinese Dragons are more synonymous with water and controlling the weather and stuff than fire? Pssh. I don't know Chinese mythology okay.
He's basically gonna be a demon hunter mixed with a Youxia you guys. It's gonna be great.
S E C T I O N 1: T H E K I N G D O M
N A M E
The Unified People of Omashu
S Y N O P S I S
Omashu is a massive city state built into the Kolau Mountains dwarfed in size only by the colossal Ba Sing Se.
As the only significant settlement in the vast expanse of the Si Wong Desert, Omashu is considered a mecca of trade in the region, with a number of tributary settlements and connections among the native Sandbender Tribes and Beetle-headed Merchants.
Though Omashu retains only one publicly accessible entrance in the form of a bridge, the City's military and ruling class have used Earthbending to engineer a vast system of subterranean tunnels and passageways in case of emergency and a besieging army. These tunnels are considered a vital secret for the defense of the city.
World's leading exporter of Jennamite.
T H E R O Y A L C A P I T A L
---
M I L I T A R Y S T R E N G T H
---
E C O N O M I C S T R E N G T H
---
S O V R E I G N R E L A T I O N S
---
R E C E N T H I S T O R Y
---
O T H E R I N F OR M A T I O N
---
S E C T I O N 2: T H E R U L E R
N A M E
Shu (舒) XIV, commonly known as Shu the Sagacious
T I T L E
King of Omashu and Guardian of the Si Wong Desert
A G E
22-24
P E R S O N A L I T Y
---
A T T R I B U T E S
Earthbending Skill: Seeing as his distant ancestors were some of the first, and most powerful, Earthbenders, it comes as a surprise to no one that Shu the Second inherited the ability to bend. Though not a master on the level of his ancestors, Shu is considered a talent of the art, with a very refined and precise method of bending. He has begun writing down his various findings and techniques into a series of anecdotes he has jokingly named Jings. (Sandbending? Maybe??)
Intellectual Capability: Is a smart cookie. Designed Omashu's sewer system, implemented SECRET TUNNELS, SECRET SECRET SECRET SECRET TUNNELS for trading foods and what not in case of a siege, potentially studied at Wan Shi Tong's library. (Up to GM discretion. To be actually written later.)
Diplomatic Achievements: Throughout his travels of the Earth Kingdom (Kingdoms?), Shu has established many vital connections with other independent states on the massive continent. Most notably, Shu has worked to establish trade relations with the nomadic tribes of the Si Wong Desert, exchanging food and precious gems in exchange for sand-sailers and a number of the Tribes' other crafts. He has also strengthened ties with various towns and villages in Omashu's sphere of influence in the vast forest and along the coast to the city's north and west.
Strategic Acumen: Though Shu is more of an architect and scholar than he is a general, he is extremely aware of just what era he was born into, and has studied many of the petty wars and conflicts of the past, ensuring that he at least be prepared in case one of his fellow monarchs gets an idea to invade his territory, which he finds highly unlikely. He's also a wizard on the Pai Sho board. (Handled petty bandit raids and Sandbender tribes potentially?)
Theological Interest:
B I O G R A P H Y
Traveled the Earth Kingdoms during his teenage years
Potentially visited the Foggy Swamp for some premonitions of the future?
Married? Maybe?
R O Y A L F A M I L Y
Shu (舒) XIII - Huan (欢), Shu's father and immediate predecessor as King of Omashu, passed away at the age of 43 only two years ago. -- Shu (舒) XIV, 22, King of Omashu -- Fu (富), 15, younger brother numero uno -- Jian (健), 10, younger brother numero dos
- Heng (恒), 39, Shu's domineering uncle and chief adviser, head of Omashu's military forces and a revered general and Earthbending Master of the era. -- Fen (芬), 19, -- Hong (弘), 17,
The Baratheons are the youngest of the Great Houses of Westeros, having been founded just after Aegon's Conquest of the Durrandons of Storm's End, when his truest friend and champion Orys Baratheon slew Argilac the Arrogant in the Last Storm and married his daughter Argella, joining the two bloodlines. Orys would take the Durrandons' castle, words and banners for his own, and ever since the Baratheons have ruled as Lords Paramount of the Stormlands.
