age: 50 ❀ gender: M ❀ affiliation: House Pachel ❀ gate: Downward Force height: 6'8" ❀ build: Extremely Muscular ❀ notable features: Shiniest head you ever saw
"I fear we're all getting too old for this war business..."
The lord of House Pachel has led his people well. Under his guidance, the trainging programs for Croania's soldiers have been optimized down to a T. The man himself is no slouch at combat, using his gate to place his enemies under intense pressure to slow and hinder their movements. While he was once a terror, his age seems to have finally caught up with him, and he no longer leaves the house as much as he once did.
House Pachel is notoriously conservative in their views towards the North. However, the views of Jevin Pachel himself have softened significantly in the past few years. Pachel will be attending the talks. His wife and children remain at home.
Esmeralda Nols
age: 33 ❀ gender: F ❀ affiliation: House Nols ❀ gate: Minor Light Generation height: 5'8" ❀ build: Average ❀ notable features:
"It's all a matter of give and take."
Lady Nols has a remarkable head for numbers and math. She's always ready to tell you exactly why you're wrong about your statistics, and how hers are much, much better. She married and had Carrey at a young age, and now seems dedicated to building her house up as much as possible for her son. Her favorite way to use her magic is to put a slightly ethereal glow about her face during negotiating.
House Nols has always served itself, even since the Unification. She will be looking to find the best deal for her and her house, but will mostly support Southern interests.
Ruel Immolis
age: 15 ❀ gender: M ❀ affiliation: House Immolis ❀ gate: Ice height: 5'5 ❀ build: Needs to Drink More Milk ❀ notable features: /
"Ah... I'm so tired! I can just skip some of this paperwork, right?"
The youngest Immolis by far. Despite this, he assumed the position of Lord Immolis following his father's peaceful death a year ago. There isn't much to say about him. He's never even been seen outside of his estate. The only reason people know what he looks like is from visiting him personally.
His own motivations and ideals are unknown. It wouldn't be far-fetched to say they would be identical to that of his father, brother, and the majority of past members of House Immolis. That is - anti-technologist almost to the point of radicalism. Immolis will be making his first appearance at Harrow's Tower accompanied by his brother.
Vector Seler
age: 43 ❀ gender: M ❀ affiliation: House Seler ❀ gate: Force height: 5'9 ❀ build: Stocky ❀ notable features: Eyepatch - don't be fooled, his eye is perfectly fine.
"You know, I've even met with a Court member before!"
Lord Seler, a philandering sailor who hasn't run his own house since the day he inherited it. Instead, he goes on great adventures, exploring Teliv and making intricate maps of what he finds. Mostly nothing, considering the great divide between Croania and the other two continents. He's also been to Nolore and Ashket a fair bit, the most knowledgable of any Croanian born human.
Vector's appearance has deteriorated over the years, but his personality has not. The man himself has returned to land to attend the talks, alongside two of his heirs. He's known as a boisterous man who loves to brag about his exploits and adventures.
Arthur Kothlin
age: 47 ❀ gender: M ❀ affiliation: House Kothlin ❀ gate: ?? height: 6'5 ❀ build: Absolute Unit ❀ notable features: /
"C'mon, let's go for another round!"
A mountain of a man, the only current member of House Kothlin. Croania's least-most eligible bachelor. He's married to his power suit and his only heir is the lamp on his bedside table. They're called 'Angeline' and 'Lampert' respectively. As a person, he's very boisterous with a larger than life character. Not in an unpleasant way. He can be very entertaining.
As a technologist lord, Kothlin will absolutely be attending the talks. They are instrumental to him and his position. Which side he'll be on should be obvious.
Reina Young
age: 52 ❀ gender: F ❀ affiliation: House Young ❀ gate: Electricity height: 5'4" ❀ build: Small ❀ notable features: Condescending gaze
"Please, do not touch the high-grade weapons systems. They're worth more than you are."
House Young isn't the most powerful house, but with the way Reina talks, you would certainly think it was. The scientist lord has driven forward technology and development in the North far beyond expected levels, and she makes sure that everyone she meets knows it. She has a minor rivalry with her daughter. They compete to see who can make the most innovative device in a short amount of time. Reina is up 5-3 as of the last battle.
She will be attending the talks, with the intention of gaining more funds for her house to use in the education and research sectors. She is also looking for lessened restrictions on what fields her scientists are allowed to study. Her husband, Alistair Young, and her daughter, Christina, will be attending the talks as well.
"Oh, how awful! What unholy thing inspired you to wear that?"
The air-headed heir to House Dalris. Supposedly an expert in diplomacy. But she really isn't that intelligent. Whatever social awareness she has is smothered by condescending tones and superiority that she will not stop reminding you about. Elise is spoilt, that's for sure. She'll stop at nothing to get her own way. It's often to settle for a compromise with her, even if they often favour her more than anything.
Fanatically loyal to House Dalris, Elise will be at the talks representing everything her house is about. Money and power.
Cedric Immolis
age: 30 ❀ gender: M ❀ affiliation: House Immolis ❀ gate: Mist height: 5'7.53 ❀ build: Muscular ❀ notable features: Eyepatch over right eye
"Don't come any closer. In fact, you'd do best to go far, far away."
Despite being twice Lord Immolis's age, Cedric remained an heir even after his father's death. He doesn't seem to mind. He mainly works at various divisions in House Immolis, hunting down criminals and delivering sweet, sweet justice. When the 'Mad Dog' Cedric is on your tail, you're as good as dead. (He didn't choose that name himself.)
He's fine enough to work with - good teamwork is part of the job description. As a person, he's far from the most pleasant. We'll leave it at that.
Verity Seler
age: 25 ❀ gender: F ❀ affiliation: House Seler ❀ gate: Earthquake height: 5'10 ❀ build: Athletic ❀ notable features: Wears her hat everywhere.
"We've heard this story before. Many times."
The eldest of the Seler heirs. Her father became Lord Seler when she was ten, then began to go on his long expeditions once she turned thirteen, leaving the house in her hands. Ever since then, he hasn't been on the continent for longer than a month at a time. While the heirs tend to run the whole thing together, Verity is as close to a sole ruler as it gets. The distaste for her father and those beastmen she feels as a result is no secret.
Verity takes everything seriously. Her own unique brand of humour is dry and mocking. She often takes matters into her own hands. It is the incompetency of other people that leads to failure. And throughout her life, she has seen an awful lot of mistakes. Why, she lives with three of them.
Veer Seler
age: 24 ❀ gender: M ❀ affiliation: House Seler ❀ gate: Force height: 6'0 ❀ build: Slender ❀ notable features: Red hair, typical of Northerners.
"You'll find I don't care much for my father's taste in women."
The second child of Vector Seler - or the second child he's recognised as an heir. Veer stands out from his family and just about anyone else due to his unusual red hair he inherited from his technologist mother. It's not recommended to mention it to him. He'll deck you. This may have contributed to the deep disgust for Northerners that Veer has developed.
Veer shares a lot with his siblings. A stern and serious personality as well as a love for the sea and sailing. There are differences. Veer's temper is much shorter than the others', though he tries to act dismissive and as if he isn't bothered by anything.
Lampert Kothlin
age: 20 ❀ gender: L ❀ affiliation: House Kothlin ❀ gate: Light height: 1'0 ❀ build: Kothlin Brand ❀ notable features: No fingers
"💡"
(pretend the image is missing its fingers) The only heir to House Kothlin. Arthur's own creation, a lamp that hasn't moved from his bedside for the last 20 years. The bone part was acquired from an auction. They're not real. Probably.
Lampert is constructed from the bones of an arm and most of a hand kept together with glue and hinges, allowing it to bend. The hand is missing all of its fingers. Luckily, Kothlin's superglue will keep the light part fixated to the palm of the hand. Lampert will be remaining at home for the talks for its safety.
Christina Young
age: 27 ❀ gender: F ❀ affiliation: House Young ❀ gate: Electricity height: 5'2" ❀ build: smol ❀ notable features:
"I can't just let you out of my sight, Reason."
Christina compensates for her short stature by being the smartest person in any given room. Skilled in all things electronic and mechanical, she can assemble and disassemble almost any device in a matter of minutes. Her expertise and heritage landed her an easy research position in her mother's labs. She spends most of her time in them.
While she is attending the talks, she is not going as a representative. Her mother is there. Instead, Christina will be overseeing security in the tower, as well as acting as a pseudo-arbiter outside of the negotiations room. Her knowledge and gadgets will be extremely helpful to protecting the security of the talks.
Eric Granis
age: 34 ❀ gender: M ❀ affiliation: House Granis ❀ gate: Air height: 5'11 ❀ build: Solid ❀ notable features: Appears to sparkle in the sunlight
"I'm quite popular with the ladies, you know... so. What do you think?"
The eldest Granis heir, who will attending the talks. Known for being a bit of a womanizer. He may be attractive, but he's about as smooth as sandpaper. His reputation is something of a miracle. Something else he is known for is his swordsmanship, which he has the skills to back up as well. A shame that swords aren't the most practical of weaponry.
Very pro-technologist. What he lacks in brain cells he makes up for in enthusiasm and bravado. Eric has enough optimism to get through even the most dire times.
Alexander Reason
age: 27 ❀ gender: M ❀ affiliation: House Reason ❀ gate: Force height: 5'10" ❀ build: Thin ❀ notable features: Terrible fashion choices
"Aw, Tina, you never let me have any fun."
When you first meet him, the heir to House Reason may strike you as odd. He dresses in a full suit with a fur cape, a top hat, and a funny mask. He never seems to meet your eyes. He's almost always holding Christina Young's hand. All these oddities are explained when you learn that he's blind.
He hasn't let his condition get in the way of happiness, however. Reason will gladly joke, laugh, drink, and sing as if he were a normal man. He's even engaged to a technologist heir by the name of Christina Young. Obviously, he is a strong supporter of the North.
hellohellohellohellohell
ᴛʜᴇ ᴄʜᴜʀᴄʜ ᴄᴏᴜɴᴄɪʟ
Nils Refren
age: 72 ❀ gender: M ❀ affiliation: Magusist Church ❀ gate: / height: 5'8 ❀ build: Old ❀ notable features: Beard down to his waist
"Show respect."
One of the 5 Bishops on the Church Council. He manages the churches in House Croan, and is the most senior member on the Council. Nils began as the only priest of a backwater town in House Nols, and worked his way up to where he is now. Has a wife, three kids, and ten lovely grandchildren who visit him every other week and beg for candies.
Enjoys fishing.
Tenala Friess
age: 45 ❀ gender: F ❀ affiliation: Magusist Church ❀ gate: Bromine (Earth) height: 5'8 ❀ build: Losing her youth ❀ notable features: Scary smile
"Know your place."
One of the 5 Bishops on the Church Council. Manages the Church in Dalris, Immolis, Reason, and Aureolin. While Tenala has a sinister gaze, she only bears good intentions. One of her primary achievments was helping establish a proper management and categorization system for abandoned and orphaned children. She also favors the North, and wishes for Magusist policy and thinking to be more progressive.
She has a fondness for sweets.
Cormack Elstadt
age: ?? ❀ gender: M ❀ affiliation: Magusist Church ❀ gate: ?? height: 6'3 ❀ build: Large ❀ notable features: Always in armor
"Follow orders."
The leader of the Holy Knights, and one of the 5 Bishops on the Church Council. His military experience is slight, but he is quite adept at fighting in his own right. Wields a sword and shield in battle. One can often find Cormack at the training grounds at the Holy Knight headquarters in House Croan. Even though he always works up a sweat, he never bathes in public. In fact, nobody's ever seen him without his helmet on.
Loves flowers. He personally oversees the gardeners at the headquarters.
Valerie Croan
age: 29 ❀ gender: F ❀ affiliation: Magusist Church ❀ gate: Light generation height: 5'1 ❀ build: Diminutive ❀ notable features: Deadpan stare
"Obey doctrine."
One of the 5 Bishops on the Church Council. Manages the church in Nols and Teglo.
Born out of wedlock to a House Croan branch family, Valerie had nothing to expect in her future as an unwanted and illegitimate heir. Wishing to end her own life, she climbed atop the nearest tower in Enidad, which happened to be that of the church. Cormack caught her on the way down. After hearing her story, the Council took her in and raised her to be the next Bishop. Nils treats her as his own daughter.
One of the 5 Bishops on the Church Council. Manages the church in Pachel and Seler. Unfortunately, House Pachel and Seler aren't very devout. "Nic" might be the reason why.
