General Information
Name: Marie Rievatu
Gender:Female
Race: Human
Age: 28
Appearance and Characteristics
Physical Attributes: Marie is a gypsy woman with tall, somewhat thin and lean body. Her height is five feet, eleven inches and weight at 165 pounds. She has muscles to show her acrobatic abilities, thin fingers and hands are rough and scarred from climbing.
Her face doesn't stand out. Not a beauty but perhaps hint of cuteness with her round face decorated with small mouth, dark brown eyes under two dark, thin eyebrows and above her round nose. Ears are surprisingly long but thin, cowered with her curly dark, almost black hair that reaches her shoulders. Her hair is usually bound into ponytail.
Clothing: Marie usually wears worn clothes, usually woolen and bit larger to her own size. Her shirts are white or brown with wooden buttons and patches here and there, skirts are two-layered with black or dark blue and brown outer layer having oil stains and patches to cover burn marks. Some patches are just hidden pockets. Her trousers are black, stained and have minor holes. Her boots are leather and cover her shin half way.
She wears a bandanna or a scarf around her head, and a wanderer's thick green cloak to cover her from weather.
At nights when she wants to stand out however, she wears her black skirt decorated with golden stripes and stars, black shirt with grey decorations of moon and stars and white ruffles on neckline and end of sleeves, with silver earrings and rings decorating her.
Armor: Hardened leather leg guards and leather gloves, padded slightly at knuckles and on the outer side.
Other: Marie's clothes have faint scent of smoke and oil.
Personality
Personal Attributes: She lives for herself and comrades first, not concerned too deeply about troubles of unknown unless it does involve profit for her or her associates. She is greedy for power, admiration and wealth but cautious, having either professional relationships or one night with someone for her pleasure only, and negotiations or conversations handled escape route planned beforehand or having her steam launcher or knife within hand's reach.
Religious Affiliation: There still exists gypsies and their tribes who wander among lands, putting out camps and ask protection from darkness with abundance of rituals and keeping some relationships to Fey Touched. Marie's nomad group wandered around land in search of Tane, the Fire Bird. She herself gives her prayers to him with hint of hope to meet him once in her travels. But she doesn't devoutly search the Bird any longer.
Greatest Fears: She's afraid to lose her freedom; locked in cages forever to be doomed in slavery, imprisoned and forgotten in dungeons with no light given, be in love with someone so much that she cannot live the life like she wants, wandering and stealing.
She's uneasy of the forests, even afraid of them, since at young age she heard of Caecilia and how, if one sees her tree or the dryad herself, loses any will and will eventually turn into tree. This was told by older grandmothers in order to scare children not to wander in the woods alone, and the story has stuck. At older age, she still feels like anywhere in older and thicker forests there could be a branch of the old tree. Bigger and older the forest and further away she's from a camp, road or something familiar, more uneasy it makes her feel even with the Steam Launcher.
She does still feel fond of her family and caravan, as well as some of his comrades in Bandit King's band. Marie does trust to the elder's rituals and the survival capabilities of her caravan as well as the Bandit King's defenses in Coggeshaf. Still, at times she has thought about what if something were to happen to them and she wasn't there to help them? These thought leaves her uneasy until she hears once again from them.
Likes: -She likes the affection of men and women she can get when she's out in the night. Their adoration and their dreamy eyes.
-A successful pickpocket or something stolen always gives her sense of accomplishment and pleasure.
-The joy of running and climbing freely on rooftops, streets, plains and trees.
-Feasts and drinks that she has bought with her own money.
Dislikes: -Stains on her better dress and outlook.
-Those that try and take advantage of her.
-Those who want to have her as a wife or a girlfriend.
-Faults on things she has bought with her precious money.
History and Connections
Background: Marie was born in a wandering gypsy caravan consisting of seven families, whose elders were keen followers of Tane. Forgetting the safety of cities and churches and instead relying on rituals taught with tales and stories from generation to generation, and the strength and will of one's own, they attempt to gain Tane's favor. On the travels, the children grew into teenagers and they learned skills from villages, towns and passerby's while selling talismans of their own.
Marie grew agile and wild with her brothers, sisters and cousins. Always teasing others and running as the trouble came, she learned to be quick-witted and bold. Rituals didn't interest her too much, neither did the idea to move from town to town in a small nomad group, and as she gained age of 17, she said farewells to her family and the caravan as she started to wander from town to town.
It didn't take long for her to learn how to pickpocket and steal, but finding someone to sell the stolen stuff was harder. She learned to haggle at marketplaces to get good prices from her goods, disguise herself when she was doing ill deeds and looking fabulous while selling them. After years of honing her skills in stealing, pick-pocketing and doing other shady deeds, she started hearing stories of Captain Algernon Mill, the Bandit King, who also had underneath him engineers who knew technology, and ritualists bit different from those Maria knew.