H O U S E S T R E N G T H
-
H O U S E R E L A T I O N S
The North - Due to their shared history in recent generations, the Baratheons of Storm's End and the Starks of Winterfell are arguably the tightest knit of the Great Houses of Westeros. In the days leading to the war against the Others, Stannis Baratheon brought several northern houses under his banner and exterminated the tyrannical House Bolton and returned Winterfell to the Stark dynasty. Afterwards, alongside the Free Folk and the Night's Watch, Stormlanders and Northmen would be the first line of defense against the Night's King, forging a kinship between the two peoples that has lasted to this very day. While Eddard and Robert had been brothers in all but name and planned to join their houses accordingly, it would not be until decades later that this came to pass, with the marriage of Robert's great grandson Lyonel to Osha Stark, Eddard's granddaughter by Rickon.
The Vale of Arryn -
The Riverlands -
The Reach -
Dorne -
The Iron Islands -
The Westerlands -
R E C E N T H I S T O R Y
-
N O T A B L E V A S S A L S
House Caron of Nightsong House Tarth of Evenfall Hall House Dondarrion of Blackhaven House Swann of Stonehelm House Estermont of Greenstone House Grandison of Grandview House Selmy of Harvest Hall House Errol of Haystack Hall House Penrose of Parchments House Connington of Griffin's Roost House Trant of Gallowsgrey House Seaworth of Cape Wrath
C O U R T I E R S
Maester Kenric, Tutor and Healer Ser Benedict Mallister, Master-At-Arms Ser Asher Storm, Captain of the Guard, commonly called the Stormwolf Addam Heddle, Steward Durance Seaworth, Squire to Ser Axel Lyonel Mallister, a page
N A M E
Lord Paramount Lyonel Baratheon
A G E
43
A P P E A R A N C E
-
R E P U T A T I O N
-
B A C K S T O R Y
- Born in 336 AC to Lord Beric Baratheon and Lady Jocelyn Caron - Though eventually knighted, Lyonel has never been a man for tourneys, though his sheer size gives him quite the reputation. - Left to rule Storm's End after his father joined the court of King's Landing in 352 AC, eventually succeeding him as Lord Paramount of the Stormlands in 360 AC - Leads the forces of the Stormlands during the Stepstones Rebellion in 369 AC - Joins the Small Council as Master of Laws in 37X AC - Resigns from his position after rumors of Queen Daenerys I's ill health spread throughout King's Landing and returns to the Stormlands
Brienne, 259-274 AC, second eldest daughter and twin to Brus, died in childbirth - Robin Storm, a bastard born of Brienne's union with X Martell, who subsequently abandoned Westeros for the Free Cities, a boy of four
Melara, third daughter, commonly known as "Merry Mel", remains unmarried at eighteen
Edmund, the youngest child of Storm's End, a bookish boy of only nine years
Powerbomb: You know what a powerbomb is (More coming soon)
W R E S T L I N G S T Y L E
He's a hoss (More coming soon)
T A L E O F T H E T A P E
--
T h e S h o o t
N A M E
Brandon A. Hoffmann
A G E
TBD (12/21/19XX)
H E I G H T & W E I G H T
6'8" | 285 lbs
H O M E T O W N
Rock Creek, Minnesota
R E P U T A T I O N
--
H I S T O R Y
--
M I C S K I L L S
Randall Wolff is a trademark instance of "less is more" when it comes to cutting promos. He shows up, says very little, and generally just looks larger than life and intimidating as heck. When he is called upon to say more than few short sentences, Wolff makes sure to keep his voice low and menacing in an effort to make the audience hang on every word he says, almost in spite of his gargantaun size and physique. He claims to have adopted this style of promo from one of his first mentors in the wrestling business, "Cobra" Cain Williams. (More to be added?)