In order to properly convey his position to the Houses he works in, Nic wears armor that's much larger than he is. It looks fine when he stands still- unfortunately, when he moves about, his movement resembles a chicken with its head cut off. Regardless, his dogged devotion and head for numbers make him a valuable asset for the Council.
"Whazzat? I'm *hic* not violating my code *hic* just... enjoying myself a bit."
The hottest holy knight you ever did meet. Unfortunately, while the Order doesn't restrict marriage, holy knights are known to be uptight pricks who never let you have a nice night out.
Not Ferris. He's been having nice nights out his whole life, and he certainly hasn't let something as small as a divine calling get in his way. He'll take you out, have a nice drink or two or ten. You might even get to see him use his gate. Ferris is supposedly the most powerful magic user in the order. It's probably the only reason why he's still in it.
"Did you know that Holy Knights get sixty days off a year? I didn't know until Sir Ferris told me!"
Laius is Ferris's most devoted follower. When his parents died in an incident in Enidad, the Croanian capital, the Church took him in and raised him. He grew up with tales of holy knights and their chivalrous acts, and thus decided to become one himself. He read every single book in the Repository and begged and begged every single member of the Order to take him on as a squire. Only Ferris accepted. Laius now serves Ferris with dogged devotion and clings to his every word.
As the heir apparent to the Graves family, Tobias has been trained in warfare, politics, and other skills in order to best support the Graves family head in their pursuit of the Pachel title. He aids every decision and movement in the complicated web of Pachelian court politics the family makes, and in doing so, has gained a key understanding of every single being involved in it.
Rumor has it, however, that he wasn't the original heir, only taking up the role after the Graves family failed in their original task to create the strongest fire mage in existence...
Name: Elise Dalris House: Dalris (Heir) Age: 22 Race: Human (Mageborn) Gender: Female Appearance: Tall and elegant, Elise tends to tower over most other women at 5'11 (180cm). Her most notable feature is her dark hair, which is dangerously close to floor-length. As an heir of House Dalris, it's rare that she has free time, but when she does go out, she puts a real effort into her appearance. Always dressed to the nines with more things that sparkle than the night sky.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Despite the domain of her house being information, she doesn't come off as the most intelligent person. Totally airheaded and with little to no social awareness. Still, a daughter of the information house is one to be wary of. Let anything slip around her and it'll probably end up deep in the archives of House Dalris. It really does seem like everything she does revolves around her house.
Alignment: Money. Elise acts only within the interests of her house. They have no substantial losses or gains from choosing either side. If they had to pick, they would most likely remain faithful to the South. If the North were to pitch a good enough deal, however...
Skills:
Experienced in diplomacy.
Has an excellent memory - but she mainly uses it to remember gossip and incriminating information. It's an enjoyable pastime in House Dalris.
Knows all fourteen ways to politely hold a teacup.
Backstory: The only heir of House Dalris, growing up with parents that always had their hands full. She was mainly educated and brought up by various servants that worked on her estate. Once she was deemed mature enough, they threw her into work as well. The constant flow of collecting information, retrieving it, and when there was nothing else to do, reorganising to make it more efficient. It never stopped.
Yet again, Elise is being sent to a diplomatic event in the place of Lord Dalris. Not an uncommon occurrence for her. These ones may just turn out to be a little more important to the others. Nothing matters in the end. As long as House Dalris remains powerful, wealthy and stable, nothing else matters.
Miscellaneous:
𝕄agic
*if your character does not have magic, please leave this blank or remove this section Gate: Light - but not the same as the initial gate. Instead of creating light, Elise's gate allows her to 'manipulate' light by using her magic to reflect, recolour, brighten or dim the light. Flow: Average Favour: High Field: Around 20m.
ℂardinal ℝift
ℙersonal 𝕀nformation
Name: Christina Young House: Heir to House Young Age: 27 Race: Human (Mageborn) Gender: Female ♀ Appearance: A petite girl with short dark hair. She usually dresses in comfortable clothing, such as hoodies and t-shirts. If out in public on official business, she'll wear the official uniform of the Young tech corps. She prefers not to wear elegant dresses or fancy jewelry. An engagement ring sparkles on her left hand. She likes to show it off.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: The genius heir to House Young, Christina is known for her quick mind and perceptive eyes. She has contributed greatly to the fields of artificial intelligence, electromagnetic weaponry, and transportation. She's engaged to the heir of House Reason. Alignment: Technologist. Skills:
An expert at all things mechanical. Cars, computers, you name it, she can build it and take it apart easily.
Trivial Knowledge - she can recall thousands of miscellaneous facts that may or may not be relevant.
Innovator - has designed and built numerous useful devices, such as wireless cameras, coil guns, and a pair of mechanical wings.
Backstory: The sole heir to House Young, Christina grew up in the shadow of her mother's legacy. Reina Young had developed numerous inventions and pioneered discoveries all by the age of 25, when she married her husband and had Christina. Christina lived up to the high expectations everyone placed on her. She blazed the way forward in her time at the Young Academy of Sciences, then went on to help develop the curriculum into a more efficient and helpful program.
When she was 20, a certain heir to another House came to House Young and requested their help in making a special device. The schematics were so complicated that Reina Young herself had to be called in to work on it. Christina was there every step of the way, and made a new friend along the way. Alexander Reason and Christina Young began courting a year later, and the two remain utterly devoted to each other.
Christina has been taken on as Chief of Security at the diplomatic talks. Her mother is participating as the actual representative of House Young. Miscellaneous:
𝕄agic
Gate: A strong primal gate of electricity. Flow: Average. Favor: Extremely high. Field: Must be in contact with skin.
𝕋echnology
Equipment:
Tinkerer's Pack: contains everything an inventor would ever need. Wires, wrenches, circuit boards, etc.
Electronic Tablet: A device of her own design. Christina uses it to log her thoughts, play games, and take photos.
Model A32 Coiler: Another Young innovation. Christina uses her magic to power it and fire ferromagnetic rounds at near-supersonic speeds.
Portable Security Cameras: They connect wirelessly to the tablet.
Wing Set: Christina powers these mechanical wings in order to glide. Her small frame and light build helps the maneuverability as well.
Name: Aelious Aureolin House: Heir of House Aureolin Age: 28 Race: Human [Mageborn] Gender: Male Appearance: 5'9, and of a muscular stature. Has unevenly tanned skin and callused hands. Many small scars on his right forearm, lacing up and down.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: The charismatic face of House Aureolin, Aelious is seen as the sort of swashbuckling, righteous noble who should only exist in romantic fiction. Though lacking in manners at times, he strives for fairness rather than advantages, and is always eager to fund the ambitions and dreams of others. Alignment: Neutral, leaning towards technologist. Aelious believes that technology, not magic, will better society in the long run, but understands that magic has supported the South's endeavors immensely in the past. Skills: Like all Heirs of the Aureolin House, Aelious is trained to fly Wyverns in any situation. Unlike all Aureolin Heirs, Aelious is both talented at it and invests a great deal of time in it, perfecting aerial acrobatics and dizzying spins. He's an excellent fencer as well, bold and decisive in his counterattacks and offensive, though lacking when forced to put up a full defense.
Beyond that, Aelious has a surprisingly good intuition for gauging how valuable or interesting someone's creative work or inventions are, and is one hell of a deal-closer when he needs to be. He maintains healthy relationships with basically everyone he meets, and recognizes the difference between the person and the House they represent. And if they go out for drinks afterwards? He'll definitely drink them under the table while discussing the philosophy of chivalry with contemplative clarity.
Backstory: Aelious was born as the son of the former Lord's first wife, and lived with everyone expecting him to succeed that position once his father had aged and passed. But the dragonblood that coursed in the veins of the Aureolin family was especially strong in Aelious's blood, and he had always been a rambunctious child, capable of studying only what interested him and wholly incapable of respecting his elders. In his fury, Aelious's father announced that his second wife's son, Althein, would succeed him instead, perhaps hoping that'd shock Aelious into obedience instead.
But it was a burden off the young man's shoulder instead. He never had a chance at freedom the way he was born, but as the right-hand man of Lord Althein Aurelion, Aelious could at least travel far and wide, resolving issues while Althein held the fort. That arrangement was fine with him, the best, even. From meeting with prominent artists to investigating disruptions in landlines to monitoring the wyvern rookeries to meeting with other clients and House representatives, Aelious makes sure that his half-brother's decisions are always made with the most up-to-date information at hand. Miscellaneous: Though certainly romantically eligible, considering his handsome appearance, cavalier attitude, and his status as the Lord's 'troubleshooter', Aelious remains a bachelor, having rejected all attempts at serious courtship.
𝕄agic
Gate: Air, with a touch of Fire mixed in, enabling Aelious to generate thermal drafts. Flow: High Favour: High Field: 20m
ℍouse 𝕀nfo
Name: Aureolin Domain: Communications Location: Place 4 Members:
House Aureolin rose to prominence not out of a desire for wealth and power, but through the power of love...or so it is told. The young Averus Aureolin, out of a desire to court a lady all the way on the opposite coast, flew the House's fastest Wyvern to the territories of Pachel, simply to deliver a letter to the lady love of his life before scrambling back onto his Wyvern and departing home before he could embarrass himself to death. Waiting for letters though, was agony, and the Wyverns that his family bred at the time were ill-suited for swift transportation: they were bred for war and destruction, not for delivering mail to uninterested ladies.
So Averus Aureolin did what any Heir of House Aureolin did. He bred Wyverns for speed, endurance and intelligence, to deliver messages from one part of the continent to the other. It took time though, but by then, the idea of Wyvern mail became something that sparked the passion of the rest of the House as well. Once just a family specialized in breeding Wyverns for war, now, they delved into communications, starting with their Wyvern Courier Service, before technologies such as the printing press, the telegraph, and the railroad enabled them to become the news and publishing tycoon that they are in the present time. Any writer worth their salt has House Aureolin as their patron, and there are even rumors surfacing that the House has begun research on wireless communication.
Other Information:
House Aureolin works closely with House Granis and House Dalris, and is especially amiable with the latter House, who they have a common ancestor with.
Twenty years ago, House Aureolin was heavily investigated by House Immolis after the general public was riled up against House Nols due to a newspaper report that held some unconfirmed, libellous facts. The Investigations Chief in Aureolin was subsequently fired for their incompetence.
The Lords of Aureolin hold pride in their ties to the noble Wyverns that they've raised and perfected for generations. Any prospective Heir is trained to ride these glorious beasts, saddles and reins be damned.
House: Lady of House Lapseus Age: Fifty-Two Race: Human Gender: Lady Appearance: 4'7 in height // 95 lbs // White Hair // Crimson Eyes
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Melodia's reputation is a difficult one to describe. Her history is full of discrepancies, she appears to be a teenager despite a number of decades on her seat within House Lapseus. She is known to be a savant of Medical Science and helms the development in the north for such endeavors. Not only this, but she is rarely seen by the public unless she is unveiling some new development she had made with her research, mainly those discovered through unknown means of funding and with little to no transparency in those studies. There are rumors that she and her sister are illegitimate children with foreign blood, though these have yet to be proven - there are a mixture of positive and negative rumors that circulate through the social circles of commoners that work within her region. Most of the negative ones root back to the earlier eras of Lapseus control, though the disappearances of people and Lapseus Sisters' appearances do tend to unsettle those who live within the cities under their control. There are also positive chatters as well as she has discovered numerous groundbreaking medical methods and developed countless pharmaceutical products in these curious endeavors.
Alignment: "I serve only House Lapseus."
Skills:
Wise Beyond Her Years - Melodia was quite gifted in her youth. Her and her sister were blessed enough to have expensive tutors that taught them within their estate. These tutors were not only gifted themselves, but were given permission to teach the young girls everything they wished with accelerated lessons and six to seven day plans that ceased only during the winter every year. Knowledge was power in the north, and although Melodia's parents were selfish, greedy, slimy, cutthroats who screwed the lower class without end. They did care deeply for their daughters and wished for them to be ahead in life for the cruel world that awaited them in their adulthood. And as evil as they may have been, Melodia thanks them even in current years for this. Nonetheless, decades have gone by and while Melodia's body is brittle and small - her knowledge grows and flourishes every moment of every day. There is a say "The wisest warrior sharpens their blade every day." and she embodies this saying by constantly pushing the boundaries of her studies, intellectually, and morally.
