Name: Josephine of the Sand Age: 23 Gender: Female Race: Dimuran
Weapon: "Orphan's Rancor." A medium-length cutlass with a mechanism that allows a specially-made dagger to lock into place beneath the hilt.
Magic: Distortion - primarily good with illusions, not a poor teleporter
Appearance: Josephine's irises, as with all Dimuran, are a deep crimson red. Black scales stretch along her pale, slender calves and shins to behind her knees, intricately wrapping around to just below her thighs. A similar pattern runs from the center of the palm of her hand to her forearm and around to her elbow, just below her biceps. Along her neck, the black scales form a patten much like an impressive necklace or choker, covering the patch of flesh entirely and stretching about halfway over her collarbone and up along her jaw.
History: Josephine was born to a nameless family in one of Vacuo's industrial slums, surrounded by shady characters and black market dealers. The settlement's rag-tag security outfit was almost entirely focused on the fabled Dust mine - off-limits to all citizens by long-standing decree of the Church. She spent her early formative years in an orphanage which employed all of its children at one of the town's workshops, assembling devices and tools that she probably couldn't recognize if she tried. By the time she was in her early teens, Josephine had ousted herself as a rather precocious youth. She was manipulative at best and more opinionated than made the adults around her comfortable.
One day, a man came to town seeking a respite on a long journey. She met him when he intervened on her heated argument with a man thrice her own size about something that she claimed he had stolen from her. The two were just coming to blows when the stranger stepped in, throwing them both unceremoniously on their asses to ask for directions, only noticing her age as an afterthought. He seemed at least somewhat impressed by the state of the larger man, even if he was going to be the clear victor of the fight. Armored and carrying a curved sword inside the most beautiful sheath she had ever laid eyes on, Josephine began asking questions that would be rude in the eyes if coming from anything but a child. Begrudgingly, he told her that he was going to the next city over to hunt a recent Grimm outbreak.
His name was Edmund, and despite his rough exterior, he was kind. By the next day, she had convinced him to teach her to fight for herself and live independently. She couldn't live under the orphanage's thumb anymore - if he didn't, she would run away and likely die in the desert. Or at least, that's what she implied, and he finally allowed her to join him. Not wasting a minute, her first day under his tutelage was to follow him to the fight against the Grimm. He taught her to be a Magi, surprisingly unimpressed at the fact that she actually could wield magic. Edmund had her train with a few simple weapons before finally deciding she was ready for one of the many specially-designed ones in his arsenal. He instructed her to name it and she decided Orphan's Rancor was fitting.
Apart from trips to hone her skills, Josephine lived with Edmund in what often felt like hiding. She did not learn under the church or involve herself in politics or the state of the world, for she had one job; hunt down and slaughter every Grimm she could. They must be the source of evil in the world and were it that they were destroyed, perhaps it would in turn eradicate corruption. Recently, she's discontinued her service as Edmund's charge, it's time for her to make her own way. Not to mention, she started to realize as she grew more able as a Huntress, she had been living a rather isolated life.
Name: Quentin Stormchapel Age: 24 Gender: Male Race: Muran
Weapon: A reinforced longbow made to handle a stronger pull weight. A large quiver with heavier tipped arrows designed to fell Grimm. Two worn slightly curved short swords for when combat gets a little too close. A full quiver of arrows is always with him along with five special arrows he keeps in a separate quiver for special circumstances.
Magic: Elemental- Uses to enhance arrows and to add some extra power into his sword strikes when needed. Specializes in the elements of lightning and wind. When fighting he binds elements to his arrows to give them added effects to kill Grimm or use wind magic to increase the accuracy and power of his arrows.
Appearance: He has short cropped dark brown hair with average features and deep-set grey eyes. He stands at 5’10 and has an athletic build. Often seen in a woodland cloak to better blend in to his surroundings along with well-worn breeches and broken in leather boots. His only real notable feature is hidden under his shirt. A deep scarred gash on his left should from an encounter with a Grimm when he was young. He wears light leather armor to ensure he can stay fast and mobile will still providing a modicum of protection.
Personality: Professional and straightforward on mission. Off mission he is sardonic and pessimistic. Suffers survivors’ guilt and often when able, tries to hide his pain in alcohol. He puts up a front of forced cheerfulness when he’s sober, but the more he drinks the more the mask slips off and the sarcastic, jaded side of him comes out.
Background: Born in a small town on the outskirts of Vale. Stalking animals, killing, and skinning them was the trade he learned from an early age. He learned how to hunt and stalk his prey from his father. They made a living selling animal hides and meat in town. His father also taught him how to avoid the Grimm who tried to hunt them in turn. He learned early on to rely on his bow and keeping distance between himself and the Grimm. At fourteen he was gifted a beautiful bow with a powerful draw strength so that he could take down larger game or even Grimm. Training with his bow had been one of the focuses of his life and with this bow he felt like he could take down any prey he set his sights on. He discovered when he was fourteen he had a gift for elemental magic as well. It gave him hope that he could become one of the Magi of the church and give his family a more comfortable life. Unfortunately, his mother passed when he was fifteen from an illness that ran through the town and surrounding areas, decimating many families. At that point he decided he had to become stronger and get accepted for training to become a Magi. He would practice the different elements in the woods far from town where he couldn’t harm anyone on accident. One day after an exhausting session a large swarm of Grimm attacked the town without warning. Too exhausted to try and help fight the Grimm off, his father sent him out into forest to hide. When he returned the morning after the attack. No one was left alive. He found no traces of his father except the two swords he used and had been passed down in their family for generations. Half buried in the dirt next to a large blood stain he took them up, gathered some supplies and sought refuge in Vale. He was accepted into training to become a Magi and always treats work as seriously as he can. Outside of work Quentin has a rather pessimistic view of the fate of the world. “You reap what you sow”. A phrase his father always said stuck with him. Violence will always be returned upon you and living a violent life will eventually lead to an equally violent end. Regardless he can’t stand by as Grimm devour families and Quentin will continue going out to slay Grimm for as long as he’s able.