Survive the Battle of Camlann by any means necessary
Epic
Ensure Mordred's survival
Belief
Loyalty
Glory
Protect the weak
Flaw
Naive
Core Attributes
Strength
Agility
Endurance
Health
Willpower
Wit
Perception
Intelligence
6 (5AT)(0AR)
4 (3AT)(0AR)
6 (5AT) (0AR)
5 (4AT)(0AR)
4 (3AT)(0AR)
5 (4AT)(0AR)
6 (5AT)(0AR)
3 (2AT)(0AR)
Compound Attributes
Adroitness
Mobility
Carry
Charisma
Toughness
Strength Damage Bonus
Grit
6
8
12
8
4
3
4
Skills
Skill Packets
Hunter (2), Farmer, Scout
Athletics
1 (?SPAC, 0SP, 0AR) (Trained)
Cooking
1 (?SPAC, 0SP, 0AR) (Trained)
Crafting (Wood)
1 (?SPAC, 0SP, 0AR) (Trained)
Hunting
4 (?SPAC, 0SP, 0AR) (Trained, Teacher)
Navigation
3 (?SPAC, 0SP, 0AR) (Trained)
Observation
1 (1SPAC, 0SP, 0AR) (Trained)
Profession (Farming)
2 (?SPAC, 0SP, 0AR) (Trained)
Stealth
3 (?SPAC, 0SP, 0AR) (Trained)
Proficiencies
Proficiency (School)
Level
1H Sword (Soldier)
3
Bow (Soldier)
3
Dagger (Soldier)
3
Pugilism (Soldier)
3
Spear (Soldier)
3
Wrestling (Soldier)
3
Discipline (School Bonus): Gain +2 bonus to WIL tests against fear
Warrior's Grit (School Bonus): +2 bonus to starting Grit
Practice Every Day (Talent; Power Draw I): When using a bow, it inflicts +1 damage
Superior Maneuvers: idk yet
Cost: 1 S&P for school, 2 S&P for school level
Boons & Banes
Boon/Bane (Cost)
Description
Animal Affinity (-2)
Gain a +2 bonus to CHA when interacting with animals, and to Riding checks
Braggart (+3)
You’ve got a big mouth. You can’t help but boast of your strength, intelligence, or achievements, and you also can’t stand the notion of being shown up. Maybe your claims are baseless... maybe they aren’t. Either way, you get yourself in trouble a lot, and you’re incredibly easy to rile up.
Good Eyes (-3)
You’ve got the eyes of a hawk. When making a PER check involving sight, you gain a bonus of +2 to the roll
Hale & Hearty (Social, -2)
You reduce the infection chance of injuries you suffer by 1. Your HLT for the purposes of resisting poison, disease and other ill effects (not infection) is increased by 2.
Oath (+2)
If you ever break the Oath (setting aside mitigating circumstances, for example, breaking a vow of silence to warn a child of danger, or to inform the Pope of the assassin drawing up behind him) you must pay arc points as you earn them equal to twice the value of the bane, as you struggle emotionally with your failure. You may choose to retain your Oath after these arc points have been paid, or to abandon it and lose this bane at no further cost.
Old Wound (Face) (+1)
Any attack that hits this location automatically inflicts stun equal to a level 1 wound to that area, ignoring all reductions, even if the attack inflicts no wound.
Poor (+4)
Start with half the wealth of your social class
Virtuous (+5)
If you ever act in an immoral, unnecessarily cruel or ruthless fashion, you must pay the next 10 arc points you earn, as you are wracked by your conscience. However, if you immediately act to try and make up for your moral transgression, by making amends with the wronged or through atonement to society or God, this loss is reduced to 5 arc points.
Inventory
Armor
Type
Name
AVC
AVP
AVB
Coverage
Qualities
Weight
Cost
Mail
Mail Coif
6
4
3
Upper Head, Lower Head, Neck
Hard Layer 1, Mail
1.5
2sp
Textile
Quilted Camail
2
3
4
Lower Head, Neck, Shoulders
Textile
0
8cp
Textile
Heavy Quilted Coat
3
4
5
Full Torso, Shoulders, Hips, Groin, Thighs, Knees
Textile
1
5sp
Textile
Quilted Long Sleeves
2
3
4
Shoulders, Upper Arms, Elbows, Forearms
Textile
0
6cp
Textile
Reinforced Quilted Gloves
4
4
5
Hands
Textile
0
1sp
Textile
Quilted Leggings
2
3
4
Hips, Groin, Thighs, Knees, Shins
Textile
0
2cp
Leather
Leather Boots
3
2
2
Feet
—
0
1sp
Missile Weapons
Name
Type
Range
Missile TN
Damage
Required STR
Qualities
Weight
Cost
Warbow
B
30
7
6p
6
—
0.5
4sp
Ammunition
Name (Amount)
Modifiers
Qualities