The Unassuming Predator - Melodia's condition allows the the cold and cruel noblewoman to retain the appearance of youth. She uses this to her advantage. Those who don't have knowledge of the truth behind Melodia's facade would easily fall for the noblewoman's facade - but those that do know of her truth don't see a young girl, but a ruthless opponent. When not playing the young unassuming girl card Melodia's quite cruel to those she does not respect, and sometimes even to those she does. Her tactics are generally unorthodox and calculated without the bindings of morality, even some of the southern nobles could take notes of from her cruelty. But she is by no means the most powerful noble, nor does she wish to be, she simply has her own goals and will take every step needed to reach those ends.
Backstory:
The Lapseus Family were once quite established in the northern cities. With a noble bloodline dating back before the war with the south the House was most famous for the deceased Almonte Lapseus who fought without end to better their position among the other nobility and earn more prosperous lands for the people. But after Almonte’s death the House would fall into decline. The ambition that the famous figurehead left behind only caused his descendants more trouble, insurrections, deceit from former allies, all of which had been caused by the good intentions. This track record only caused the generations that followed to grow more bitter and secluded themselves into their abodes, angry and unfulfilled.
It wasn’t long until this treatment twisted the once benevolent nobility into those that loathed others and wished only to improve their momentary happiness. Greed, lust, gluttony, all forms of atrocity were performed over the years by these generations of the Lapseus Family. None were innocent, as those who didn’t outright enact the horrendous actions simply watched in depression. This attitude spilled into their ruling over the lands, causing ever increasing debt and disparity for the people - trade grew worse and worse over the years and eventually poverty became the norm. This became even worse during the war, as rations became even more sparse and the nobles chose their own safety over that of their people, shutting themselves and their protectors away in their estates in a selfish act of self preservation. This is what drew the final line between the house and their people.
Fast forward a few years and welcome a baby Melodia into this world, she’s a Lapseus true as all can see with her stark white hair and bright blue eyes. She was born alongside her twin sister Rhythmia, both girls were on the smaller side though were healthy and promising heirs to the Lapseus seat. Melodia was a bright youth from the start, her outlook on life was positive despite the conditions around the House, she and her sister was tutored rigorously by Amadeus Sytheria a fairly accomplished scholar in the north, the workers and servants within the house were incredibly friendly, all seemed well in Melodia's early childhood. But with age and time soon came realizations. Melodia would soon come to learn about her family's darker side, their greed, their treatment of the people, none of which sat well with the pure spirit that was newly brought into the world and still quite sheltered.
It was after this realization that she would take steps in the right direction, hoisting herself into the medical field as she found the study both exciting and helpful. Even at a young age Melodia was quite skilled when it came to this profession, and would even sneak out of the estate to treat people of simple ailments - with the supervision of personal bodyguards that she trusted personally of course. These night trips would result in a small but budding trust in communities around the House's estate, embers of a fire that would soon ignite and incinerate her family as a whole. A letter would arrive from the court of law, stating that the entirety of the main family branch of House Lapseus was to appear before them to be tried for so-so many laws being broken and the cruelty to the masses finally being addressed.
𝕄agic
???
𝕋echnology
Equipment: • Medical Equipment - Melodia keeps on her person a number of medical tools, syringes, phials, pills, antiseptic, a number of scalpels of different lengths. One would typically be found with a firearm in the north, especially in this day and age but not Melodia - weapons are quite literally never found within her arsenal per say. Instead she keeps things that she might need to tend a wound, or take a sample, things that fall more in line with her professional background than that of self defense or anything of that ilk. She does however have chemicals that could be deemed harmful one her should she need to escape sticky situations.
L a p s e u s
Domain: Research Location: Northeast Members: • Vati Polynox • The easiest way to summarize Vati Polynox is that he’s a nobody - no public record, no family history, no trace of citizenship on any census, he’s a ghost and that’s exactly what he was meant to be. Vati is Melodia’s personal bodyguard, caretakers, he’s basically responsible for most of the unpleasant stuff that she would need to deal with if she wasn’t a brittle old crone. But those who would be lucky enough to meet the boy would find that he is completely obedient and enamored with Melodia, and while they bicker from time to time their connection is very real and visible.
• Theadora Thespia • Although she wasn’t even born during the culling of House Lapseus, the branch family of Thespia still feels those effects to this day. Formerly a house that prided itself on maintaining the bars and dice houses of the Lapsean cities, the “House of Liars” has within the new generation - reformed into something else entirely. Theadora Thespia was raised in a time where the main family nor her own were doing so well, and when the nobility isn’t doing well - neither are the people. The gambling days were limited, bars were empty, people were starving. Thea was by no means a sheltered youth, often taking to the streets with her mother and seeing these atrocities with her own eyes. And it was with her summit to the head of her branch that she decided to change things. In her teens she took to visit the scientific savants of the main family Melodia, and was taught by her for some time - but she also ventured to House Young which had a lasting relationship with the family. And with the teachings of these two intellectual households she came home with a new focus for the Thespia, developing new and more accessible food sources and utilizing science to create them if they didn’t exist.
• Cian Mortimarx • A strange relic of the past is the Mortimarx family, still they are rightfully a branch of Lapseus to her dismay. They are the gravekeepers of the region, by choice and by trade, and aren’t even really a noble house by any means other than name - rather they live in the far north of their territory in the boonies. The Mortimarx also have a knack for dressing outlandish and making scenes in public, whether this is for attention or not is to be decided, but they are renown for the wrong reasons among Lapsean people. Cian is the head of this family, he’s around Melodia’s age and the two have more in common than either would like to admit. He is whimsical and uncomfortably eager to please any who are unlucky enough to have this fellow arrive at their door.
Gohetia: Gohetia was named after a being that the first lord of house Lapseus saw in a dream. The city itself is massive, bright, and lively, and to visitors or those whom look from the outside in it would look like a bustling little paradise. But that is not the case, the problems that are outside of Lady Melodia’s control still remains no matter how much she sacrifices. There are slums where those whom can not earn wage live in shabby houses and live on the bare minimum, there are still seasonal food shortages that cause distrust and paranoia during times of hardship. But there is something else in Gohetia, and all of the Lapsean territory itself. Hope. Free medical assistance is there for every wounded and sick at each hospital in the region, Melodia sets countless coin aside to purchase food stores for the people that are also given out for free. She is seen as a savior, and a motherly figure you many in the city and many of nearby towns and settlements. But there is also a strangeness to her, and her methods.
Name: Abbi Rose Smith House: None Age: 22 Race: Human Gender: Female Appearance: Abbi is an attractive red headed woman with clear pale skin and clear blue eyes. She likes to dress for the occasion and to impress. Her hair is long and she likes to wear it braided in different styles. Braided it reaches her knees.
When traveling, she will dress in slacks and leather armor. She always carries a knife that can be seen, and two that can not be seen.
So On & So Forth
Reputation: To most people Abbi is a decoration and arm candy. To those who have dealt with her, she is a shrewd negotiator and deal maker. She likes to make deals were both sides come out with what they need and she comes out ahead. (Academic) Abbi is an avid student, curious and driven to learn. She pushes to be the top of her class but will help others. Alignment: Mage
Skills:
Appraisal and valuation.
Mathematics
Chemistry
Cooking
Basic Engineering
Drawing
Acting
some dance
some singing
Backstory: Abbi was born into a lower class peasant family in Young. Her mother was a scribe and a book binder and her father was a mechanic. This is what got her interested in learning how things work and are put together. Abbi started reading and writing before she was two. By six she was able to copy documents and started helping her father with his work. People would come into his shop to find Abbi’s little butt sticking out of a machine that she was helping him repair.
Her parents died in a fire at their residence. Abbi had been out running an errand for her mother. A noble sponsored her to go to boarding school then to university. Abbi still likes to take classes. When she can she likes to learning new things. Her next goal is to work on learning the law and maybe some stage magic (escape and sleight of hand)
Miscellaneous: Abbi fights with her words, her looks, and the pen. She knows how to hold a knife so she doesn’t cut herself in a fight. Abbi does not really see a lot of difference between Magic and Science, just different types of forces at work. This is really not a popular view of either and is probably why her magic isn’t really strong.
She is motivated by learning (she loves books), stability, and wealth.
Her big flaw is pride. Her big fear is to be found incompetent.
Magic
Gate: force gate – used to assemble and disassemble things, maybe manipulate a lock, and self defense Flow: low Favour: Average Field: Close, under 3 feet
Technology
Equipment:
clothes
books(mostly technical; poetry)
makeup
peephole viewer
fiber scope
small set of tools
Blank books and ink
messenger bag with a hidden compartment
dusting powder
tagging
At her apartment
small library
small chemistry lab
Final Notes & Links
Rose's favorite color is red. She would like to get a generator so she can burn off excess magic and have light to read by.
Name: Darius Iosif Balaur House: Lord of House Balaur Age: Supposed to be in his 80s? Race: Human (Mageborn) Gender: Male Appearance: 6'6, Herculean physique. Has always been seen at least partially adorned in magically-enhanced darksteel plate armor. Hasn't physically been seen in 50 years by all but his most closest confidants. Those who have seen him agree that he may look quite young for his age.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Because he has been secluded for so long, most of what people know of Darius is mere rumors and speculations. To his fellow lords, he was described as a stereotypical Balauric lord, an honor-bound knight dutiful to further improve upon his family's work and a fervent follower of Anaism. To the citizens of Balaur, and more specifically to the serfs who work the mines and the mills, Darius is nothing but a cold and distant despot, cruelly ruling from an unreachable throne. Of course, more sinister rumors exist about the mysterious lord of House Balaur and what he may be doing within his Stygian Spire, but none have really held any ground. Alignment: Mages. Like his forefathers, Darius has always worked towards progressing the goals and interest of the Southern powers. Skills: What Darius lacked in interpersonal skills, he had in both might and intellect. Physically, he was said to be among the greatest knights that Balaur has produced, having both the natural talent and raw physical prowess of an ideal warrior. While one would assume Darius's combat skills have deteriorated during the years of his isolation, word has gone out that various rebellions were thwarted by the mysterious lord's hands alone. Darius is also quite intelligent, having spent much of his time in seclusion researching everything that is known about magic, among other things. While he isn't the most charismatic of lords, Darius still had the leadership skills necessary to bring Balaur to an age of prosperity, no matter how bleak it may seem. While his strength and tactical acumen are both nothing to scoff it, it could be said that Darius's greatest strength is his conviction.
Backstory:
As the sole heir of House Balaur, many things were expected of the young Darius Iosif. Because of his apparent lack of magical talent, Darius worked hard to earn the approval his father, Lord Dragomir Balaur. Throughout much of his early life, Darius served his family to his upmost ability, ever being the dutiful son. However, fate took a turn for the worst when Dragomir succumbed to his sickness. On his deathbed, Dragomir entrusted his son with one duty: to bring Balaur into a new golden age, one that Dragomir believed only Darius could achieve.
When Darius took control of House Balaur, he quickly put into place a number of controversial policies in order to increase the house's production rate. Such policies included allowing unwanted second-class citizens- such as beastmen and criminals from other houses- to be placed in work camps with the rest of the peasants within the Balaur domain and creating a divide between the upper and lower class citizens of the region. While they indeed lead to an increase in production, Darius's citizens were left unhappy with these new policies. To the downtrodden of Balaur, it was clear that their line had to end, with their already squalid way of life on the line... so they had started a rebellion. They had killed their Lord.
Sadly, in this world, nothing can be ensured.
By some miracle, Darius Iosif Balaur survived the attempt at his life. Despite the countless spears that pierced through the lord's flesh, he endured to live another day. Stories were told of how quickly the rebellion was thwarted, with legions of rebels being decimated all at once with an unending torrent of steel spikes sprouting from the ground. It was as if Darius himself had commanded the land that belonged to him, to the Balaur, to slay all threats to his rule. Once that was done, Darius had sequestered himself within the Stygian Spire, a tower located within the highest peak of the mountains of Balaur, where he could watch the entirety of his land, and lead from the high heavens.
For fifty years, House Balaur had begun to prosper once more. A permanent rift was formed between the knights who made up Balaur's vassals and branch families, and the peasants who worked the mines and steel mills. Under the doctrines of Anais and the word of the Contemporary, those who made up the lower class would pay for their dissent through their own blood, sweat, and tears. Bodies of would-be revolutionaries would be pierced by spires of blackened iron, left to bleed out as a reminder that their blood, and everyone else's, belonged to the Balaur. The Serpent's Fangs were formed, a secret police force made to discourage any future defiance. Darksteel was produced at its highest. For fifty years, House Balaur finally reached its golden age, built off the backs of its people.