She took interest to the group. It took some tailing, finding villages they had pillaged and following the trail, until she found them. She had to offer quite a portion of her fortune to meet the one of Bandit King's generals, Roland the Grey, to whom she pledged her loyalty and skills. Roland did indeed give good use for her skills. In turn she was given some equipment to help her, most notably a Steam Launcher with different ammo and equipment to maintain it.
She worked with the group as means for infiltration, reaching hard places and gaining information. She became comrades with some of the fellow thieves, bandits, engineers and shamans and worked with them to defend themselves against the darkness and steal and grab whatever one can. However, after 4 years she was part of sacking and capture of Coggeshaf. Her mission was to incapacitate some of the guard towers. The great assault and Bandit King and his three general's insatiable greed slowly brought the realization that eventually the Baron will come to fight the Bandit King's group, and that would mean her life eventually. She said her farewells to three of her closest comrades, took the Steam Launcher along with some equipment and left the bandits as silently as possible. Now she wanders hoping that someone else might have use to her skills and money to offer in return.
Secrets: - Marie knows that the oldest in her caravan, Elder Miriam is a great woman. In fact, she's Fae Touched and third in the long family line to own a Feather of Tane. These feathers are kept hidden and their existence is known only by three oldest of the family, waiting for time when Tane's feathers are brought to bring old heroes back to life for a great battle. Marie was eavesdropping and heard this when she was a little girl, and hasn't shared this to anyone. She blackmailed her elder to get blessing for Marie's leaving with this information.
- Roland the Grey will send something after Marie, this she expects. She doesn't know what, exactly. Roland is the man that gains information, and for this he has torturers, spies and kidnappers. One among them is a charming and heartwarming fellow on the outside. Inside he bears love towards no-one but himself, enjoys gaining trust and then betraying them and thus leading his victims towards peril; He is ”Saint” Tophias, Roland's infiltrator and torturer, and he's been sent after Marie, who has never seen his face nor heard about him.
Goals: Stay safe from Roland the Grey's revenge and whatever Roland has in store for Marie. Get riches and enjoy life without fear.
From the game personally I want to see plans that go south, surprises that we have to react to, conflicts and moment of relief where we reflect upon what happened and talk, surviving (or not!) horrors and all that kind of thing.
Connections: The elder Miriam: Oldest and most respected in the Caravan, with decades worth of knowledge of stories from deities and darkness and respectable ritual knowledge. She wasn't too happy that Marie chose to leave, bitterly saying farewells to her.
Engineer Frederich: One of many engineers that work with the technology to keep Bandit King's army armed and dangerous. Close comrade who taught Marie to work with Steam Launcher and how to maintain it. Expert with everything mechanical and always grumpy as Marie broke his creations. The two spent evenings together around furnace where Frederich old about his early years in library, and Marie about her years within cities.
Markov and Roset: Twins that work for Bandit King. One is a lean man, an acrobat and skillful knife thrower, other is hulk of a woman carrying enormous axe anywhere she went. They and Marie were known as the three troublemakers and were usually rising their kegs after successful job. It was hard for these three to part ways, but nevertheless they left with good terms.
Roland the Grey: One of the three generals underneath Bandit King. He assassinates, kidnaps and gains information by torturing or bribing prisoners or his contacts, or by listening visions of underling shaman. He was happy to have Marie among her ranks and wasn't too happy to see her go away without a say. Especially as the fight against Baron's forces come every day closer, deserting Captain Algernon Mill's band is not acceptable.
Skills, Magic, and Abilities
Skills: Marie is a thief. She's good climber, quite athletic and agile. She knows how to pickpocket, haggle, escape places and somewhat disguise herself. She has very low knowledge of engineering that covers how to maintain her Launcher and how it operates.
Magic: N/A
Weapon: Marie took Steam Launcher from the Bandit King's engineers. It looks like a small cannon with trigger and a wooden handle that weights five pounds. It uses pressured steam-cases to shoot harpoons and projectiles. It is a silent and powerful weapon, but slow to be reloaded; Steam case and harpoon must be put in separately. She uses this in combination with variations of iron harpoons to fend off men and creatures of Darkness, blunt-ended projectiles to break locks and thin surfaces, and spears and hooks to help climb hard to reach places. Bolts and hooks can be equipped with chains and ropes.
She also has a knife hidden in her skirts and a saber on side to defend herself.
Combat Abilities: Marie is an agile mover, capable of climbing. She has good aim with her Steam Launcher thanks to years of practice. She knows how to slash and stab with her saber and knife, aiming to slash and hurt as much as possible in as little time as possible.
Combat Weaknesses: She isn't trained soldier, hence against an experienced combatant she's in disadvantage. Her Steam Launcher only has so much ammo, as the shells and bolts weight decently. Launcher is slow to be reloaded for a second shot. Against the creatures of Darkness, it's power may not be enough by itself.