Stuck Chance
Cost
Bodkin Point (20)
+10 Range
Narrow
1/10
1sp/20
Broadhead (10)
+1 Damage
Winged 2
5/10
1sp/10
Heavy Broadhead (10)
+2 Damage, -5 Range
Winged 2
5/10
3sp/20
Barbed Broadhead (10)
—
Winged 2
10/10
1sp/5
Melee Weapons
Name
Type
Hands
Reach
Swing TN
Thrust TN
Defense/Guard
Qualities
Weight
Cost
Arming Sword (Early)
S
1H
M
7(+1C)
7(0P)
7(1)
Spatulate Tip 2
0.5
1gp
Dirk
D
1H
H
7(-1c)
6(0)
7(0)
Fluid Thrusts, Light Blade
0
4cp
Spear (Standard)
R
2H
EL
8(0c)
7(3p)
8(0)
Fluid Thrusts, Hand Off
4
8cp
Spear (Standard)
R
1H
EL
9(0c)
7(2p)
9(0)
—
—
—
Miscellaneous
Cost
Work Clothes (2)
2cp
Waterskin
1cp
Friendly Doge
1cp
Week's Rations (2)
8cp
Tinderbox
3cp
Flints (10)
1cp
Woodsman's Axe
1sp
Torches (10)
3cp
Traveling Cloak
1cp
Instrument (Flute)
1sp
Total Armor + Shield Weight: 2.5 Total Cost: 9 SP, 16 CP
Total Weapon Weight: 5 Total Cost: 1 GP, 4 SP, 12 CP
Total Ammunition Cost: 4 SP, 6 CP
Total Misc. Cost: 2 SP, 16 CP
Total Cost at Character Creation: 1 GP, 19 SP, 50 CP
Roleplay: Work in Progress for this Otome thing. (You're welcome for that whack ass light novel title by the way, Fey.)
Full Name: Sir Lucien Orphelin Titles: Sworn Sword of Prince Alistair Nicknames: Knight of the Cart Legacy: Successor of Lancelot Age: 16-18 Gender: Male Birthplace: Caergallia Appearance
like really hot
Legacy Abilities
It is well known amongst the playerbase of Knight Arthurs that Lucien is, arguably, the best unit in the entire game. He starts play with both the highest base stats and growth rates of the entire NPC cast. This makes him capable of filling out nearly every single role in a party. In fact, the only statistic Lucien falls behind some of his fellow Knights of the Table Round in is intelligence, making him a suboptimal choice for a caster. Not that players haven't done it. It's a particularly popular categroy on speedrunning forums, known as the "Casterlot" run.
Lucien's magical ability is the Exaltation of the Beloved Lady. This ability is intrinsically tied to Lucien's affection level to the player. In combat, when the protagonist's hit points reach a certain threshold, Lucien's stats and damage output raise exponentially. Unbeknownst to some players, there is also a hidden track of Lucien's affection level to Guinevere's Successor, with her being the only other character Lucien's ability can key off of. There is a particularly notorious strategy of having both Lucien and Finarah in the party only to have both the player and Finarah get down to as low of health as possible to maximize Lucien's already substantial abilities. He has been known to defeat endgame bosses with one or two hits if both of his "beloved ladies" are at maximum affection and low HP in combat.
Other than his inherited ability, Lucien has the hidden skill Dual Wield, which only becomes available when he is given the swords Secace and Arondight.
Personality
Normie goodboy who's better than you at everything unless you're King Arthur
Synopsis
In the base experience of Knight Arthurs X Gallant Heaven, Lucien first encounters the player when they arrive at the Royal Academy, introducing Arthur's successor to life at the school and relating to their situation, as he, too, was in over his head when he was elevated to the nobility. Unbeknownst to the player until further on in the game, Lucien is an orphan who was raised alongside (Lady of the Lake) and became a member of (Prince's) personal entourage some time before the start of the game's storyline. While just what Prince he ends up a follower of is determined seemingly at random, once a player progresses on Lucien's personal route, it is revealed that while at first he acted purely as a wing-man in an attempt to secure his chosen Prince's claim to the throne of Caerleon, he has fallen for Arthur's Successor, even preferring her to the Successor of Guinevere.