Miscellaneous: Darius's longsword, Vasilisc, is forged with the highest grade of darksteel his House could produce and is worn at his hip. Darius also carries a darksteel scepter, a family heirloom that serves as a symbol of Balauric rule.
𝕄agic
Gate: Metal. Capable of creating a high-grade steel alloy nearly matching the strength of darksteel. Flow: Below average, compensated via the creation of spears and spikes. Favour: High. Field: Abnormally high, reaching a few kilometers.
ℍouse 𝕀nfo
Name: Balaur Domain: Magic-Imbued Metal, Black Knights. Location: Place 3. Members:
Rohmani Strigoi, Balaur Councillor, Public Face, Darius's Personal Physician...?
History: House Balaur was originally a more militant branch family of House Croan. Made up of zealous crusaders and knights, they sought off to conquer the territories southwest of Croan in the name of Anais and Ishtar. The land was full of petty warlords, who were all easily brought low by Balaur's powerful metal-based magic. Those who bent the knee were absorbed into Balaur as its own branch families, while those who didn't were forced into indentured servitude. While the territories were initially a part of Croan's borders, House Balaur earned ownership of the lands after they discovered a method of imbuing refined metals with magic. Other Information: Blackened steel, House Balaur's main export, is a valuable form of steel forged and refined through Balaur's secret smithing techniques. The magic imbued within the steel causes it to take a darker hue. The darker the steel, the stronger and heavier the metal. The strongest blackened steel produced is aptly referred to as darksteel, and it is seen only adorned by Balaur's upper class. Notably, the Black Knights of Balaur are its most infamous users. Bred and trained to have enough strength to wear a full suit of darksteel plate, Black Knights served Croania historically as its elite shock troops, formed with the intention of rivaling the power-suited soldiers of Kothlin. Most Black Knight families are made up of House Balaur's branch families.
Name: Aster Nols House: Branch member of House Nols Age: 24 Race: Human (Mageborn) Gender: Female Appearance: 177cm. Tanned skin, rough hands, muscular legs from her frequent travels. Her standard garb is arranged for outdoor functionality and little else, while her formal attire is plain and consistently wrinkled. Her orange scarf is a permanent accessory outside of formal functions. Makes it easy to spot her in a crowd.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Mannerless and airheaded. Her tone of speech comes off dry, if not condescending. Were it not for her irrefutable service to the family and Carrey’s unlikely fondness for her, Aster would never set foot in noble halls again. Workers directly under her note that she seems more interested in ensuring the quality of the livestock than fraternising with colleagues.
Alignment: Mage. She is a Nols after all. And for all their fanciful toys, the Northerners don’t have the slightest idea how to treat the land or its creatures with the expertise they deserve.
Skills:
- Horseriding and droving (herding). Good with animals. - Has an uncanny gift for numbers. - Knows the land better than most. Acquainted with almost every major city, all exceptions lying in the North. - Crossbow and cavalry sabre proficiency, purely for hunting and fending off bandits. She is hardly an expert in one-to-one combat.
Backstory: House Nols is responsible for ensuring the stability of all forms of trade, and that includes the transportation of livestock. The Ethra Company - led by Ethra Nols, cousin of Esmerelda Nols - oversees this sector. Though railways have been rapidly developing throughout the continent, magic-assisted droving is still the most widely accepted method for moving large numbers of livestock.
Aster is the oldest child of Ethra. Despite her numerous shortcomings, she is somehow both the most intelligent and most socially passable of his three offspring, and therefore leads many of the company’s assignments. This journey began at the age of sixteen, upon the completion of her schooling. Her foundation in mathematics was impeccable and she had the potential for joining the ranks of the Nols economists. But Aster was a restless youth. Without the chains of being a main family heir, she shed all lingering attachments to academia and galloped off into the wide, open world.
Miscellaneous: Her main horse is Keater, named after the popular children’s book ‘The Tale of Keater Hare’, a whimsical story that follows the adventures of a family of anthropomorphic hares.
𝕄agic
Gate: Air/Earth. A firm but gentle breeze accompanies Aster and her companions while the ground before them seems to smooth out. Redundant at first, but when their journeys consistently span thousands of kilometres, it assists greatly in the long term.
Name: Rathas Warrick House: Ex-Graves Age: 22 Race: Human (Mageborn) Gender: F Appearance: From her clothes to her face, everything about Rathas’s appearance screams to-the-point. Nobody has seen her in any more than weary combat button-downs and slacks, and her ashy hair is almost always wrangled into a ponytail. A well-loved klewang cutlass hangs at her left hip assuming she hasn’t been jailed. Stands at 5’ 9”. Toned from regular exercise.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Rathas has been living at sea for the greater portion of the last half-decade. As such, her existence is unknown to most.
Alignment: Rathas works with a ragtag crew of pirates towards maintaining the economic well-being of a few Lapsean port towns.
Skills: Rathas is equipped with the bloody experience of countless long-range and close-quarters battles both on land and sea. Despite a low tolerance for bullshit, she's very well-mannered.
Backstory: Rathas is the result of a long-running chain of eugenics conducted by House Graves: a corrupt and vicious branch family of House Pachel. The powerful fire, earth, and heat gates in her bloodline molded a grossly powerful magma gate that she ultimately used to escape Graves's clutches. An illegal ride North brought the young Rathas to the streets of Lapseus where she sustained herself on petty crime for years. In time she was discovered by the pirates and swiftly brought aboard to be mentored.
Presently Rathas and co. prey on Southern trade routes to fund and feed a few Northern coastal cities with which they've stricken accords.
𝕄agic
Gate: Lava - A violent combination of fire, earth, and heat gates has given Rathas the strength to create molten rocks and sling them at her enemies. The largest singularity she can produce with maxed favor is one meter in diameter, but this quantity can be divvied up and thrown as she sees fit. Flow: Average Favour: Average Field: High
Name: Eska of Clan Emmeret Age: 22 Race: Askhetan Tribal Beastman Gender: Female. Appearance: She's fairly short at around 5'4", skin fairly tanned by the sun, with a slight build that belies the power behind her muscles. Her hands sports wickedly sharp claws that could tear into fabric and flesh easily. Her teeth were sharper as well, with longer incisors. On top of her head was a black tipped bestial feline ears, matching the striped back and orange tail coming out of her tailbone. For those who knew of them and sees her undisguised, there would be no doubt that she belonged to the tiger beastmen of Askhet.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: As a beastman, with ears and tail evident, she wouldn't be received too well. Whether it be superstition, racism, or just pure mistrust of the unknown, without covering who she was, it was likely she be, at best, shunned, or at worst, attacked, kidnapped or otherwise harmed. With her larger tiger ears covered, and her tail wrapped around her inside her skirt, she was but another face, passing through the streets with other faces. It was rare that she would ever approach a human settlement uncovered however, thus most would know of her as either that hunter that lives in the forest with the strange dress, odd but nothing really out of the ordinary for people that lived alone and in the woods.
Alignment: Neutral. She did not really have a stake in the current power struggle. Magic was magic and technology was technology. As long as they do not affect her directly, she did not really care one way or another. Coming from another place where the individual mattered more than the politics, she also do not view the problem the same way as those on Croania did.
Skills: As part of a tribe on Askhet, she was long used to doing many things. Survival in the wilds in general, tracking, hunting, leather making, rudimentary medicines with herbs and poultices, to even making salt from sea water. Her marksmanship with a bow and arrow was exemplary as well, especially considering the huge draw weight of her longbow.
Backstory: She grew up in Askhet, raised by Jeckeras of Clan Emmeret and Desira from Clan Mekhi. From her father, she learned how to survive, from her mother, she learned to work the materials she gathered. When she was but a bit older, she found a spirit, and formed a contract with it, becoming one of the shamans of the tribe, and was venerated for it. Young, and inexperienced however, she was only very rarely consulted by her tribesmen, and only then when it involved the crops.
Slowly, but surely however, she was learning how to take over the duties of a shaman, should the others not be available, and their trust in her skill slowly but surely grew.
It was unfortunate, that one day, she committed a taboo to the tribe, on that required her to be banished or executed. A single arrow, shot at a hind, catching instead the young scion of the chief as he moved in her line of sight. Disgraced, with her honor lost, she took up all her worldly possessions, and left. Procuring a small skiff from another tribe with exchanged favours, she sought out an island on which she may stay with an overly curious dryad tagging along, through which, after a series of misfortune, she found herself on Croania.
Miscellaneous: She carries a wide bladed iron sword, with a short handle and almost nonexistent handguard. It was heavier than most swords, weighted towards the blade. Primarily a tool rather than a weapon. Her bow was a seemingly a few strands of long vines twisted together tightly, almost as long as she was tall standing up. A white 5 petaled flower grows at the very tip of the bow. It was not a bow one could draw solely with the arm, requiring the use of one's back muscles as well. With sheer draw weight of its pull, very few longbowmen could even pull it to full draw. Anyone with a good eye would notice the bow was entirely made out of living plant, even the string.
𝕄agic
Contract Gift: While possessing of no traditional gate the locals of Cronia would recognize, she can manipulate and develop any plant life around her. Because she was changing the plants directly, any changes made would not need to be maintained by a steady flow of energy, leading to her being able to build things like her bow, or furniture off of them. Contract Sacrifice: To uphold the every wish of the Contractor, and to protect their domain whenever called upon. Contract Restrictions: Never hunt more than what was needed, and to offer prayers of thanks for those that had given up their lives to feed yours. Field: Her abilities only reach up to 10m around her.
♪̵̙̎♫̵̣̈́♪̴͈̽♫̴̪̓ "You're wrong. Magic doesn't kill people. I do."
ℙersonal 𝕀nformation
Name: Rhythmia Lapseus House: Lord of House Lapseus Age: 52 Race: Hum̶a̸n̷ Gender: Female Appearance: Despite her true age, Rhythmia appears to be a young woman, no older than a teenager. Her height is average for a girl her apparent age, and she has a small bust - normal things that contrast with her head of short white hair. Rhythmia tends to wear multiple layers, making her build a little hard to judge, but under her clothes she has a toned athletic body. Her skin is very pale, making the small scars that litter her body hard to see. Rhythmia is much heavier than she looks because one of her arms and one of her legs has been replaced with the most advanced prosthesis available in Croania. One of her eyes has also been replaced with an artificial one, and this is more noticeable as the advanced artificial eye glows a much brighter red than the other. Inspiration art: [x][x][x][x]
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: It isn't a secret that Rhythmia works as a government sanctioned hitman. Because she specializes in taking down mages, many Mageborn feel uncomfortable around her - though her dark, stoic nature makes pretty much everyone uncomfortable. To some, she is a powerful force to be used against rouge mages, but to those that know her better, Rhythmia is seen more like a quiet, complicated protector. Alignment: Neutral Skills:
Skilled hand-to-hand combatant
Proficient with many kinds of weapons, including blades and guns
A fairly good dancer, though she doesn't often do it anymore
Backstory:
Born with a gate, Rhythmia had high hopes placed upon her to become the next Lord of House Lapseus. Scholars and tutors of all kinds were ushered into the estate in order to instruct both Rhythmia and her twin sister Melodia in all kinds of knowledge. However, it soon became clear that although Rhythmia was blessed with a gate, she was not exactly the brightest student. She struggled to retain more complex information, and she would much rather have been outside playing or even helping servants with chores than studying. After a few years, all of House Lapseus knew this: Rhythmia was blessed with a strong body, while Melodia was blessed with strong mind.
The decision of the family to officially endorse Melodia as the future Lord was set in stone when, on a family outing into a town that despised the current Lord, an aggravated citizen threw a bottle at the family's patriarch only for it to miss and shatter on Rhythmia's face, destroying her right eye.
After that incident the tutors of House Lapseus didn't drill Rhythmia quite as hard anymore. She received a pretty prosthetic eye, and she was told not to bother Melodia during the other girl's studies. During their childhood, the Lapseus twins hadn't been close. They grew further apart as Melodia prepared to take control of the house with the court date of their father for his crimes looming ever closer.
Rhythmia was a happy and hopeful child most of the time. She wanted to find some way to contribute to the family, especially after Melodia officially ascended as the Lord of house Lapseus. To that end, she left the estate with only a single servant, looking for some cause she could help. The servant, Huston, was a talented martial artist and one of the estate's guardsmen at the time. They traveled for months around the continent, far away from the lands of Lapseus because they trusted Melodia to take care of everything. Despite their distant relationship, Rhythmia had complete faith in her sister's abilities. However, when Rhythmia returned to the estate, she found an awful scene.
The guilt she felt at leaving her sister alone to bear the burdens of becoming a house Lord so young, dealing with the fallout of their corrupted family's actions, weighted heavy on Rhythmia. Again she left the estate, this time searching for the man or monster that had visited her home. It took a long time, but she found him...
...after that, Rhythmia gradually changed. She who was once a warm person became a cold one. She had a singular focus for most of the following years: restore House Lapseus, protect and aid Melodia. She enlisted in the Croanian military, and after a decade ended up with a storied career. She was an especially adept mage killer, and though she held no real animosity for mageborn, she leaned into this niche hard. Many leaders made use of her skill, and she became renowned as a hunter of rogue mages.
Now, in the present, she has officially retired from service but remains a contract killer. She is publicly hired by Lords or all houses, military officials, and company CEOs to track down rogue mages and "enemies of the state," although she does accept private jobs with no name attached if the price is right.
She will be attending the peace talks alongside her sister Melodia. Though she is technically the second Lord of the House, she thinks of herself more as Melodia's second bodyguard for the event.
Miscellaneous: Rhythmia also accepts under the table hits from any source under the alias "Exultant," though her fees are quite high.
𝕄agic
Gate: Electricity Flow: Low Favour: Low Field: Can only generate electricity at most one foot (31cm) away from her body.
Other Magic: ?̸̪̆̀̈́?̴̡̫̭̲͕̀́?̷̟͓̲͔̃̍̓͜
𝕋echnology
Equipment:
Bionic Eye ver. Alkestis II
A right eye. Some of the most advanced technology available. The eye feeds Rythmia real-time field information directly into her brain. The information the eye can read includes but is not limited to: wind speed and direction, temperature and humidity, detecting magic use, the level of it and the direction it came from, sight in different frequencies, etc.
Bionic Arm ver. Ariadne
A left arm. It is made of an Aterium skeleton with a hard rubber protective coating. The outermost layer is a hard metal alloy used during jobs, or a stitching of preserved flesh during down-time. Either way, the arm allows for greater strength and enhanced reaction speed. Has a blade attachment.
Bionic Leg ver. Atalante
A right leg. It is made of an Aterium skeleton with a hard rubber protective coating. The outermost layer is always hard metal alloy. The leg allows for greater strength and speed, and features a heel-like shape capable of clamping down. Also has a blade attachment - in the knee.
EM-15 Coil Guns "KERES"
A handgun that fires rounds via electromagnet. Used the most often of Rhythmia's guns, as the rest are less than subtle and ill-suited to indoor work. KERES is not a single gun, but instead shorthand for all of her coil guns. A single gun is called KER.
AM46 Railgun "TENEBRAE"
A man portable rail gun. Using an electromagnetic force it is capable of launching precision rounds at incredibly deadly speeds. Despite it's 'portable' nature, it is still very large - larger than Rythmia herself, though she is able to carry it around with no problem. Takes a little while to charge up, but once ready it is a powerful, long range weapon.
CG Pressurized Rifle "THANATUS"
A long barreled rifle that utilizes pressurized gas to launch rounds with unbelievable force. Has a strong kick back, and Rythmia has to take special preparations to use it effectively, which makes it near useless in the hands of anyone else. The gas super chills the rounds as it fires them.
"You look like you're in need of a good laugh or good whooping. Which is it?"
The head of security for the Lapseus estate. Huston has been with the family since he was sixteen years old. He personally vets all servants working in the estate, and he handles all guests in person as well. He is very thorough and takes his job seriously, having remained loyal to House Lapseus for over four decades. He accompanied Rhythmia during her first time traveling, but did not go with her while she was seeking the "mysterious stranger." He regrets this.
Huston is a jovial person overall and enjoys telling silly stories or corny jokes to lighten the mood when it's needed. He has a good relationship with both Lords of House Lapseus and Melodia's personal bodyguard, Vati, as well as the rest of the staff and servants. Many see him as a "fun grandpa" - but don't be fooled, he is a master of combat and can kick almost anyone's ass. Once upon a time he was in love with Rhythmia, but nothing came of it.
Name: Rendyl House: Solaris Age: 27 Race: Avian Akeshan Gender: Female Appearance: 5'2'' (62 in, 157.5 cm), A short woman by most standards, she looked young with fair skin and light complexion. Strong arms and legs contradicted her slim face, but what was most striking about her were the obvious avian wings attached to her back. An impressive seven foot wingspan tip-to-tip fully extended, they could found neatly against her back, into near invisible grooves to either side of her spine. Normally though they would be fluffed and out behind her slightly, ready to be used. This was also because she couldn't comfortably fold them under clothing, but if she needed to she could pass as a unusually beautiful young human woman by doing just that.
Fair light brown hair flowed across her shoulders and down her back, even after becoming a personal bodyguard to Lord Drakus.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Lord Drakus's little pet bird. It was joked that he had a golden cage in his personal bedchamber just for her. But rumors also flew around the dinner tables of nobles that this upstart's pet bird had defeated several assassination attempts on the Lord's life, and she has been seen wearing leather armor, and a very strange curved shield and sword... Alignment: A slave in all but name to Lord Drakus. She doesn't like it, but it's clear she knows what's good for her. Skills: Highly skilled with ropes and knots, knows how to read the stars, able to understand coastal weather patterns. Very well versed in seafaring and sailing. Able to wield a cutlass, long knife, and scimitar. Average skill with the common sword. Intimately skilled with personalized shield. Agile in both combat and maneuvering with her wings. Able to launch herself over a dozen feet into the air, and glide at a fair speed (distance dependent on starting height). At an angle she can throw herself nearly twenty feet across from a standstill, thirty with a running start. Backstory: Born in the coastal area of Lapseus, Rendyl was raised by a Dockmaster of a port town. She knew little else, owned by this man but treated with respect if she behaved. Prejudice taught her people didn't care about her, so she tried as hard as she could not to be ignored. She threw herself into learning to read and write, as well as count currency. She quickly adapted to being his assistant on the docks, an extension of his authority when things got busy.
When she was ten, she started going out on fishing boats, learning how to sail with the fishermen and help them bring in catches when things were slow. She learned fast and was soon able to prep a ship for departure almost single handed. It was this time that she also learned the sea had moods, and the stars were guides that pointed the way home. She was happy, or as happy as she could be with people trying to pluck feathers from her wings every day at the docks...
Then on a particularly busy day, as she was running to complete an errand for the Dockmaster, a Mage was yelling at a guard, who was lying on the ground with a bloody nose. The Mage raised a hand and his Gate appeared. Before Rendyl could think she yanked a fish barrel's lid off and launched herself in front of the guard. She didn't know what magic she was about to get hit by, but Lady Luck was with her. The Mage threw a condensed ball of air towards the man, and she had managed to deflect it with the makeshift shield. The Mage was so stunned by the turn of events that the guard's companions were able to apprehend him.
The Guard's employer met with the Dockmaster, and that day, Rendyl belonged to Lord Drakus of Immolis. Though a few years later that changed to Solaris.
She was quickly whipped into a proper soldier, trained with swords and shields, and at Lord Drakus's insistence, able to train using her wings. Six years pass since she changed hands, and now she was her Lord's personal bodyguard, proven in combat and loyalty.
Equipment: Tailored leather and Mail armor, personal curved shield five feet wide by two foot tall, with a scimitar sheathed on the inside. On her right outer thigh a slightly curved long knife. Rarely carries anything else, but owns a twenty foot rope she will carry on the left hip.
Name: Drakus Ludire Immolis House: Immolis Solaris Age: 22 Race: Mageborn (pure bloodline) Gender: Male Appearance: Drakus stands tall above average height with the chiseled defined features of a long line of handsome important men. He has a firm build and strong shoulders from a short lifetime of martial drills.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: For those that don’t personally know this young lordling and haven’t met him, the rumours are he is firstly a powerful gate wielder. Secondly he is just, kind and giving. Understanding the power of public opinion has caused him to create such an image.
Those that have had the opportunity to meet him might say he can come off as quite the elitist snob. Swathed in an air of regal arrogance he is cold, condescending and and acts better than those around him. He has little time or attention for those he considers his lessors. (Commoners and non-mageborn) He will however make an exception for entertainers.
However the few that get to know him know of the secrets behind his confidence, his endless drive and determination. The overwhelming irrational self expectations that he strives ruthlessly to uphold, forever requiring more than he has to give.
Alignment: Neutral: leaning heavily towards Mages. There is nothing wrong with technology it is simply that mages are superior and should be the ones to posses it.
Skills: As an ex elite judiciary investigator and justice deliverer for the Immolis family, Drakus worked on the high profile and discretionary cases that could not be left to just anyone. Therefore he is heavily trained in the art of combat, tracking, investigation and reading people. He is also an above exceptional dancer, versed in many styles.
Backstory: Born a unique magical prodigy, Drakus was subsequently treated as such and believed himself to be a direct descendant of the mage queen herself. His self esteem and arrogance soared, growing alongside with his powers. This only put him at further odds with his brothers, who were surprisingly different to him. A fact that had never escaped Drakus.
Drakus is no fool and is aware of the unfamiliarites between his siblings and himself. It is an unannounced fact that has divided them ever since childhood. Not only is it the hair and eyes but more importantly his gate. A contrasting opposite to theirs in both power and type.
Even though never being told, Drakus still always assumed that he would be the next lord of Immolis despite one of his brothers being older. For he was blessed after all and had the far greater power.
When lordship passed over not only his older brother but also he too himself and was instead granted to the youngest and most unseen sibling. Drakus was livid. Once the shock and disbelief settled, he was so furious that in his defiant rage he even attacked his family. The damage he had done that day, emotionally and physically could have been overlooked, could have been somewhat undone and left to heal if only he had wanted it to. But he hadn’t. Internal feuding went on for months before Drakus retreated with a small cohort of followers and claimed a patch of Immolis territory for himself, starting his own house. A house where he would be lord.
Miscellaneous: Other relationships;
Once upon a time he and his little brother Ruel were close. Drakus looked out for him, had a good laugh here and there and even played silly childish games when they were younger. But as they grew up those times became fewer and rarer. Drakus became focused on his gate while his brother became more of a recluse. They had little time for each other and not really connecting on any level or understanding, they eventually drifted apart. Drakus never saw Ruel as a threat until now, and wants him to hand over lordship. Since his succession it’s safe to say the two have become enemies.
His older brother Cedric was a different story. As Drakus’s powers grew he bullied him more and more for it until he was too strong for him to continue on doing so. So instead he found other ways to terrorise and seclude Drakus. He disliked him before their fathers passing and continues to dislike him now.
His father, the man least impressed by his abilities and the man he wanted approval from most.
Despite all his status and potential there was one man that continued to push and train the young lordling. A distant cousin known as uncle Roth Pachel who was not only his sword instructor but also pushed him to become an investigator and then judge. Worked under his employ when he held his own investigation sect and even later sheltered Drakus after the succession ordeal, always supporting the idea of building a new house.
A childhood friend, Drakus never understood why she was around but enjoyed the gossip and rumours she would bring. They did artsy things together and occasionally spread their own rumours, some reaching a national level and still existing today. It was from those games with her Drakus learnt of the power of public opinion and image.
Once one of Drakus’s most reliable men, turned traitor at the Kvat dock incident. Escaped after being defeated and hasn’t been seen since.
𝕄agic
Gate: ‘Solaris’ - power of the sun Heat (Initial). Force, Light (secondary) Drakus’s unique mastery over his gate is unparalleled. He is not just a prodigy but an anomaly. Harnessing the power of the sun he calls his gate ‘Solaris’. He even claims it to be a lost primary gate, while few there are those that believe him. With access to the power and heat of the sun he can manipulate the world around him in a number of unique ways. Flow: High. Favour: Extremely high Field: 20 Meters
𝕋echnology
Equipment: Nothing Yet...
S O L A R I S
THE GOLDEN CITY
ℍouse 𝕀nfo
Name: Solaris Domain: Entertainment and Indulgences. Leisure, luxuries, art and competition. Exports: Perfume, potions, paints, jewellery, Instruments, bards, books and paper. Location: Broken off of the most north eastern part of Immolis, the newly named Solaris shares boarders with Reason, Granis and Croan. It has access to trade routes and a river. Members: Some of the prominent figures of Solaris
Rendyl - The female Avian sailor is head of his personal guards and is overseer & advisor of docks, trade and resources.
Hision - This long time friend and tower of muscle runs the arena, is master of infrastructure and defense and also overseas the sculpting sector of the arts academy. Has a Force+Earth gate.