While Lucien's actions vary wildly depending on route flags and so on, if Arthur's successor commits to his route, Lucien, along with the player, learns that he is actually the only living Prince of Caergallia, a city-state that was conquered by Caerleon in the events prior to the game. Understandably torn by this revelation, Lucien and his followers proceed to enter the now rampant Caerleon Civil War, proclaiming him Lucien Benoic, the Lost Prince. If the player pledges herself to Lucien's faction, they rapidly gain ground in the conflict, and, when the factions discover that the Successor of Mordred's curse has transformed her into a dragon, the couple convince their opponents to join a coalition to deal with the immediate threat. After Mordredragon is defeated, Lucien, due in no small part to the player's influence, is named the High King of Caerleon, assimilating Caergallia fully into the Realm and supposedly bringing about a new golden age of peace. Nevertheless, the former princes remain, and they no doubt remain bitter, and scheming, after their defeat.
Should the protagonist not join Lucien after his royal revelation, Lucien still proceeds to enter the Caerleon Civil War, but without the guidance of Arthur's Successor, he soon gives in to anger. Instead of showing his opponents chivalry and adhering to the rules of war, he takes a hard line against the friends who had deceived him for so many years. He slays a number of the Round Table Knights personally across numerous battles before an eventual final duel against Arthur's Successor at the now renamed Dolorous Gard. His death leaves Caergallia without leadership, and the city is once again put to the sword by Caerleon, something the new Queen will have to live with for the rest of her reign. A bittersweet ending, to be sure.
Name 大輔, Daisuke Age 18 Gender Male Occupation Farmer
// PERSONALITY
Trait -
Trait -
Trait -
// SKILLSET
Word Words
Word Words
Word Word
Physical Description
As his name implies, Daisuke is an uncommonly large young man, both in stature and in sheer vitality. He stands nearly a head taller than most everyone else in Heiseina
The FitnessGram™ Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly, but gets faster each minute after you hear this signal. [beep] A single lap should be completed each time you hear this sound. [ding] Remember to run in a straight line, and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark, get ready, start.
Scavenger of the Si Wong Art shamelessly stolen from this reddit post.
"Gotta eat to live, gotta steal to eat, otherwise we'd get along."
NAME
Nasir
AGE
19
BIRTHPLACE
Kumtag Tribe, Si Wong Desert
ELEMENT
Earth (Sand)
APPEARANCE DETAILS
While he has made an attempt to more easily blend in with the average Earth Kingdom village with his wardrobe, the sands of the Si Wong have left an indelible mark on Nasir. A lifetime of wandering the desert wastes has left his skin weathered and given him noticeable tan lines around his quartz-green colored eyes. Short and slight even for a Si Wong native, Nasir probably fits the stereotypical image one would have for a thief. (Words)
PERSONALITY
The unflattering idea most people have of the Si Wong tribes is that they are singularly dour, cynical, and ruthless. (Words)
BIOGRAPHY
The Kumtag Tribe have long prided themselves on their ability to scavenge and subsist on only what the Si Wong Desert gives them. For countless generations they've wandered the wastes, almost entirely ignorant of the outside world save for an occasional trade caravan or Beetle-Headed Merchant. It was here that Nasir was born and raised. (Words)
TRIVIA
An avid dancer, Nasir was well known in his tribe for his mastery of the Camelephant Strut
As a native of the Si Wong Desert, Nasir has never seen a body of water much larger than an oasis
Occasionally likes to wear his old Sandbender goggles on exceptionally bright summer days
Having subsisted on what his tribe could scavenge for much of his life, Nasir is fascinated by actual cuisine
B A S I C I N F O [Name]Aden Solignis [Callsign]Draco [Gender]Male [Age]10 Standard Martian Years (B. 3078 CE, 266 IS) [Rank and Designation]Proto-Class Constellation [Place of Birth]Sol; Mars
C O M B A T A B I L I T Y [Anti-Barrier Sword]#17, Lightbringer [Anti-Barrier Quotient]2% higher than the next highest person [Physical Description] Insert Physical Description Here [Attributes] Insert Auxiliary Ability Aside From Hitting Things Here If Applicable
[Anomaly]Corona [Origin]Solignis [Phenomena] Insert Description of Ability here [Limitation] Insert Description of Limit/Cost here
Profile
[Surface-level Impression] Insert Brief Description Of Character Here; Can Be List Of Personality Traits.
[Personal History] Insert History Here
Home World
[Planet Description] Insert Text Here
[Culture] Insert Text Pertaining To Homeworld Culture Here
[Warrior Family] Insert Text Pertaining to Warrior Family if Applicable Here; Mandatory For Anomaly Users