Elonia the blind - this once fierce amazonian warrior now deals with softer matters such as those of the Plaisir district and teaching the art of music. Has a reverse heat gate.
Roth Ivek-Patchel - A distant cousin to Drakus and major stakeholder in Solaris. Runs the theatre and jongluers guild. Claims a long convoluted connection of relations to both the ruling Patchel and Immolis families. No known gate.
Abbey Rose Smith - Technological advisor. Found attending the craft school she was promoted to oversee it.
History: Solaris is fastly becoming considered the epitcenter of all art, culture, indulgences and entertainment. With its grand theatrical stage, mighty coliseum, art academy and jongluers guild it is no wonder why. Strict laws keep the beautiful town a thing of vibrant peaceful harmony. However, it has not always been this way.
<1610 Before it’s current incarnation Solaris was known as Kvat, a large flourishing northern trading town of Immolis. Born out of necessity and convenience it was built on structures of the past. Utilising the wide river that winded through and the close proximity of its neighbours, it cemented not only strong alliances but healthy profits too. Sadly as relationships dwindled between the neighboring houses so too did the great trading town of Kvat as people moved back to the security and safety of the capital.
~1616 This sudden flux of people leaving left a hole in the golden city of Kvat. Times became tough and desperate people were born. No one could imagine trouble in the lawful lands of Immolis, least of all those who looked outside it to deliver justice. Alas it brewed right beneath their noses. With the capital of Immolis no longer watching as closely over its little brother, Kvat fell victim to corruption. It spread through the town like a plague. It’s infectius disease even reaching back into the very heart of righteousness and law, Immolis itself.
1640: The dark truth about what Kvat had become was made apparent by an incident that occurred on the docks. A young Immolis heir was involved, barely getting out with his life. Taking personal offence to the tumour that had grown in their fair land he started what would be a two year witch hunt to root out and eradicat all the filth and vermin that corrupted the towns once good name. From there the near barren city underwent a transformational redevelopment. Given a new life, the town was the pride of the Immolis heir. Wanting to leave his mark and impress his father he ordered and oversaw the construction of the Lidicrum.
1645: The Lidicrum was finally completed. The large entertainment juggernaut, a multipurpose theatre, zoo and arena quickly caught the attention of many and the town once again began to grow. Run with strict rule and close observation
1646 The late Lord immolis’s passing caused a rift throughout the family and kingdom with the naming of his youngest son as his successor. After many months of internal feuding Kvat was granted independence and claimed by Drakus Immolis who renamed it Solaris. There were enough numbers and support during this time of political disruption and distraction for this claim to go through with only minor resistance.
1648 Solaris today A fairly infantile house that has only recently became. It’s foundations built around and upon a grand theatre, the first public zoo and a mighty coliseum. Amongst those that came to the attractions were bards eager not to miss a new story. Now they line the streets where bath houses and bakeries have grown, entertaining passerby’s hoping to one day have their own moment on the grand stage. The city is a beautiful place of high fashion, sculptures, floral decoration, colourful and vibrant. Even the buildings themselves are a work of art. Bards and performers can be found on nearly every corner, carefully managed not to clash, gracefully entertaining the passers by.
Districts: Solaris is divided into two halves by the river, upper and lower or newer and old. Housing is mostly spread out through the lower (old) with a bit in the upper (new) reserved for dignitaries, guards and the likes.
The Lidicrum(Sight) In the upper most inner part of the rebuilt Solaris sits the Lidicrum. The grand grounds of a keep that hosts the states prized trifecta of entertainment. The Arena, theatre and zoo. Only the best and most qualified bards can grace these streets and merchant access is strictly monitored as to not effect or distract from the feel of this place. Within the grounds of the Lidicrum, the main entrance, sits The solar temple or temple of the sun. Another great attraction as it had become more of an art museum than holy house.
Aspirant grounds (Sound) Commonly known as the neophyte trap is the walled of section of upper Solaris reserved only for those attending or staying at one of the three great halls within. The Jongleur guild, the crafters alliance or the Music & Arts academy. Along the walls sits three towering Bell towers used to signal different events.
Plaisir (Smell) Filling in the the leftover space of the upper capital of Solaris is the Plaisir. Hosting Bath houses and pamperies to serve all intentions. It also has the finest Perfumeries to match and beautiful serene Flower gardens.
Craft district (Touch) This is much of what it sounds like. Consuming much of lower Solaris the craft district encompasses much and is home to the many print houses, jewellers, tanners, blacksmiths and tinkerers. Even the northern end of the docks and markets fall here.
The Sol (Taste) The deliberate play on words is announced as the heart of the city. It wide grounds stretching beyond the walls contains the Orchards, the winery’s, taverns and food market.
Name: Abigail Harlow House: Balaur Age: Mid/late teens Race: Human Gender: Female Appearance: Slight of build and pinched with hunger, Abigail stands at a measly 5'2 and perhaps 60 kilos soaking wet. She's devoid of colour, her eyes pale, her hair blonde and lanky. Clothes never seem to sit properly, and she's littered with scars and scrapes.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Virtually unknown on a larger scale, though perhaps recognised in her homeland as a daughter of a middling class of nobility that was just scraping by. Alignment: Mage by birth, technologist by nature. She believes that the combination of magic and technology would greatly facilitate the production process in her homeland without the massive loss of life from the workers. Skills: Abigail was taught the basic skills of womanhood from an early age. She can cook, clean, sew, knit, and has some simple knowledge of herbal remedies.
Growing up on a stables, Abigail also learnt how to care for the horses as well as the tack. She can patch and repair it to an extent. She's also a very competent rider, especially in steep and rocky conditions.
Backstory: The Harlows are the sort of nobility that cling to some distant bloodline. Her father didn't inherit much, if any of the assets. They all went to his brother and left Mr. Harlow with a few acres of rocky scrubland and a handful of horses. They're longhaired mountain breeds, and using what little money he had left, Mr. Harlow bought out a quality stallion and made ends meet. Mrs. Harlow was as barren as the lands they struggled upon and with much effort, and at their mid fourties, she gave birth to a young girl called Abigail.
Naturally, this put a lot of strain onto the lass. She was not male, and could not run the stables. She needed to be married off to someone with wealth. So pressing and urgent was the matter that they both nearly overlooked her latent magical abilities until she sporadically combusted a bale of hay, which was precious enough in the mountains to give her a proper scolding and a little more surveillance. It was hard enough to find a suitor - harder still to take one that spurts fire.
When a Black Knight came riding through their borough proclaiming his need for an apprentice and a rider, Abigail's parents did everything short of shoving her into a bridal dress and tossing her at the stranger. He didn't even have to marry her - at this point, a dowry or a down payment would suffice and, well, if those long lonely nights lead to a blossoming affection, all the better. So long as she brought in supplementary income and assets, they didn't mind what happened. Abigails opinion on the matter wasn't of any grave importance, and she should have been glad for the opportunity to do what she loved for a man of such high esteem, provided she uphold the family honour and carry herself with all the pseudo-authority of a scrounging upper class woman with absolutely no money left to her name.
Miscellaneous: The breed of horse that the Harlows specialise in are called Balaurans. They're on the larger side, like a shire. They tend to be dark brown or black with shaggier fur, similar to wild ponies. They're known for an awfully stubborn temperament and their indefatigable strength.
𝕄agic
Gate: Fire + Force (Combination) Flow: High Favour: Average Field: 30m Max in any direction.
Name: Victor Moltke House: Balaur Age: 52 Race: Human Gender: Male Appearance: Height, build, any notable features. Pictures are encouraged!
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: A Black Knight of the Steppes, loyal to his lord and country. He's an educated nobleman who holds both magic and technology in high regard. Alignment: Leaning slightly towards technologist, but primarily neutral due to his upbringing. Skills: Victor excels at analysis and assessing his adversaries’ strengths and weaknesses, utilising his knowledge and experience to exploit those weaknesses. Victor approaches his problems with aggressiveness, prefering to always take the initiative and remain on the offense. In terms of notable education, he has been taught to hone his magic in Teglo and went on a three year research journey into Kothlin. He has been learning swordsmanship since he was ten years old and can ride a horse. Backstory: The Moltke family is elaborate and slightly eccentric, given that most of the Balaur nobility tend to err towards religion. Whilst still respecting the holy scriptures, the Moltke family holds knowledge as just as important and often produces scholarly field agents that go abroad for research. Victor was not to be denied his birthright.
He was homeschooled by tutors until he was ten, and began combat training on top of his studies from then on. His gate was a generalised skillset but a versatile tool and, whilst shoddy during his youth, he was promptly transported to Teglo at seventeen for several years of magical training. When he returned at the age of twenty three, his swordsmanship was his primary focus. He was titled as a Black Knight at thirty.
One of Victor's first adventures was to the northern snows of Kothlin, where he delighted in the technological advances of the civilisation and did plenty of studies of his own. During this trip, he made sure to keep his blades sharp by joining in various duelling clubs which gave him a lead into the higher echelons of Kothlin society. He spent three years there, studying and learning from their libraries, before returning to his home country.
Once in Balaur, Victor released a statement. During his tour of the country he will be looking for a suitable companion, one sturdy protégé who was unafraid of rough conditions and hard work. The offers came pouring in, and he had to make several loops around the plains to review his choices, but ultimately a young farmgirl caught his attention. Her fire gate gave them common ground, and she had a keen look in her eye that showed promise. It would be a hefty investment - he had to pay simply for the pleasure of having her - but her noble blood and wary demeanor stood out to him more than the clamouring masses that shouted empty promises and false claims.
Miscellaneous:
𝕄agic
Gate: Fire Flow: High Favour: Low Field: 35m radius maximum
Name: Meredith the Shieldbreaker House: Balaur Age: 45 Race: Human Gender: Female Appearance: Standing at a hulking 6'4, Meredith is about as broad as she is tall. Were it not for her long hair, charcoaled eyes and fuller lips, one would have mistakenly assumed that she was a he. Her flesh is disfigured with swathes of scar tissue, even across her face and chin. She is usually clad in her darksteel armour for public events, upholding the image of a ferocious, Balaur-born Black Knight. Under less extenuating circumstances she can be spotted in very simple, sturdy pieces of clothing that sit tight around her scar-dappled muscles. She carries herself like a warlord.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: The Shieldbreaker name isn't a name - it's a title, and it was earnt. The lives of Meredith's ancestry are short and brutal. Heir to a petty warlord's fortune, she stands alone in her lineage to do what she does best: bend the knees of the public by force. She's known as an odd mixture of a slavemaster, a warlord and a leader of her people, depending on who you ask. Alignment: Neutral. Meredith spends little time worrying over the broader political implications of the decision, preferring instead to focus on the more immediate problems in her province. Skills: Presuming, of course, that sheer brute strength isn't a skill, Meredith is extensively trained in combat through her many battles. She has some knowledge of tactics and planning, but her real speciality is the maintenance of a reputation. She can use propaganda and bribery to spread rumours throughout Croan and is skilled in acting and being able to falsify the truth around certain events to suit her ambitions. Backstory: Meredith's ancestors were the first to kneel before Darius and she intends to maintain the tradition. She learnt what she knows from her father, who was far greater of a leader than she and left some pretty large boots to fill. It went without saying that a youth of working in the mines, rubbing shoulders with the destitute but gorging on three heavy meals a day, had coupled with her genes to produce a behemoth of a lass. Her father instilled discipline and forced humility by giving her a taste of serfdom. She still has mixed feelings about it, both grateful and resentful for the life lessons it brought. Regardless of her own opinion on the matter, it influenced the way she lead her people.
When Meredith was old enough to hold a sword, she challenged her father for dominance over the province. She was promptly defeated and learnt a valuable lesson in arrogance. Her teenage years were devoted more to study than to labour, cutting her hours by half to teach her behind closed doors. She started to become alienated from the people as the class boundaries began to widen between herself and the workers. She was still subjected to a gruelling workout each day, and had very little in the way of free time which stunted her socialisation skills. It didn't matter all that much - she was to be a ruler, not a friend.
When Meredith turned twenty seven, she challenged her father again, only this time she was armed with a hefty axe and a Gate. The magic was simple yet devastating; she gradually, slowly and painstakingly increased the heat and weight of her father's armour throughout the battle, and once he fell to his knees with fatigue, repeatedly slammed her axe into his shield until it was bent and cleft in twain, earning her the title of Shieldbreaker. As per tradition of her people, she had to execute her progenitor on the battlefield and assume his position as ruler over the mines. She never really comments on how that shift in power affected her emotionally.
For two decades since, Meredith has been uncontested in her rule over the province. For many of the natives, her traditional rise to power and the blood of a warlord were enough to garner respect for their new mistress. In the initial few years of her rule she mucked in with the labour to remind herself of the conditions in which her people work, donning her armour go avoid a pickaxe in the back and heighten the difficulty of the work. Since the mines exported a lot of steel, she worked tirelessly to improve the quality of life for the slaves. Whilst the hours of labour didn't let up, the meals were more sustainable and a team of professional medics were employed to provide healthcare for anyone injured or sick. Pregnant workers in their last three months of pregnancy were given less hours, and after giving birth they only worked half days for the first year.
Nevertheless, Meredith's status as slave master was unflinching. Whenever some of the workers rested on their laurels and pushed for pay or better rights, Meredith inflicted swift, merciless suppression. She was shrewder than her father and paid some of her workers to be whistleblowers and spies as well as propagandists, receiving better benefits in exchange for spreading good word about her rule and reporting any schemes to her taskmasters. She'd misdirect hostility towards dissenters and leaders of rebel cells by framing them to be under her payroll, or simply blackmail them into submission. Torture and interrogation were not below her sense of honour.
Finding that the peace talks may fundamentally change the way she needs to control her province, Meredith is on call for summoning to the tower and answering to any orders given by her direct superior.
Miscellaneous: Meredith has a retinue of six 'taskmasters' who report to her. They are unflinchingly loyal, nigh-worshippers of her rule, and each play an integral role in the management of her province without shirking their duties at the handle of a whip in the mines. By making these roles, Meredith shifts the public eye onto the taskmasters and elevates her authority. To see her personally walk afield was now considered an Occasion to remember. To see her carry the whip meant that the recipient was infamous enough to lure her down into the mines. The days when her mood was lighter and she handled the pulleys and listened to her people were the days where she was revered and beloved. Any other day was dominated by the shadows of these six followers.
Tyrus Adenti - the resident mageborn. He uses his air magic to eavesdrop and spy on his people (and the other taskmasters for that matter) by silencing his footfalls.
Jeremiah Oldesson - A hearty ex-slave who masquerades as a mediator between the populace and the taskmasters. Jovial, boisterous and fond of songs and poems, he boosts morale amongst the workers and maintains reverence of their mistress.
Ilmeri Daltmer - head of the medical facilities, she's also a priestess and uses religion to give the people hope. She goes out of her way to provide soup kitchens and sermons where she uses faith as a vehicle for gratefulness and optimism. Her healers, mostly female, are similarly agents who use their tender charms and gentle care to both bolster the morale of their patients and weed out any dissent to report back to the Priestess.
Bodkar The Cruel - Plays the role of 'taskmaster' in Jeremiah's region of the mines. He's the bad guy, the receptacle of the slaves' hatred. Jeremiah occasionally orchestrates revolts that are inevitably quelled by Bodkar. By focusing the slaves' contempt at Bodkar, Meredith feigns punishment and close surveillance over him to seem like a more justified ruler.
Yorrick Pearson - A more generic taskmaster who watches over the rails, making sure shipment of iron is kept at peak productivity. Not as heartless as most, he uses the infirm as cleaners instead of labourers to maintain better hygiene standards in his portion of the mines.
Rudd the Quartermaster - lord and ruler of the commissary, Rudd guards the inventory of the mines, oversees the supply routes and punishes thievery severely. He's often likened to a Wyvern.
𝕄agic
Gate: Combination Gate (Force and Heat) Flow: Average Favour: High Field: 10m max range
Name: Sarnic of Clan D'mol, of Tribe Dimutic Age: 26 Race: Akeshan of the Wilderness Gender: Male Appearance: Sarnic's slightly below average height but toned, athletic build wouldn't normally inspire fear in strangers - but his sharp fangs, wild eyes, and aggressive attitude that easily shows through his body language might do it. He has light skin subtly tanned by the sun, and various battle scars all over. His hair is a shaggy light brown - the same goes for the wolfish ears and tail that sprout from his body. His fingers end in pointed claws perfect for tearing things apart. In the dark, his red eyes can seem to glow with excitement. He usually dresses in capes and furs decorated with trinkets, charms and jewelry of all kinds.
Reputation: Those that don't know Sarnic would say that he's a ruffian - he puts the beast in beastman and is an unrepentant, uncooperative, unpleasant person. Those that DO know him would say... all of the same, and add that he's a ferocious, uncontrollable young man with a lust for battle that rivaled only his personal pride. Though hard to imagine, he does have his good qualities in that he's loyal and will protect what he views as his, whether it be people or territory - and though isn't a strategist by any means, preferring to rely on his raw power, in battle he thinks quickly on his feet. He is in peak physical form and is equally admired, feared, and hated by many.
Skills:
Physical Combatant
Natural Weapons
Simple Weapon Proficiency
Iron Stomach
Poison & Disease Resistant
Brutal Charisma/Pack Alpha
Animalistic Strength
Animalistic Senses
Backstory:
Where some Akeshan tribes try to be as civilized as possible in the face of the Court, the Dimutic Tribe that Sarnic belongs to chooses instead to revel in their natural states. They are similar in many ways to the other tribes of the Wilderness, but differ in two major ways: they tend to be more aggressive than your average tribe, and they are at times nomadic.
The Dimutic have no gender or sexual biases, nor are they divided by class. They place one thing above all else when it comes to battle, negotiations and conflict: power. When it's time for a Chieftain to step down, their chosen child challenges all adults in the village to single combat. If this chosen child loses even once, the one that defeated them may become Chieftain. The Chieftain has no advisers or council and decides all aspects of the tribe's life, though they are free to listen to any tribe member's advice. When the area the Dimutic live in no longer pleases the Chieftain, they may choose to move the entire tribe - in that case they crash through other tribal territories and violently take any land they want.
The tribe members may seen violent (and definitely are), but from an outsider's perspective what may seem like a community of in-fighting and theft is actually a tightly knit group of like-minded Akeshan. The Dimutic do not steal from each other, because all property is meant to be taken. They do not assault each other because battle is how the Dimutic become stronger and forge bonds. The rare Dimutic that is born weak or shy won't be discarded, but instead become healers for the group's many warriors. First born children are named with an "-ic" ending, paying nod to their tribal founder, Dimutic. Only the first borns are named this way, all other children are not named with an "-ic" ending. There are times when a family's children may be named entirely similarly, for example "Dundic" and "Dund," both of Clan "X."
There is only one law among the Dimutic, and every one follows it devoutly: if you have taken all of their possessions, then take only their life. Another person's freedom and agency is never to be infringed upon, so despite their nature the Dimutic do not rape or take slaves. To be taken advantage of in such away is the most shameful, criminal thing the tribe can imagine.
The current Chieftain is Timilic of Clan Astepeol, the first male Chieftain in generations. Both Timilic's son (Stevic) and daughter (Obel) are preparing to take over the tribe, and it's thought that one of the siblings will kill the other before Timilic steps down. Despite being firstborn, Stevic has proven weaker than Obel many times, but both have supporters among the tribe. Timilic's second wife Sumil of Clan H'sta, mother of neither of his children, is a dark horse contender for the position as well. Besides Timilic's immediate family, a favorite to take over as Chieftain is a certain Akeshan know as Sarnic...
The D'mol Clan has been part of the Dimutic Tribe for nearly as long as the tribe has been around. The D'mol have produced many fierce sons and daughters over the years, but none so much as Sarnic. He came out of his mother's womb kicking and screaming - he even bit the deliverer. His parents couldn't have been more proud.
Sarnic didn't have any special upbringing, he was raised in the same way the other children of the tribe were: thrown outdoors during the day to do whatever he liked, then collected at night to be fed dinner and instructed in the brief tribe laws and history. It was a childhood full of scrapes, scraps, bruises and battling - just the way the Dimutic like it. Soon enough it was apparent that Sarnic wasn't just unruly - he was tougher and stronger than most if not all of his age group. He could spar with older members of the tribe easily, and soon enough his parents decided it was time for the adult bridging ceremony. This ceremony could be taken at any age and was a test to determine if members of the Dimutic would go on to become full fledged adult warriors, or remain children for a little longer and move on to become healers and shaman. The test involved hunting, fishing, and surviving in the wild alone. Needless to say, Sarnic passed handily.
Now deemed an adult at a relatively young age, Sarnic trained as a warrior tasked both with protecting the village and hunting game to feed it. He was a skilled combatant, and though he didn't always win in those early days he proved a force to be reckoned with. The Dimutic moved their tribe early in Sarnic's life, and there was something that made a lasting impression on the young Akeshan: of the people whose land they moved into, the only ones that refused to give up and leave and were able to put up a fight were the ones that wielded magic. The Dimutic did not normally get involved with the magical beings of the land nor thier contracts that granted magical gifts, but those few that did were not shunned by the tribe. It was always in the back of his mind as a way to get even stronger than he was now.
After a few years more, Sarnic was well known as one of the most powerful members of the tribe. His strength and skill in battle, coupled with his health and ability to eat nearly anything and not get sick, made him both envied and admired by others. Sarnic himself was well aware of his own abilities and would fight everyone to make sure they knew he was stronger than them. He took over as head of his own clan when he killed his father in a power struggle, leaving his mother, younger sister and handful of cousins to acknowledge his new family position. Though they all mourned the former D'mol patriarch's death, Sarnic included, such was the way of the Dimutic - and if one didn't back down it wasn't unlikely for them to die. Sarnic took his father's fangs, wore one as a charm and gave the rest to his family and moved on. Many in the tribe found themselves victims to sudden attacks from Sarnic when they questioned or insulted him. Indeed, Sarnic was powerful - but he knew he could get even more so, especially since he seemed to be evenly matched with the tribal Chieftain's family and was striving to overcome them.
Sarnic's sister, Juvela, was shaping up to be quite the warrior herself and the D'mol siblings enjoyed fighting with each other and giving each other new scars. One day, on a hunting party led by Sarnic which Juvela was part of, the small group of Dimutic was ambushed by remnants of the tribe whose territory they now occupied. A fight ensued and some of the proud, powerful Dimutic were killed by these magic-wielding Akeshan. Worse: some of them were also captured. Predictably, Juvela was one of those stolen. It was a blow to the entire tribe, and a rescue group was put together immediately. After all, these Akeshan had broken the one cardinal law of the Dimutic: of a person, take nothing but their life. Kidnapping was an unforgivable crime.
When the rescue party got to the scene, it was hard to believe what they saw. A large magic beast, more like a monster than anything else, slaughtering the rogue Akeshan and their Dimutic hostages alike. Magic beasts in general were uncommon nowadays, but once this size and strength was especially rare, but here it was. Juvela had broken free and was fighting the creature, one of her large ears torn off and blood streaking down her face. With a battle cry, Sarnic and the rest of his group leapt into battle against the beast. It was bloody, many didn't survive and for the first time in decades members of the Dimutic tribe retreated. Even the D'mol siblings, as strong and brash as they were, turned to run when it became clear the monster was many times more powerful than the lot of them.
It's body, though seemingly flesh, was dense and hard. It resembled two headless men joined at the waist, though many times larger. Their arms ending in bloody claws and where their legs would be ending in yet another pair or arms. Twisting skin formed molted, pulsating ridges on the beast and it's color would constantly change to make for a confusing appearance. Save for the blood coating it's body, it was able to nearly perfectly blend into the surroundings. It crushed the Akeshan bodies into dust and absorbed energy from them through it's skin and the ugly holes where it's heads would have been. The creature was horrible and awesome.
And it chased them.
The D'mol siblings brought up the rear of the escaping Dimutic, and when Sarnic head the beast crashing through the trees after them he growled and turned to stand against it. He was a proud young man, he was strong and determined. He faced down the creature and was prepared to fight and win, or fight and die.
But instead it spoke to him.
When finally Sarnic returned to the village, the entire tribe surrounded him with shouts and tears. Even those that loathed him moved to embrace the hostile man. His mother and sister held onto him and kissed his face in relief. The entire tribe moved the next day, far away from the area, traveling for days. When asked what happened Sarnic would say that he distracting the monster then escaped.
He didn't tell them that more than seeing his sister's bleeding body holding her own against the creature, more than fighting for his own life against it, more than the dark folk tales the elders would scare him with when he was a child, that what it said to him was the most frightened he'd ever been in his entire life.
After moving, the Dimutic tribe put the experience behind them. Sarnic did too. Life went on as normal, but for some reason Sarnic was stronger than ever.
Miscellaneous: Sarnic isn't the head of his tribe, but he certainly acts like it - and more often that not everyone lets him. He's butt heads with the Chieftain many times and has even threatened to kill the tribal leader and take over - so far he hasn't made good on this threat though, instead eagerly awaiting the time he can ascend to Chieftain in the proper way.
𝕄agic
Contract Gift: Fog. Sarnic can generate fog as dense or light as he wishes from his nose and mouth. The fog cover hangs heavy on the ground around him and can get quite large. Contract Sacrifice: He is bound to follow the orders of the creature who gave him the contract. Contract Restrictions: If Sarnic is unable to breathe, he can't produce the fog. Field: The area the fog can cover can extend up to two miles, with the densest part being the center where Sarnic generates it from. The fog can be generated quickly but obviously the large cover the more time it takes.
Name: Sir Ceadda Croan House: Fourth child of House Croan Age: 19 Race: Human Gender: Male Appearance: Stands at about 5'6" with a slim, athletic build. Wears a specialized half-plate denoting his status as a Holy Knight adorned with a faded insignia of House Croan. Plenty of burn marks on his forearms due to the nature of his gate. Has a white streak in his hair that many assume also stems from the stress that comes from the use of his powerful gate, but it is really due to being overworked.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Something of a scandalous celebrity, but is actually quite unremarkable. Due to a past incident that had him join the Holy Knights, Ceadda is seen to the general public as a loose cannon with an especially destructive gate. In reality, those who truly know Ceadda know him as a very jaded individual who finds most of the problems in life a pain. He is the type to undertake anything that is asked of him, but also tries to cut corners in an attempt to make things easier on himself. Because of this, Ceadda is sometimes treated as an "errand-boy" among his peers. In other words, the one member of a group project who volunteers to do most of the work, but ends up doing a half-assed job at it.
Alignment: Neutral. Ceadda is well aware of the dangers of either side having too much power, but if he were forced to pick a side, Ceadda would begrudgingly choose Magic if only for his familial ties and his Magusist upbringing.
Skills: An overall perceptive individual, Ceadda is especially observant when it comes to other people. He is able to get a general feeling of what kind of person someone is after a few brief moments of interaction, and even understand the topic of a passing conversation just by hearing a few spoken words. Despite being able to read others easily, Ceadda does not put this skill into full use as a nobleman of House Croan, and instead utilizes this skill to seem unremarkable to those he interacts with. Ceadda's skills in human observation are especially apparent in the midst of conflict, such as an argument or a more physical confrontation.
Among the Holy Knights, Ceadda is actually considered the "weakest" in terms of overall sword skills. This is due to Ceadda's personal combat methodology. Using his skills of observation, Ceadda prefers to figure out his opponent before blades clash in order to win a fight before it even begins. When that fails, Ceadda enters combat with the mindset of ending it as quickly as possible, favoring quick dashes and rushing headlong towards his opponent as a means of finding or making openings to exploit. In other words, a seemingly reckless assault unfitting of a Holy Knight if not for Ceadda's particular gate. Some would even say that despite his mediocre skills with the blade, Ceadda is among the order's "greatest" swordsmen due to the nature of his sword along with his particular fighting style.
Backstory: One of the many children born under House Croan, Ceadda wasn't seen as especially remarkable in comparison to the rest of his siblings. Much of this came from Ceadda's desire to avoid attention, and he had a generally quiet childhood (for a Croan child) until the nature of his gate was discovered in a particularly scandalous incident. What was once thought to be a specialized form of Electricity or Heat gate turned out to be something more, as made apparent when Ceadda had lost control over it and harmed his younger sister, Rae, in the process.
Overcome with the shame of harming his family alongside being ostracized by most of his siblings, Ceadda had felt like he was unfit for having such power, and purposely overused his gate to the point of it cracking so he wouldn't be able to use it anymore. However, the Lord and Lady of House Croan had other plans for Ceadda, believing that such a powerful gate should not be squandered over a mere accident. They soon came to a compromise, with Ceadda being sent to the Holy Knights under the guise of "rehabilitation", so he could learn to control what is left of his gate without the risk of hurting his family any longer. About two years later and Ceadda had easily cemented his place within the Holy Knights as one of its strongest members.
Miscellaneous: Ceadda carries a beautifully crafted glass sword as his sole weapon of choice. Appearing as more of an accessory than an actual weapon, it is unfit for use as a sword in the traditional sense, and Ceadda is sometimes ridiculed for having such a fragile-looking blade. A nameless blade due to Ceadda's belief that naming tools and objects is "something only pretentious snobs would do." In truth, Ceadda feels embarrassed about the names he's come up with so far.
𝕄agic
Gate: Unbeatable Hollow Sword. A special gate that can only manifest within a uniquely-crafted hollowed glass sword. About as flashy as the name suggests, Ceadda's gate was originally much stronger before it was voluntarily cracked due to a past trauma. Flow: Moderate-Low. Originally High, but can now only take the shape of the vessel it is summoned through. In Ceadda's case, the blade of a sword. Favour: High, but due to the gate's cracks, over-exertion can lead to mana draining faster and even more potential damage to the gate and its vessel. Field: Can only be summoned through Ceadda's sword, or other vessels of similar make. Can be extended from the vessel to a length of 2 meters, and upwards to a length of ~7 to 9 meters through exertion.
Name: Armored Captain Elliot “Eli” Holdt House: Kothlin Age: 28 Race: Human Gender: Male Appearance: 6 feet tall. Red hair typical of the North. The product of the paltry Kothlinian diet and years of military training. Elliot is thin, though not muscular to the extent of his juniors. The months in the Fort have mellowed him out a little, a five o’clock shadow now a permanent feature.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Neurotic, somewhat paranoid. Puts way too much effort into everything he does. Friends who have known him for years would diagnose it as a severe case of impostor syndrome, though he seemed to be a bundle of nerves since long before he enlisted. Detail oriented and efficient in his work, he’s more than willing to help his fellow soldier to the point of being a doormat. It’s easy to take advantage of it, but when the guy’s so sincere with everything he does… it just makes you feel like an ass.
The consensus around the Fort is that he’s a well-meaning weirdo. If you need a hand, Holdt’s your man.
Alignment: “A-Are you trying to get me dishonorably discharged?” (Technologist)
Skills:
- Power Suit Proficiency: Two hours of practice is the most meticulous fixture in Eli’s daily schedule. He usually has an audience of early risers. Suffice to say, he’s an impressive sight in the suit. - Expert Hand-to-Hand Combatant and Spearman: The Fort’s sparring ground is a popular place to shoot the breeze. Nothing brings people together like beatings and mutual stabbings. The combat practice is just a bonus that comes with it. - Artillery Command (Coilgun/Railgun): As part of his Captaincy, he took a course in the summer of ’46. The certification hangs over the desk in his room. - Leadership and Loyalty: Sometimes you want to go where everybody knows your name and they’re always glad you came. For Eli, that place is Fort Braemur. - Accounting: Promise him half a week’s worth of your dessert rations and he’ll take care of your tax returns for you. - Intermediate at Fiddle: Tries to squeeze in practice whenever he can. He also takes requests!
Backstory: Elliot lived a simple life. A child born and raised in the far outskirts of the capital, Redline. He had it about as rough as any other Kothlinian kid, but his family’s warmth always shielded him from the cold. They raised him to be a dependable man, to treat others how he would treat himself. He took up a clerk position at a family friend’s accounting firm during high school. Pursued this line of work in college but dropped out when the fees became too much. With a few falsified papers and a week of cramming, he was able to get his accounting licence externally.
Things were looking up for Eli. He had a stable job. He proposed to his childhood sweetheart. Then the local mafia caught him skimming off the top of the accounts he’d been trusted with and he was forced to skip town. He didn’t know where or how long. The army promised a salary for both him and his family so that was where he headed.
That was six years ago. Eli was never anyone’s ideal warrior but he kept his head low and he followed orders to a tee. After a handful of years of it, he was promoted to Armored Captain and got stationed at Fort Braemur where the Kothlin-Young-Reason borders met. Life at the Fort is slow and tough but the letters from his loved ones back home help him get through it.
Miscellaneous: Falls asleep very deeply and quickly. His singing voice is angelic.
𝕋echnology
Equipment:
- KS-96 Power Suit “HENRIK”: Named after Eli’s older brother who passed away when he was twelve. Receiving a suit upon promotion to Captain is about a fifty-fifty chance, with most having to wait for their promotion to Major to secure the prestigious equipment with certainty. Eli hadn’t expected to receive one with his limited field experience. He could count the number of men he’d killed on his two hands. It was his good standing among peers and recommendations from superiors that granted him the accidental nepotism. Because of this, Eli poured his blood, sweat and tears into mastering this unique weapon.
The suit is painted in a muted red, Henrik’s favorite. He’d say red was the fastest color and Eli’s combat style aims to live up to that belief. He’s experimented with various modifications over the idle years and determined that a lighter build with an emphasis on mobility is the ideal one for him. The idea is that should war ever break out, he can rush swiftly between platoons. In combat, he moves like a dancer, limbs whirling flexibly. Retractable blades are attached to the suit’s forearms and feet. He is also equipped with the standard firebomb and power suit pack.
- AC200 Railgun: An experimental weapon exclusive to the elites of Fort Braemur. Longer than Eli is tall, it is impossible to transport alone without a power suit. It fires in three-round bursts over great distances and has an attachment to launch pressurized canisters that shoot out metal shrapnel. Magazines for both types of rounds are immense. A shock bayonet is attached. Eli finds the whole contraption quite clumsy and only carries it out of duty.
- Shock Spear: Standard issue. Eli’s preferred foot soldier weapon.
- Officer’s Sword: Generally for ceremonial purposes.
- Wristwatch: Half the garrison chipped in to get this pricey model for Eli’s 26th birthday. The packaging said it has twenty different features!
Name: Sevvi of Clan Saath'Si, of Tribe Dimutic Age: 24 Race: Akeshan of the Wilderness Gender: Female Appearance: As the primary huntress for an entire clan (albeit one of smaller size), Sevvi’s deep assimilation to the jungle is greatly evident in her body. The lanky form she inhabits, though infrequently stretched out to its entirety (a crisp 6’ 1”), is callused and enduring after years of clawing through thick foliage and sleeping in trees. White scales, akin to those on her face, line her flanks and limbs offering a natural layer of protection for key vitals. Oft painted on her face is a blank, dopey stare, but those who know her well enough see the pointed intent of her smile.
𝕊o 𝕆n & 𝕊o 𝔽orth
Reputation: Sevvi is an enigmatic figure when compared to the typical Dimutic. Most of her time is spent alone hunting wild game for the Saath’Si. For days and weeks at a time the huntress will slink through the branches of trees, killing and marking game for pickup. When she finally returns to the camp she is hoisting enough meat to last through her next endeavor with a common surplus. For years she has exceeded the standard for hunting among the Dimutic and her niche skills are acknowledged and respected despite her taboo disinterest for interpersonal combat.
Alignment: Unga bunga tribe gal.
Skills: Ruthlessly efficient, Sevvi has optimized her hunting routes to the minute, the hour, the day, week, month, season, et cetera. With such rigid scheduling comes consistent and high-st(eak)s practice in a wide variety of skills. Notable ones include… ~ Competency with the longbow and knife, among other makeshift weapons (e.g. vine slings) ~ Deep understanding of natural order ~ Stealth capability ~ Gross flexibility ~ Patience ~ Shit humor ~ Staying alive in general
Backstory: A little Sevvi was born to a hybrid family of wolves and lizards native to the Saath'Si tribe. Their oldest, Wulfric, was an important figure to the Saath'Si given his potential to become the next chieftain. Like all but one of her siblings (the other of which is a dedicated healer), Sevvi was thrust into a highly competitive environment where the strong are rewarded with societal advancement. She trained hard but never was able to consistently outdo her peers when it was necessary. Her ridiculous speed and reaction time were constantly invalidated by poor decision making in the fray. Mom and Dad were starting to worry. However, as she matured she developed her now-iconic analyst mentality. She would dissect the interactions of combat, understanding and weighing each option, and would finally identify the proper course of action. For a brief window, she was improving at unprecedented rates, going untouched in bouts with longtime rivals and beyond, shocking the Saath'Si elders. As she fired through the ranks, her brother, Wulfric, was dead set on becoming the new head honcho by means of a challenge. A lethal jab to the throat during the duel spelled his end. It was not long after that the young Sevvi turned away from Dimutic infighting in favor of the hunt whose mysteries she has whittled away at more and more in the coming years to the present.